scummvm/math/vector2d.cpp

129 lines
2.8 KiB
C++

/* 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();
}