rcpp_framework/core/math/vector2.cpp

225 lines
3.8 KiB
C++
Executable File

#include "vector2.h"
#include <cmath>
#define EPSILON 0.00001
Vector2 Vector2::abs() const {
Vector2 b;
b.x = x >= 0 ? x : -x;
b.y = y >= 0 ? y : -y;
return b;
}
float Vector2::angle() const {
return atan2(x, y);
}
float Vector2::angle_to(const Vector2 &b) const {
return atan2(cross(b), dot(b));
}
float Vector2::cross(const Vector2 &b) const {
return x * b.y - y * b.x;
}
Vector2 Vector2::clamped(float len) const {
return normalized() * len;
}
Vector2 Vector2::direction_to(const Vector2 &b) const {
return (b - *this).normalized();
}
float Vector2::distance_to_squared(const Vector2 &b) const {
return (x - b.x) * (x - b.x) + (y - b.y) * (y - b.y);
}
float Vector2::distance_to(const Vector2 &b) const {
return sqrt((x - b.x) * (x - b.x) + (y - b.y) * (y - b.y));
}
float Vector2::dot(const Vector2 &b) const {
return x * b.x + y * b.y;
}
bool Vector2::is_equal_approx(const Vector2 &b) const {
if (x + EPSILON < b.x && x - EPSILON > b.x && y + EPSILON < b.y && y - EPSILON > b.y) {
return true;
}
return false;
}
float Vector2::length() const {
return sqrt(x * x + y * y);
}
float Vector2::length_squared() const {
return x * x + y * y;
}
Vector2 Vector2::lerp(const Vector2 &b, const float t) const {
Vector2 v;
v.x = x + (t * (b.x - x));
v.y = y + (t * (b.y - y));
return v;
}
Vector2 Vector2::normalized() const {
Vector2 v;
float l = length_squared();
if (l != 0) {
l = sqrt(l);
v.x = x / l;
v.y = y / l;
}
return v;
}
void Vector2::normalize() {
float l = length_squared();
if (l != 0) {
l = sqrt(l);
x = x / l;
y = y / l;
}
}
void Vector2::add(const Vector2 &b) {
x += b.x;
y += b.y;
}
void Vector2::sub(const Vector2 &b) {
x -= b.x;
y -= b.y;
}
Vector2::Vector2() {
x = 0;
y = 0;
}
Vector2::Vector2(const Vector2 &b) {
x = b.x;
y = b.y;
}
Vector2::Vector2(const float p_x, const float p_y) {
x = p_x;
y = p_y;
}
Vector2 &Vector2::operator+=(const Vector2 &b) {
x += b.x;
y += b.y;
return *this;
}
Vector2 Vector2::operator+(const Vector2 &b) const {
return Vector2(x + b.x, y + b.y);
}
Vector2 &Vector2::operator-=(const Vector2 &b) {
x -= b.x;
y -= b.y;
return *this;
}
Vector2 Vector2::operator-(const Vector2 &b) const {
return Vector2(x - b.x, y - b.y);
}
Vector2 &Vector2::operator*=(const Vector2 &b) {
x *= b.x;
y *= b.y;
return *this;
}
Vector2 Vector2::operator*(const Vector2 &b) const {
return Vector2(x * b.x, y * b.y);
}
Vector2 &Vector2::operator/=(const Vector2 &b) {
x /= b.x;
y /= b.y;
return *this;
}
Vector2 Vector2::operator/(const Vector2 &b) const {
return Vector2(x / b.x, y / b.y);
}
Vector2 &Vector2::operator+=(float scalar) {
x += scalar;
y += scalar;
return *this;
}
Vector2 Vector2::operator+(float scalar) const {
return Vector2(x + scalar, y + scalar);
}
Vector2 &Vector2::operator-=(float scalar) {
x += scalar;
y += scalar;
return *this;
}
Vector2 Vector2::operator-(float scalar) const {
return Vector2(x - scalar, y - scalar);
}
Vector2 &Vector2::operator*=(float scalar) {
x *= scalar;
y *= scalar;
return *this;
}
Vector2 Vector2::operator*(float scalar) const {
return Vector2(x * scalar, y * scalar);
}
Vector2 &Vector2::operator/=(float scalar) {
x /= scalar;
y /= scalar;
return *this;
}
Vector2 Vector2::operator/(float scalar) const {
return Vector2(x / scalar, y / scalar);
}
Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
bool Vector2::operator==(const Vector2 &b) const {
return x == b.x && y == y;
}
bool Vector2::operator!=(const Vector2 &b) const {
return x != b.x || y == b.y;
}
const float &Vector2::operator[](int axis) const {
return coordinates[axis];
}
float &Vector2::operator[](int axis) {
return coordinates[axis];
}
Vector2::operator String() const {
return "[" + String::num(x) + "," + String::num(y) + "]";
}