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2026-02-02 04:50:13 +01:00

232 lines
4.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_VECTOR2_H
#define HPL_VECTOR2_H
#include "hpl1/engine/system/SystemTypes.h"
namespace hpl {
template<class T>
class cVector2 {
public:
T x, y;
#if 0
union{
struct {
T x,y;
};
T v[2];
};
#endif
//////////////////////////////////////////
// Constructors
/////////////////////////////////////////
constexpr cVector2() : x(0), y(0) {
}
constexpr cVector2(T aVal) : x(aVal), y(aVal) {
}
constexpr cVector2(T aX, T aY) : x(aX), y(aY) {
}
constexpr cVector2(cVector2<T> const &aVec) : x(aVec.x), y(aVec.y) {
}
//////////////////////////////////////////
// Copy
/////////////////////////////////////////
inline cVector2<T> &operator=(const cVector2<T> &aVec) {
x = aVec.x;
y = aVec.y;
return *this;
}
inline cVector2<T> &operator=(const T aVal) {
x = aVal;
y = aVal;
return *this;
}
//////////////////////////////////////////
// Boolean
/////////////////////////////////////////
inline bool operator==(const cVector2<T> &aVec) const {
if (x == aVec.x && y == aVec.y)
return true;
else
return false;
}
inline bool operator!=(const cVector2<T> &aVec) const {
if (x == aVec.x && y == aVec.y)
return false;
else
return true;
}
//////////////////////////////////////////
// Vector Arithmetic
/////////////////////////////////////////
inline cVector2<T> operator+(const cVector2<T> &aVec) const {
cVector2<T> vec;
vec.x = x + aVec.x;
vec.y = y + aVec.y;
return vec;
}
inline cVector2<T> operator-(const cVector2<T> &aVec) const {
cVector2<T> vec;
vec.x = x - aVec.x;
vec.y = y - aVec.y;
return vec;
}
inline cVector2<T> operator*(const cVector2<T> &aVec) const {
cVector2<T> vec;
vec.x = x * aVec.x;
vec.y = y * aVec.y;
return vec;
}
inline cVector2<T> operator/(const cVector2<T> &aVec) const {
cVector2<T> vec;
vec.x = x / aVec.x;
vec.y = y / aVec.y;
return vec;
}
inline cVector2<T> &operator-=(const cVector2<T> &aVec) {
x -= aVec.x;
y -= aVec.y;
return *this;
}
inline cVector2<T> &operator+=(const cVector2<T> &aVec) {
x += aVec.x;
y += aVec.y;
return *this;
}
inline cVector2<T> &operator*=(const cVector2<T> &aVec) {
x *= aVec.x;
y *= aVec.y;
return *this;
}
inline cVector2<T> &operator/=(const cVector2<T> &aVec) {
x /= aVec.x;
y /= aVec.y;
return *this;
}
//////////////////////////////////////////
// Real Arithmetic
/////////////////////////////////////////
inline cVector2<T> operator/(const T &aVal) const {
cVector2<T> vec;
vec.x = x / aVal;
vec.y = y / aVal;
return vec;
}
inline cVector2<T> operator*(const T &aVal) const {
cVector2<T> vec;
vec.x = x * aVal;
vec.y = y * aVal;
return vec;
}
inline cVector2<T> operator+(const T &aVal) const {
cVector2<T> vec;
vec.x = x + aVal;
vec.y = y + aVal;
return vec;
}
cVector2<T> operator-(const T &aVal) const {
cVector2<T> vec;
vec.x = x - aVal;
vec.y = y - aVal;
return vec;
}
//////////////////////////////////////////
// Methods
/////////////////////////////////////////
inline void FromVec(const T *apVec) {
x = apVec[0];
y = apVec[1];
}
/**
* Only use this on double or float vectors
* \return Length of Vector
*/
T Normalise() {
T length = sqrt(x * x + y * y);
if (length > 1e-08) {
T InvLength = 1.0f / length;
x *= InvLength;
y *= InvLength;
}
return length;
}
//////////////////////////////////////////
// Printing
/////////////////////////////////////////
tString ToString() const {
char buf[512];
snprintf(buf, 512, "%f : %f", x, y);
tString str = buf;
return str;
}
tString ToFileString() const {
char buf[512];
snprintf(buf, 512, "%g %g", x, y);
tString str = buf;
return str;
}
};
} // namespace hpl
#endif // HPL_VECTOR2_H