0ad/source/maths/Vector2D.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

183 lines
3.5 KiB
C++
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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_VECTOR2D
#define INCLUDED_VECTOR2D
#include "ps/containers/Span.h"
#include <math.h>
class CSize2D;
/*
* Provides an interface for a vector in R2 and allows vector and
* scalar operations on it.
*/
class CVector2D
{
public:
CVector2D() : X(0.0f), Y(0.0f) {}
CVector2D(float x, float y) : X(x), Y(y) {}
CVector2D(const CSize2D& size);
operator float*()
{
return &X;
}
operator const float*() const
{
return &X;
}
bool operator==(const CVector2D& v) const;
bool operator!=(const CVector2D& v) const;
CVector2D operator-() const
{
return CVector2D(-X, -Y);
}
CVector2D operator+(const CVector2D& t) const
{
return CVector2D(X + t.X, Y + t.Y);
}
CVector2D operator-(const CVector2D& t) const
{
return CVector2D(X - t.X, Y - t.Y);
}
CVector2D operator*(float f) const
{
return CVector2D(X * f, Y * f);
}
CVector2D operator/(float f) const
{
float inv = 1.0f / f;
return CVector2D(X * inv, Y * inv);
}
CVector2D& operator+=(const CVector2D& t)
{
X += t.X;
Y += t.Y;
return *this;
}
CVector2D& operator-=(const CVector2D& t)
{
X -= t.X;
Y -= t.Y;
return *this;
}
CVector2D& operator*=(float f)
{
X *= f;
Y *= f;
return *this;
}
CVector2D& operator/=(float f)
{
float invf = 1.0f / f;
X *= invf;
Y *= invf;
return *this;
}
float Dot(const CVector2D& a) const
{
return X * a.X + Y * a.Y;
}
float LengthSquared() const
{
return Dot(*this);
}
float Length() const
{
return (float)sqrt(LengthSquared());
}
void Normalize()
{
float mag = Length();
X /= mag;
Y /= mag;
}
CVector2D Normalized() const
{
float mag = Length();
return CVector2D(X / mag, Y / mag);
}
/**
* Returns a version of this vector rotated counterclockwise by @p angle radians.
*/
CVector2D Rotated(float angle) const
{
float c = cosf(angle);
float s = sinf(angle);
return CVector2D(
c*X - s*Y,
s*X + c*Y
);
}
/**
* Rotates this vector counterclockwise by @p angle radians.
*/
void Rotate(float angle)
{
float c = cosf(angle);
float s = sinf(angle);
float newX = c*X - s*Y;
float newY = s*X + c*Y;
X = newX;
Y = newY;
}
CVector2D operator+(const CSize2D& size) const;
CVector2D operator-(const CSize2D& size) const;
void operator+=(const CSize2D& size);
void operator-=(const CSize2D& size);
// Returns 2 element array of floats, e.g. for vec2 uniforms.
PS::span<const float> AsFloatArray() const
{
// Additional check to prevent a weird compiler having a different
// alignement for an array and a class members.
static_assert(
sizeof(CVector2D) == sizeof(float) * 2u &&
offsetof(CVector2D, X) == 0 &&
offsetof(CVector2D, Y) == sizeof(float),
"Vector2D should be properly layouted to use AsFloatArray");
return PS::span<const float>(&X, 2);
}
public:
float X, Y;
};
#endif // INCLUDED_VECTOR2D