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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
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