reactphysics3d/testbed/opengl-framework/src/maths/Vector2.h
2015-04-08 20:47:55 +02:00

160 lines
4.9 KiB
C++

/********************************************************************************
* OpenGL-Framework *
* Copyright (c) 2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef VECTOR2_H
#define VECTOR2_H
// Libraries
#include <math.h>
#include <assert.h>
namespace openglframework {
// Class Vector2
// This class represents a 2D vector.
class Vector2 {
public:
// -------------------- Attributes -------------------- //
// Components of the vector
float x, y;
// -------------------- Methods -------------------- //
// Constructor
Vector2(float x=0, float y=0) : x(x), y(y) {}
// Constructor
Vector2(const Vector2& vector) : x(vector.x), y(vector.y) {}
// + operator
Vector2 operator+(const Vector2 &v) const {
return Vector2(x + v.x, y + v.y);
}
// += operator
Vector2& operator+=(const Vector2 &v) {
x += v.x; y += v.y;
return *this;
}
// - operator
Vector2 operator-(const Vector2 &v) const {
return Vector2(x - v.x, y - v.y);
}
// -= operator
Vector2& operator-=(const Vector2 &v) {
x -= v.x; y -= v.y;
return *this;
}
// = operator
Vector2& operator=(const Vector2& vector) {
if (&vector != this) {
x = vector.x;
y = vector.y;
}
return *this;
}
// == operator
bool operator==(const Vector2 &v) const {
return x == v.x && y == v.y;
}
// * operator
Vector2 operator*(float f) const {
return Vector2(f*x, f*y);
}
// *= operator
Vector2 &operator*=(float f) {
x *= f; y *= f;
return *this;
}
// / operator
Vector2 operator/(float f) const {
assert(f!=0);
float inv = 1.f / f;
return Vector2(x * inv, y * inv);
}
// /= operator
Vector2 &operator/=(float f) {
assert(f!=0);
float inv = 1.f / f;
x *= inv; y *= inv;
return *this;
}
// - operator
Vector2 operator-() const {
return Vector2(-x, -y);
}
// [] operator
float &operator[](int i) {
assert(i >= 0 && i <= 1);
switch (i) {
case 0: return x;
case 1: return y;
}
return y;
}
// Normalize the vector and return it
Vector2 normalize() {
float l = length();
assert(l > 0);
x /= l;
y /= l;
return *this;
}
// Clamp the vector values between 0 and 1
Vector2 clamp01() {
if (x>1.f) x=1.f;
else if (x<0.f) x=0.f;
if (y>1.f) y=1.f;
else if (y<0.f) y=0.f;
return *this;
}
// Return the squared length of the vector
float lengthSquared() const { return x*x + y*y; }
// Return the length of the vector
float length() const { return sqrt(lengthSquared()); }
};
}
#endif