/* ** 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 /* ** 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