Added Vector2::Rotate, Moved Rad2Deg/Deg2Rad to Angle class
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@ -6,11 +6,14 @@
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#define ANGLE_H
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class Angle {
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public:
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static float Normalize(float angle);
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static float Clamp(float angle, float min, float max);
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static float Difference(float a, float b);
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static float MoveTowards(float fromAngle, float toAngle, float maxAngle);
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public:
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const static float Rad2Deg;
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const static float Deg2Rad;
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static float Normalize(float angle);
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static float Clamp(float angle, float min, float max);
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static float Difference(float a, float b);
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static float MoveTowards(float fromAngle, float toAngle, float maxAngle);
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};
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#endif
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@ -6,22 +6,22 @@
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#define VECTOR2_H
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extern "C" {
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/// <summary>
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/// 2-dimensional Vector representation
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/// </summary>
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/// This is a C-style implementation
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/// This uses the right-handed coordinate system.
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typedef struct Vec2 {
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/// <summary>
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/// The right axis of the vector
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/// </summary>
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float x;
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/// <summary>
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/// The upward/forward axis of the vector
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/// </summary>
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float y;
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/// <summary>
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/// 2-dimensional Vector representation
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/// </summary>
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/// This is a C-style implementation
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/// This uses the right-handed coordinate system.
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typedef struct Vec2 {
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/// <summary>
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/// The right axis of the vector
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/// </summary>
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float x;
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/// <summary>
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/// The upward/forward axis of the vector
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/// </summary>
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float y;
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} Vec2;
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} Vec2;
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}
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/// <summary>
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@ -29,195 +29,203 @@ extern "C" {
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/// </summary>
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/// This uses the right-handed coordinate system.
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struct Vector2 : Vec2 {
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public:
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/// <summary>
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/// Create a new 2-dimensinal zero vector
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/// </summary>
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Vector2();
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/// <summary>
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/// Create a new 2-dimensional vector
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/// </summary>
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/// <param name="x">x axis value</param>
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/// <param name="y">y axis value</param>
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Vector2(float x, float y);
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/// <summary>
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/// Create a vector from C-style Vec2
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/// </summary>
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/// <param name="v">The C-style Vec</param>
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Vector2(Vec2 v);
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public:
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/// <summary>
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/// Create a new 2-dimensinal zero vector
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/// </summary>
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Vector2();
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/// <summary>
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/// Create a new 2-dimensional vector
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/// </summary>
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/// <param name="x">x axis value</param>
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/// <param name="y">y axis value</param>
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Vector2(float x, float y);
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/// <summary>
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/// Create a vector from C-style Vec2
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/// </summary>
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/// <param name="v">The C-style Vec</param>
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Vector2(Vec2 v);
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~Vector2();
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~Vector2();
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/// <summary>
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/// A vector with zero for all axis
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/// </summary>
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const static Vector2 zero;
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/// <summary>
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/// A vector with values (1, 0)
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/// </summary>
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const static Vector2 right;
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/// <summary>
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/// A vector3 with values (-1, 0)
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/// </summary>
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const static Vector2 left;
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/// <summary>
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/// A vector with values (0, 1)
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/// </summary>
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const static Vector2 up;
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/// <summary>
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/// A vector with values (0, -1)
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/// </summary>
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const static Vector2 down;
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/// <summary>
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/// A vector with values (0, 1)
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/// </summary>
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const static Vector2 forward;
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/// <summary>
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/// A vector with values (0, -1)
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/// </summary>
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const static Vector2 back;
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/// <summary>
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/// A vector with zero for all axis
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/// </summary>
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const static Vector2 zero;
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/// <summary>
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/// A vector with values (1, 0)
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/// </summary>
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const static Vector2 right;
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/// <summary>
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/// A vector3 with values (-1, 0)
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/// </summary>
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const static Vector2 left;
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/// <summary>
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/// A vector with values (0, 1)
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/// </summary>
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const static Vector2 up;
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/// <summary>
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/// A vector with values (0, -1)
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/// </summary>
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const static Vector2 down;
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/// <summary>
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/// A vector with values (0, 1)
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/// </summary>
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const static Vector2 forward;
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/// <summary>
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/// A vector with values (0, -1)
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/// </summary>
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const static Vector2 back;
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/// <summary>
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/// The length of a vector
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/// </summary>
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/// <param name="vector">The vector for which you need the length</param>
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/// <returns>The length of the given vector</returns>
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static float Magnitude(const Vector2& vector);
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/// <summary>
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/// The length of this vector
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/// </summary>
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/// <returns>The length of this vector</returns>
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float magnitude() const;
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/// <summary>
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/// The squared length of a vector
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/// </summary>
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/// <param name="vector">The vector for which you need the squared length</param>
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/// <returns>The squatred length</returns>
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/// The squared length is computationally simpler than the real length.
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/// Think of Pythagoras A^2 + B^2 = C^2.
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/// This leaves out the calculation of the squared root of C.
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static float SqrMagnitude(const Vector2& vector);
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/// <summary>
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/// The squared length of this vector
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/// </summary>
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/// <returns>The squared length</returns>
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/// The squared length is computationally simpler than the real length.
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/// Think of Pythagoras A^2 + B^2 = C^2.
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/// This leaves out the calculation of the squared root of C.
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float sqrMagnitude() const;
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/// <summary>
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/// Connvert a vector to a length of 1
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/// </summary>
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/// <param name="vector">The vector to convert</param>
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/// <returns>The vector with length 1</returns>
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static Vector2 Normalize(Vector2 vector);
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/// <summary>
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/// Convert the vector to a length of a
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/// </summary>
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/// <returns>The vector with length 1</returns>
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Vector2 normalized() const;
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/// <summary>
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/// The length of a vector
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/// </summary>
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/// <param name="vector">The vector for which you need the length</param>
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/// <returns>The length of the given vector</returns>
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static float Magnitude(const Vector2& vector);
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/// <summary>
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/// The length of this vector
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/// </summary>
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/// <returns>The length of this vector</returns>
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float magnitude() const;
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/// <summary>
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/// The squared length of a vector
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/// </summary>
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/// <param name="vector">The vector for which you need the squared
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/// length</param> <returns>The squatred length</returns> The squared length
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/// is computationally simpler than the real length. Think of Pythagoras A^2 +
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/// B^2 = C^2. This leaves out the calculation of the squared root of C.
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static float SqrMagnitude(const Vector2& vector);
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/// <summary>
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/// The squared length of this vector
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/// </summary>
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/// <returns>The squared length</returns>
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/// The squared length is computationally simpler than the real length.
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/// Think of Pythagoras A^2 + B^2 = C^2.
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/// This leaves out the calculation of the squared root of C.
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float sqrMagnitude() const;
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/// <summary>
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/// Connvert a vector to a length of 1
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/// </summary>
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/// <param name="vector">The vector to convert</param>
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/// <returns>The vector with length 1</returns>
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static Vector2 Normalize(Vector2 vector);
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/// <summary>
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/// Convert the vector to a length of a
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/// </summary>
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/// <returns>The vector with length 1</returns>
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Vector2 normalized() const;
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/// <summary>
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/// Negate the vector
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/// </summary>
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/// <returns>The negated vector</returns>
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/// This will result in a vector pointing in the opposite direction
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Vector2 operator -();
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/// <summary>
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/// Subtract a vector from this vector
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/// </summary>
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/// <param name="vector">The vector to subtract from this vector</param>
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/// <returns>The result of the subtraction</returns>
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Vector2 operator -(const Vector2& vector) const;
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/// <summary>
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/// Negate the vector
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/// </summary>
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/// <returns>The negated vector</returns>
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/// This will result in a vector pointing in the opposite direction
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Vector2 operator-();
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/// <summary>
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/// Subtract a vector from this vector
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/// </summary>
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/// <param name="vector">The vector to subtract from this vector</param>
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/// <returns>The result of the subtraction</returns>
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Vector2 operator-(const Vector2& vector) const;
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/// <summary>
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/// Add another vector to this vector
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/// </summary>
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/// <param name="vector2">The vector to add</param>
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/// <returns>The result of adding the vector</returns>
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Vector2 operator +(const Vector2& vector2) const;
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/// <summary>
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/// Add another vector to this vector
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/// </summary>
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/// <param name="vector2">The vector to add</param>
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/// <returns>The result of adding the vector</returns>
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Vector2 operator+(const Vector2& vector2) const;
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/// <summary>
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/// Scale a vector using another vector
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/// </summary>
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/// <param name="vector1">The vector to scale</param>
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/// <param name="vector2">A vector with scaling factors</param>
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/// <returns>The scaled vector</returns>
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/// Each component of the vector v1 will be multiplied with the
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/// component from the scaling vector v2.
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static Vector2 Scale(const Vector2& vector1, const Vector2& vector2);
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/// <summary>
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/// Scale a vector uniformly up
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/// </summary>
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/// <param name="factor">The scaling factor</param>
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/// <returns>The scaled vector</returns>
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/// Each component of the vector will be multipled with the same factor.
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Vector2 operator *(float factor) const;
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/// <summary>
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/// Scale a vector uniformy down
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/// </summary>
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/// <param name="factor">The scaling factor</param>
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/// <returns>The scaled vector</returns>
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/// Each componet of the vector will be divided by the same factor.
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Vector2 operator /(const float& factor);
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/// <summary>
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/// Scale a vector using another vector
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/// </summary>
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/// <param name="vector1">The vector to scale</param>
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/// <param name="vector2">A vector with scaling factors</param>
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/// <returns>The scaled vector</returns>
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/// Each component of the vector v1 will be multiplied with the
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/// component from the scaling vector v2.
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static Vector2 Scale(const Vector2& vector1, const Vector2& vector2);
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/// <summary>
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/// Scale a vector uniformly up
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/// </summary>
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/// <param name="factor">The scaling factor</param>
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/// <returns>The scaled vector</returns>
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/// Each component of the vector will be multipled with the same factor.
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Vector2 operator*(float factor) const;
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/// <summary>
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/// Scale a vector uniformy down
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/// </summary>
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/// <param name="factor">The scaling factor</param>
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/// <returns>The scaled vector</returns>
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/// Each componet of the vector will be divided by the same factor.
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Vector2 operator/(const float& factor);
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/// <summary>
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/// The dot product of two vectors
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/// </summary>
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/// <param name="vector1">The first vector</param>
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/// <param name="vector2">The second vector</param>
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/// <returns>The dot product of the two vectors</returns>
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static float Dot(const Vector2& vector1, const Vector2& vector2);
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/// <summary>
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/// The dot product of two vectors
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/// </summary>
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/// <param name="vector1">The first vector</param>
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/// <param name="vector2">The second vector</param>
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/// <returns>The dot product of the two vectors</returns>
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static float Dot(const Vector2& vector1, const Vector2& vector2);
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/// <summary>
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/// Check is this vector is equal to the given vector
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/// </summary>
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/// <param name="vector">The vector to check against</param>
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/// <returns>True if it is identical to the given vector</returns>
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/// Note this uses float comparison to check equality which
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/// may have strange effects. Equality on float should be avoided.
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bool operator ==(const Vector2& vector);
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/// <summary>
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/// Check is this vector is equal to the given vector
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/// </summary>
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/// <param name="vector">The vector to check against</param>
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/// <returns>True if it is identical to the given vector</returns>
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/// Note this uses float comparison to check equality which
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/// may have strange effects. Equality on float should be avoided.
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bool operator==(const Vector2& vector);
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/// <summary>
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/// The distance between two vectors
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/// </summary>
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/// <param name="vector1">The first vector</param>
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/// <param name="vector2">The second vectors</param>
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/// <returns>The distance between the two vectors</returns>
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static float Distance(const Vector2& vector1, const Vector2& vector2);
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/// <summary>
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/// The distance between two vectors
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/// </summary>
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/// <param name="vector1">The first vector</param>
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/// <param name="vector2">The second vectors</param>
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/// <returns>The distance between the two vectors</returns>
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static float Distance(const Vector2& vector1, const Vector2& vector2);
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/// <summary>
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/// Calculate the angle between two vectors
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/// </summary>
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/// <param name="vector1">The first vector</param>
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/// <param name="vector2">The second vector</param>
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/// <returns></returns>
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/// This reterns an unsigned angle which is the shortest distance
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/// between the two vectors. Use Vector3::SignedAngle if a
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/// signed angle is needed.
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static float Angle(Vector2 vector1, Vector2 vector2);
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/// <summary>
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/// Calculate the angle between two vectors
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/// </summary>
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/// <param name="vector1">The first vector</param>
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/// <param name="vector2">The second vector</param>
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/// <returns>The angle</returns>
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/// This reterns an unsigned angle which is the shortest distance
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/// between the two vectors. Use Vector3::SignedAngle if a
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/// signed angle is needed.
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static float Angle(Vector2 vector1, Vector2 vector2);
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/// <summary>
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/// Calculate the angle between two vectors rotation around an axis.
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/// </summary>
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/// <param name="from">The starting vector</param>
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/// <param name="to">The ending vector</param>
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/// <param name="axis">The axis to rotate around</param>
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/// <returns>The signed angle</returns>
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static float SignedAngle(Vector2 from, Vector2 to);
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/// <summary>
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/// Calculate the angle between two vectors rotation around an axis.
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/// </summary>
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/// <param name="from">The starting vector</param>
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/// <param name="to">The ending vector</param>
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/// <param name="axis">The axis to rotate around</param>
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/// <returns>The signed angle</returns>
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static float SignedAngle(Vector2 from, Vector2 to);
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/// <summary>
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/// Lerp between two vectors
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/// </summary>
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/// <param name="from">The from vector</param>
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/// <param name="to">The to vector</param>
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/// <param name="f">The interpolation distance (0..1)</param>
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/// <returns>The lerped vector</returns>
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/// The factor f is unclamped. Value 0 matches the *from* vector, Value 1 matches the *to* vector
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/// Value -1 is *from* vector minus the difference between *from* and *to* etc.
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static Vector2 Lerp(Vector2 from, Vector2 to, float f);
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/// <summary>
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/// Rotate the vector
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/// </summary>
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/// <param name="v">The vector to rotate</param>
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/// <param name="angle">Angle in radias to rotate</param>
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/// <returns>The rotated vector</returns>
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static Vector2 Rotate(Vector2 v, float angle);
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static float ToFactor(Vector2 a, Vector2 b);
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/// <summary>
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/// Lerp between two vectors
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/// </summary>
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/// <param name="from">The from vector</param>
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/// <param name="to">The to vector</param>
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/// <param name="f">The interpolation distance (0..1)</param>
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/// <returns>The lerped vector</returns>
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/// The factor f is unclamped. Value 0 matches the *from* vector, Value 1
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/// matches the *to* vector Value -1 is *from* vector minus the difference
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/// between *from* and *to* etc.
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static Vector2 Lerp(Vector2 from, Vector2 to, float f);
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static float ToFactor(Vector2 a, Vector2 b);
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};
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#endif
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@ -2,33 +2,38 @@
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// License, v. 2.0.If a copy of the MPL was not distributed with this
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// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
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#include <math.h>
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#include "Angle.h"
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#include <math.h>
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#include "FloatSingle.h"
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float Angle::Normalize(float angle) {
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if (!isfinite(angle))
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return angle;
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const float Angle::Rad2Deg = 57.29578F;
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const float Angle::Deg2Rad = 0.0174532924F;
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while (angle <= -180) angle += 360;
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while (angle > 180) angle -= 360;
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return angle;
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float Angle::Normalize(float angle) {
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if (!isfinite(angle))
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return angle;
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while (angle <= -180)
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angle += 360;
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while (angle > 180)
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angle -= 360;
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return angle;
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}
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float Angle::Clamp(float angle, float min, float max) {
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float normalizedAngle = Normalize(angle);
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float r = Float::Clamp(normalizedAngle, min, max);
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return r;
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float normalizedAngle = Normalize(angle);
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float r = Float::Clamp(normalizedAngle, min, max);
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return r;
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}
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float Angle::Difference(float a, float b) {
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float r = Normalize(b - a);
|
||||
return r;
|
||||
float r = Normalize(b - a);
|
||||
return r;
|
||||
}
|
||||
|
||||
float Angle::MoveTowards(float fromAngle, float toAngle, float maxAngle) {
|
||||
float d = toAngle - fromAngle;
|
||||
float sign = signbit(d) ? -1 : 1;
|
||||
d = sign * Float::Clamp(fabs(d), 0, maxAngle);
|
||||
return d;
|
||||
float d = toAngle - fromAngle;
|
||||
float sign = signbit(d) ? -1 : 1;
|
||||
d = sign * Float::Clamp(fabs(d), 0, maxAngle);
|
||||
return fromAngle + d;
|
||||
}
|
||||
|
119
src/Vector2.cpp
119
src/Vector2.cpp
@ -2,30 +2,27 @@
|
||||
// License, v. 2.0.If a copy of the MPL was not distributed with this
|
||||
// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
|
||||
|
||||
#include <math.h>
|
||||
#include "Vector2.h"
|
||||
|
||||
const float Deg2Rad = 0.0174532924F;
|
||||
const float Rad2Deg = 57.29578F;
|
||||
const float epsilon = 1E-05f;
|
||||
#include <math.h>
|
||||
#include "Angle.h"
|
||||
#include "FloatSingle.h"
|
||||
|
||||
Vector2::Vector2() {
|
||||
x = 0;
|
||||
y = 0;
|
||||
x = 0;
|
||||
y = 0;
|
||||
}
|
||||
|
||||
Vector2::Vector2(float _x, float _y) {
|
||||
x = _x;
|
||||
y = _y;
|
||||
x = _x;
|
||||
y = _y;
|
||||
}
|
||||
|
||||
Vector2::Vector2(Vec2 v) {
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
}
|
||||
|
||||
Vector2::~Vector2() {
|
||||
}
|
||||
Vector2::~Vector2() {}
|
||||
|
||||
const Vector2 Vector2::zero = Vector2(0, 0);
|
||||
const Vector2 Vector2::right = Vector2(1, 0);
|
||||
@ -36,95 +33,107 @@ const Vector2 Vector2::forward = Vector2(0, 1);
|
||||
const Vector2 Vector2::back = Vector2(0, -1);
|
||||
|
||||
float Vector2::Magnitude(const Vector2& a) {
|
||||
return sqrtf(a.x * a.x + a.y * a.y);
|
||||
return sqrtf(a.x * a.x + a.y * a.y);
|
||||
}
|
||||
float Vector2::magnitude() const {
|
||||
return (float)sqrtf(x * x + y * y);
|
||||
return (float)sqrtf(x * x + y * y);
|
||||
}
|
||||
|
||||
float Vector2::SqrMagnitude(const Vector2& a) {
|
||||
return a.x * a.x + a.y * a.y;
|
||||
return a.x * a.x + a.y * a.y;
|
||||
}
|
||||
float Vector2::sqrMagnitude() const {
|
||||
return(x * x + y * y);
|
||||
return (x * x + y * y);
|
||||
}
|
||||
|
||||
Vector2 Vector2::Normalize(Vector2 v) {
|
||||
float num = Vector2::Magnitude(v);
|
||||
Vector2 result = Vector2::zero;
|
||||
if (num > epsilon) {
|
||||
result = v / num;
|
||||
}
|
||||
return result;
|
||||
float num = Vector2::Magnitude(v);
|
||||
Vector2 result = Vector2::zero;
|
||||
if (num > Float::epsilon) {
|
||||
result = v / num;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
Vector2 Vector2::normalized() const {
|
||||
float num = this->magnitude();
|
||||
Vector2 result = Vector2::zero;
|
||||
if (num > epsilon) {
|
||||
result = ((Vector2)*this) / num;
|
||||
}
|
||||
return result;
|
||||
float num = this->magnitude();
|
||||
Vector2 result = Vector2::zero;
|
||||
if (num > Float::epsilon) {
|
||||
result = ((Vector2) * this) / num;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector2 Vector2::operator -(const Vector2& v2) const {
|
||||
return Vector2(this->x - v2.x, this->y - v2.y);
|
||||
Vector2 Vector2::operator-(const Vector2& v2) const {
|
||||
return Vector2(this->x - v2.x, this->y - v2.y);
|
||||
}
|
||||
|
||||
Vector2 Vector2::operator -() {
|
||||
return Vector2(-this->x, -this->y);
|
||||
Vector2 Vector2::operator-() {
|
||||
return Vector2(-this->x, -this->y);
|
||||
}
|
||||
|
||||
Vector2 Vector2::operator +(const Vector2& v2) const {
|
||||
return Vector2(this->x + v2.x, this->y + v2.y);
|
||||
Vector2 Vector2::operator+(const Vector2& v2) const {
|
||||
return Vector2(this->x + v2.x, this->y + v2.y);
|
||||
}
|
||||
|
||||
Vector2 Vector2::Scale(const Vector2& p1, const Vector2& p2) {
|
||||
return Vector2(p1.x * p2.x, p1.y * p2.y);
|
||||
return Vector2(p1.x * p2.x, p1.y * p2.y);
|
||||
}
|
||||
|
||||
Vector2 Vector2::operator *(float f) const {
|
||||
return Vector2(this->x * f, this->y * f);
|
||||
Vector2 Vector2::operator*(float f) const {
|
||||
return Vector2(this->x * f, this->y * f);
|
||||
}
|
||||
|
||||
Vector2 Vector2::operator/(const float& d) {
|
||||
return Vector2(this->x / d, this->y / d);
|
||||
return Vector2(this->x / d, this->y / d);
|
||||
}
|
||||
|
||||
float Vector2::Dot(const Vector2& v1, const Vector2& v2) {
|
||||
return v1.x * v2.x + v1.y * v2.y;
|
||||
return v1.x * v2.x + v1.y * v2.y;
|
||||
}
|
||||
|
||||
bool Vector2::operator==(const Vector2& v) {
|
||||
return (this->x == v.x && this->y == v.y);
|
||||
return (this->x == v.x && this->y == v.y);
|
||||
}
|
||||
|
||||
float Vector2::Distance(const Vector2& p1, const Vector2& p2) {
|
||||
return Magnitude(p1 - p2);
|
||||
return Magnitude(p1 - p2);
|
||||
}
|
||||
|
||||
float Vector2::Angle(Vector2 from, Vector2 to) {
|
||||
return (float) fabs(SignedAngle(from, to));
|
||||
return (float)fabs(SignedAngle(from, to));
|
||||
}
|
||||
|
||||
float Vector2::SignedAngle(Vector2 from, Vector2 to) {
|
||||
float sqrMagFrom = from.sqrMagnitude();
|
||||
float sqrMagTo = to.sqrMagnitude();
|
||||
float sqrMagFrom = from.sqrMagnitude();
|
||||
float sqrMagTo = to.sqrMagnitude();
|
||||
|
||||
if (sqrMagFrom == 0 || sqrMagTo == 0)
|
||||
return 0;
|
||||
if (!isfinite(sqrMagFrom) || !isfinite(sqrMagTo))
|
||||
return nanf("");
|
||||
if (sqrMagFrom == 0 || sqrMagTo == 0)
|
||||
return 0;
|
||||
if (!isfinite(sqrMagFrom) || !isfinite(sqrMagTo))
|
||||
return nanf("");
|
||||
|
||||
float angleFrom = atan2(from.y, from.x);
|
||||
float angleTo = atan2(to.y, to.x);
|
||||
return (angleTo - angleFrom) * Rad2Deg;
|
||||
float angleFrom = atan2(from.y, from.x);
|
||||
float angleTo = atan2(to.y, to.x);
|
||||
return (angleTo - angleFrom) * Angle::Rad2Deg;
|
||||
}
|
||||
|
||||
Vector2 Rotate(Vector2 v, float angle) {
|
||||
float sin = (float)sinf(angle * Angle::Deg2Rad);
|
||||
float cos = (float)cosf(angle * Angle::Deg2Rad);
|
||||
|
||||
float tx = v.x;
|
||||
float ty = v.y;
|
||||
v.x = (cos * tx) - (sin * ty);
|
||||
v.y = (sin * tx) + (cos * ty);
|
||||
return v;
|
||||
}
|
||||
|
||||
Vector2 Vector2::Lerp(Vector2 from, Vector2 to, float f) {
|
||||
Vector2 v = from + (to - from) * f;
|
||||
return v;
|
||||
Vector2 v = from + (to - from) * f;
|
||||
return v;
|
||||
}
|
||||
|
||||
float Vector2::ToFactor(Vector2 a, Vector2 b) {
|
||||
return (1 - Vector2::Dot(a, b)) / 2;
|
||||
return (1 - Vector2::Dot(a, b)) / 2;
|
||||
}
|
||||
|
||||
|
@ -420,7 +420,10 @@ TEST(Vector2, SignedAngle) {
|
||||
TEST(Vector2, DISABLED_Lerp) {
|
||||
}
|
||||
|
||||
TEST(Vector2, DIABLED_ToFactor) {
|
||||
TEST(Vector2, DISABLED_ToFactor) {
|
||||
}
|
||||
|
||||
TEST(Vector2, DISABLED_Rotate) {
|
||||
}
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user