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engines/hpl1/engine/math/Vector2.h
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231
engines/hpl1/engine/math/Vector2.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_VECTOR2_H
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#define HPL_VECTOR2_H
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#include "hpl1/engine/system/SystemTypes.h"
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namespace hpl {
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template<class T>
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class cVector2 {
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public:
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T x, y;
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#if 0
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union{
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struct {
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T x,y;
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};
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T v[2];
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};
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#endif
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//////////////////////////////////////////
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// Constructors
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/////////////////////////////////////////
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constexpr cVector2() : x(0), y(0) {
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}
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constexpr cVector2(T aVal) : x(aVal), y(aVal) {
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}
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constexpr cVector2(T aX, T aY) : x(aX), y(aY) {
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}
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constexpr cVector2(cVector2<T> const &aVec) : x(aVec.x), y(aVec.y) {
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}
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//////////////////////////////////////////
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// Copy
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/////////////////////////////////////////
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inline cVector2<T> &operator=(const cVector2<T> &aVec) {
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x = aVec.x;
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y = aVec.y;
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return *this;
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}
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inline cVector2<T> &operator=(const T aVal) {
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x = aVal;
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y = aVal;
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return *this;
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}
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//////////////////////////////////////////
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// Boolean
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/////////////////////////////////////////
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inline bool operator==(const cVector2<T> &aVec) const {
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if (x == aVec.x && y == aVec.y)
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return true;
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else
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return false;
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}
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inline bool operator!=(const cVector2<T> &aVec) const {
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if (x == aVec.x && y == aVec.y)
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return false;
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else
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return true;
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}
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//////////////////////////////////////////
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// Vector Arithmetic
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/////////////////////////////////////////
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inline cVector2<T> operator+(const cVector2<T> &aVec) const {
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cVector2<T> vec;
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vec.x = x + aVec.x;
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vec.y = y + aVec.y;
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return vec;
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}
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inline cVector2<T> operator-(const cVector2<T> &aVec) const {
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cVector2<T> vec;
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vec.x = x - aVec.x;
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vec.y = y - aVec.y;
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return vec;
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}
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inline cVector2<T> operator*(const cVector2<T> &aVec) const {
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cVector2<T> vec;
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vec.x = x * aVec.x;
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vec.y = y * aVec.y;
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return vec;
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}
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inline cVector2<T> operator/(const cVector2<T> &aVec) const {
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cVector2<T> vec;
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vec.x = x / aVec.x;
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vec.y = y / aVec.y;
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return vec;
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}
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inline cVector2<T> &operator-=(const cVector2<T> &aVec) {
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x -= aVec.x;
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y -= aVec.y;
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return *this;
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}
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inline cVector2<T> &operator+=(const cVector2<T> &aVec) {
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x += aVec.x;
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y += aVec.y;
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return *this;
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}
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inline cVector2<T> &operator*=(const cVector2<T> &aVec) {
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x *= aVec.x;
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y *= aVec.y;
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return *this;
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}
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inline cVector2<T> &operator/=(const cVector2<T> &aVec) {
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x /= aVec.x;
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y /= aVec.y;
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return *this;
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}
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//////////////////////////////////////////
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// Real Arithmetic
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/////////////////////////////////////////
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inline cVector2<T> operator/(const T &aVal) const {
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cVector2<T> vec;
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vec.x = x / aVal;
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vec.y = y / aVal;
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return vec;
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}
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inline cVector2<T> operator*(const T &aVal) const {
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cVector2<T> vec;
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vec.x = x * aVal;
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vec.y = y * aVal;
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return vec;
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}
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inline cVector2<T> operator+(const T &aVal) const {
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cVector2<T> vec;
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vec.x = x + aVal;
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vec.y = y + aVal;
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return vec;
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}
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cVector2<T> operator-(const T &aVal) const {
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cVector2<T> vec;
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vec.x = x - aVal;
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vec.y = y - aVal;
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return vec;
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}
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//////////////////////////////////////////
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// Methods
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/////////////////////////////////////////
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inline void FromVec(const T *apVec) {
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x = apVec[0];
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y = apVec[1];
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}
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/**
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* Only use this on double or float vectors
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* \return Length of Vector
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*/
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T Normalise() {
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T length = sqrt(x * x + y * y);
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if (length > 1e-08) {
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T InvLength = 1.0f / length;
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x *= InvLength;
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y *= InvLength;
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}
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return length;
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}
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//////////////////////////////////////////
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// Printing
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/////////////////////////////////////////
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tString ToString() const {
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char buf[512];
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snprintf(buf, 512, "%f : %f", x, y);
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tString str = buf;
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return str;
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}
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tString ToFileString() const {
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char buf[512];
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snprintf(buf, 512, "%g %g", x, y);
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tString str = buf;
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return str;
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}
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};
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} // namespace hpl
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#endif // HPL_VECTOR2_H
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