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AVector.h
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186 lines (155 loc) · 4.29 KB
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#ifndef AVECTOR_H
#define AVECTOR_H
#include <iostream>
#include <limits>
#include <cmath>
struct AVector
{
public:
// x
float x;
// y
float y;
// custom
//int index;
// Default constructor
AVector()
{
this->x = -1;
this->y = -1;
//this->index = -1;
}
// Constructor
AVector(float x, float y)
{
this->x = x;
this->y = y;
//this->index = -1;
}
// Constructor
/*AVector(AVector otherVector)
{
this->x = otherVector.x;
this->y = otherVector.y;
//this->index = -1;
}*/
// Scale a point
AVector Resize(float val)
{
AVector newP;
newP.x = this->x * val;
newP.y = this->y * val;
return newP;
}
// if a point is (-1, -1)
bool Invalid()
{
if(((int)x) == -1 && ((int)y) == -1)
{ return true; }
return false;
}
// Normalize
AVector Norm()
{
float vlength = std::sqrt( x * x + y * y );
return AVector(this->x / vlength, this->y / vlength);
}
AVector Inverse()
{
return AVector(-this->x, -this->y);
}
// Euclidean distance
float Distance(AVector other)
{
float xDist = x - other.x;
float yDist = y - other.y;
return sqrt(xDist * xDist + yDist * yDist);
}
// Euclidean distance
float Distance(float otherX, float otherY)
{
float xDist = x - otherX;
float yDist = y - otherY;
return sqrt(xDist * xDist + yDist * yDist);
}
// squared euclidean distance
float DistanceSquared(AVector other)
{
float xDist = x - other.x;
float yDist = y - other.y;
return (xDist * xDist + yDist * yDist);
}
// squared euclidean distance
float DistanceSquared(float otherX, float otherY)
{
float xDist = x - otherX;
float yDist = y - otherY;
return (xDist * xDist + yDist * yDist);
}
// operator overloading
AVector operator+ (const AVector& other) { return AVector(x + other.x, y + other.y); }
// operator overloading
AVector operator- (const AVector& other) { return AVector(x - other.x, y - other.y); }
bool operator== (const AVector& other)
{ return (abs(this->x - other.x) < std::numeric_limits<float>::epsilon() && abs(this->y - other.y) < std::numeric_limits<float>::epsilon()); }
// operator overloading
bool operator!= (const AVector& other)
{ return (abs(this->x - other.x) >= std::numeric_limits<float>::epsilon() || abs(this->y - other.y) >= std::numeric_limits<float>::epsilon()); }
// operator overloading
AVector operator+= (const AVector& other)
{
x += other.x;
y += other.y;
return *this;
}
// operator overloading
AVector operator-= (const AVector& other)
{
x -= other.x;
y -= other.y;
return *this;
}
// operator overloading
AVector operator/ (const float& val) { return AVector(x / val, y / val); }
// operator overloading
AVector operator* (const float& val) { return AVector(x * val, y * val); }
// operator overloading
AVector operator*= (const float& val)
{
x *= val;
y *= val;
return *this;
}
// operator overloading
AVector operator/= (const float& val)
{
x /= val;
y /= val;
return *this;
}
// length of a vector
float Length() { return sqrt(x * x + y * y); }
// squared length of a vector
float LengthSquared() { return x * x + y * y; }
// dot product
float Dot(AVector otherVector) { return x * otherVector.x + y * otherVector.y; }
// cross product
AVector Cross(AVector otherVector)
{
//U x V = Ux*Vy-Uy*Vx
return AVector(x * otherVector.y, y * otherVector.x);
}
// linear dependency test
bool IsLinearDependent(AVector otherVector)
{
float det = (this->x * otherVector.y) - (this->y * otherVector.x);
if(det > -std::numeric_limits<float>::epsilon() && det < std::numeric_limits<float>::epsilon()) { return true; }
return false;
}
// angle direction
AVector DirectionTo(AVector otherVector)
{
return AVector(otherVector.x - this->x, otherVector.y - this->y);
}
};
#endif // AVECTOR_H