/* Residual - A 3D game interpreter * * Residual is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * * $URL$ * $Id$ */ #include "math/vector2d.h" #include "common/streamdebug.h" namespace Math { Vector2d::Matrix() : MatrixType<2, 1>() { setValue(0, 0.f); setValue(1, 0.f); } Vector2d::Matrix(float x, float y) : MatrixType<2, 1>() { setValue(0, x); setValue(1, y); } Vector2d::Matrix(const MatrixBase<2, 1> &vec) : MatrixType<2, 1>(vec) { } void Vector2d::rotateAround(const Vector2d &point, float angle) { *this -= point; float a = degreeToRadian(angle); float cosa = cos(a); float sina = sin(a); float x = value(0) * cosa - value(1) * sina; value(1) = value(0) * sina + value(1) * cosa; value(0) = x; *this += point; } float Vector2d::getAngle() const { const float mag = getMagnitude(); float a = value(0) / mag; float b = value(1) / mag; float yaw; // find the angle on the upper half of the unit circle yaw = acos(a) * (180.0f / LOCAL_PI); if (b < 0.0f) // adjust for the lower half of the unit circle return 360.0f - yaw; else // no adjustment, angle is on the upper half return yaw; } Vector3d Vector2d::toVector3d() const { Vector3d v(value(0), value(1), 0); return v; } }