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Copy pathCVector2.cpp
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CVector2.cpp
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//
// Simple 2D vector class
//
#include "stdafx.h"
#include "math.h"
#include "CVector2.h"
#define PI 3.14159265f
#define RAD2DEG(x) ((x) * 180.0f / PI) // Convert radians to degrees
#define DEG2RAD(x) ((x) * PI / 180.0f) // Convert degrees to radians
CVector2::CVector2(float initial_x, float initial_y) : x(initial_x), y(initial_y)
{
}
CVector2 CVector2::operator+(const CVector2 &v1)
{
CVector2 v2(x + v1.x, y + v1.y);
return v2;
}
CVector2 &CVector2::operator+=(const CVector2 &v1)
{
x += v1.x;
y += v1.y;
return *this;
}
CVector2 CVector2::operator-(const CVector2 &v1)
{
CVector2 v2(x - v1.x, y - v1.y);
return v2;
}
CVector2 CVector2::operator-()
{
CVector2 v1(-x, -y);
return v1;
}
CVector2 CVector2::operator*(float scale)
{
CVector2 v1(x * scale, y * scale);
return v1;
}
CVector2 &CVector2::operator*=(float scale)
{
x *= scale;
y *= scale;
return *this;
}
float CVector2::GetLength()
{
return (float)sqrt(GetDotProduct(this, this));
}
//
// Returns the angle this vector is pointing at, between 0.0 and 359.9 degrees.
// 0.0 means pointing fully along the x axis.
//
float CVector2::GetAngle()
{
return RAD2DEG((float)atan2(x, y));
}
//
// Rotate this vector by angle_in_degrees. Positive values are counterclockwise,
// negative values are clockwise
//
void CVector2::Rotate(float angle_in_degrees)
{
float angle_in_radians = DEG2RAD(angle_in_degrees);
float cosine = (float)cos(angle_in_radians);
float sine = (float)sin(angle_in_radians);
float new_x = (x * cosine) - (y * sine);
float new_y = (x * sine) + (y * cosine);
x = new_x;
y = new_y;
}
//
// Make this vector have length new_length
//
void CVector2::Normalize(float new_length)
{
float current_length = GetLength();
if (fabs(current_length) > 0.0001f)
{
float scale = new_length / current_length;
x *= scale;
y *= scale;
}
else
{
x = new_length;
y = 0.0f;
}
}
//
// Returns the distance between two position vectors
//
float GetDistanceBetween(CVector2 *v1, CVector2 *v2)
{
CVector2 difference = *v1 - *v2;
return difference.GetLength();
}
//
// Returns the dot product of two vectors
//
float GetDotProduct(CVector2 *v1, CVector2 *v2)
{
return (v1->x * v2->x) + (v1->y * v2->y);
}
//
// Clamp current_value to be between min_value and max_value
//
float Clamp(float current_value, float min_value, float max_value)
{
return min(max(current_value, min_value), max_value);
}
//
// Return the sign of x
//
float Sign(float x)
{
if (x > 0.0f)
{
return 1.0f;
}
else if (x < 0.0f)
{
return -1.0f;
}
else
{
return 0.0f;
}
}
//
// Return true if x1 is within some epsilon of x2
//
bool Equal(float x1, float x2)
{
return (fabs(x1 - x2) < 0.001f);
}