/* 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::Vector2d() : _x(0), _y(0) { } Vector2d::Vector2d(float x, float y) : _x(x), _y(y) { } Vector2d::Vector2d(const Vector2d &vec) : _x(vec._x), _y(vec._y) { } void Vector2d::setX(float x) { _x = x; } void Vector2d::setY(float y) { _y = y; } Vector2d &Vector2d::operator=(const Vector2d &vec) { _x = vec._x; _y = vec._y; return *this; } Vector2d &Vector2d::operator/=(float s) { _x /= s; _y /= s; return *this; } void Vector2d::rotateAround(const Vector2d &point, float angle) { _x -= point._x; _y -= point._y; float a = angle * LOCAL_PI / 180.0; float x = _x * cos(a) - _y * sin(a); _y = _x * sin(a) + _y * cos(a); _x = x; _x += point._x; _y += point._y; } float Vector2d::getAngle() const { const float mag = sqrt(_x * _x + _y * _y); float a = _x / mag; float b = _y / 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; } float Vector2d::getMagnitude() const { return sqrt(_x * _x + _y * _y); } void Vector2d::normalize() { float mag = getMagnitude(); _x /= mag; _y /= mag; } Vector2d Vector2d::getNormalized() const { float mag = getMagnitude(); Vector2d v(_x / mag, _y / mag); return v; } float Vector2d::getDistanceTo(const Vector2d &point) const { float x = point._x - _x; float y = point._y - _y; return sqrt(x * x + y * y); } Vector3d Vector2d::toVector3d() const { Vector3d v(_x, _y, 0); return v; } } Common::Debug &operator<<(Common::Debug dbg, const Math::Vector2d &v) { dbg.nospace() << "Vector2d(" << v.getX() << "," << v.getY() << ")"; return dbg.space(); }