/* ScummVM - Graphic Adventure Engine * * ScummVM 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 program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef QDENGINE_MINIGAMES_ADV_QDMATH_H #define QDENGINE_MINIGAMES_ADV_QDMATH_H #include "qdengine/xmath.h" namespace QDEngine { #define SQRT2 1.41421356f #define SQRT3 1.73205081f inline float dist(const mgVect2f& v1, const mgVect2f& v2) { return sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y)); } inline float abs(const mgVect2f& v) { return sqrt(v.x * v.x + v.y * v.y); } inline void norm(mgVect2f& v) { float mod = abs(v); if (mod < FLT_EPS) { v = mgVect2f(0, 1); return; } v.x /= mod; v.y /= mod; } template inline T clamp(const T& x, const T1& xmin, const T2& xmax) { if (x < xmin) return xmin; if (x > xmax) return xmax; return x; } template inline T abs(const T& x) { if (x < 0) return -x; return x; } } // namespace QDEngine #endif // QDENGINE_MINIGAMES_ADV_QDMATH_H