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-rw-r--r--archive/include/hgevector.h54
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diff --git a/archive/include/hgevector.h b/archive/include/hgevector.h
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+/*
+** Haaf's Game Engine 1.7
+** Copyright (C) 2003-2007, Relish Games
+** hge.relishgames.com
+**
+** hgeVector helper class
+*/
+
+
+#ifndef HGEVECTOR_H
+#define HGEVECTOR_H
+
+#include <math.h>
+
+/*
+** Fast 1.0/sqrtf(float) routine
+*/
+float InvSqrt(float x);
+
+class hgeVector
+{
+public:
+ float x,y;
+
+ hgeVector(float _x, float _y) { x=_x; y=_y; }
+ hgeVector() { x=0; y=0; }
+
+ hgeVector operator- () const { return hgeVector(-x, -y); }
+ hgeVector operator- (const hgeVector &v) const { return hgeVector(x-v.x, y-v.y); }
+ hgeVector operator+ (const hgeVector &v) const { return hgeVector(x+v.x, y+v.y); }
+ hgeVector& operator-= (const hgeVector &v) { x-=v.x; y-=v.y; return *this; }
+ hgeVector& operator+= (const hgeVector &v) { x+=v.x; y+=v.y; return *this; }
+ bool operator== (const hgeVector &v) const { return (x==v.x && y==v.y); }
+ bool operator!= (const hgeVector &v) const { return (x!=v.x || y!=v.y); }
+
+ hgeVector operator/ (const float scalar) const { return hgeVector(x/scalar, y/scalar); }
+ hgeVector operator* (const float scalar) const { return hgeVector(x*scalar, y*scalar); }
+ hgeVector& operator*= (const float scalar) { x*=scalar; y*=scalar; return *this; }
+
+ float Dot(const hgeVector *v) const { return x*v->x + y*v->y; }
+ float Length() const { return sqrtf(Dot(this)); }
+ float Angle(const hgeVector *v = 0) const;
+
+ void Clamp(const float max) { if(Length() > max) { Normalize(); x *= max; y *= max; } }
+ hgeVector* Normalize() { float rc=InvSqrt(Dot(this)); x*=rc; y*=rc; return this; }
+ hgeVector* Rotate(float a);
+};
+
+inline hgeVector operator* (const float s, const hgeVector &v) { return v*s; }
+inline float operator^ (const hgeVector &v, const hgeVector &u) { return v.Angle(&u); }
+inline float operator% (const hgeVector &v, const hgeVector &u) { return v.Dot(&u); }
+
+
+#endif