Files
bounce/include/bounce/common/math/vec2.h
2019-02-26 16:41:28 -03:00

170 lines
3.4 KiB
C

/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_VEC2_H
#define B3_VEC2_H
#include <bounce/common/math/math.h>
// A 2D column vector.
struct b3Vec2
{
// Does nothing for performance.
b3Vec2() { }
// Set this vector from two components.
b3Vec2(float32 _x, float32 _y) : x(_x), y(_y) { }
// Read an indexed component from this vector.
float32 operator[](u32 i) const { return (&x)[i]; }
// Write an indexed component to this vector.
float32& operator[](u32 i) { return (&x)[i]; }
// Add a vector to this vector.
void operator+=(const b3Vec2& v)
{
x += v.x;
y += v.y;
}
// Subtract a vector from this vector.
void operator-=(const b3Vec2& v)
{
x -= v.x;
y -= v.y;
}
// Scale this vector.
void operator*=(float32 s)
{
x *= s;
y *= s;
}
// Scale this vector.
void operator/=(float32 s)
{
x /= s;
y /= s;
}
// Set this vector to the zero vector.
void SetZero()
{
x = y = 0.0f;
}
// Set this vector from two components.
void Set(float32 _x, float32 _y)
{
x = _x;
y = _y;
}
// Normalize this vector.
void Normalize()
{
float32 s = b3Sqrt(x * x + y * y);
if (s > B3_EPSILON)
{
x /= s;
y /= s;
}
}
float32 x, y;
};
// Zero vector
extern const b3Vec2 b3Vec2_zero;
// Left vector
extern const b3Vec2 b3Vec2_x;
// Right vector
extern const b3Vec2 b3Vec2_y;
// Negate a vector.
inline b3Vec2 operator-(const b3Vec2& v)
{
return b3Vec2(-v.x, -v.y);
}
// Add two vectors.
inline b3Vec2 operator+(const b3Vec2& a, const b3Vec2& b)
{
return b3Vec2(a.x + b.x, a.y + b.y);
}
// Subtract two vectors.
inline b3Vec2 operator-(const b3Vec2& a, const b3Vec2& b)
{
return b3Vec2(a.x - b.x, a.y - b.y);
}
// Multiply a vector by a scalar.
inline b3Vec2 operator*(float32 s, const b3Vec2& v)
{
return b3Vec2(s * v.x, s * v.y);
}
// Multiply a vector by a scalar.
inline b3Vec2 operator*(const b3Vec2& v, float32 s)
{
return s * v;
}
// Compute the dot product of two vectors.
inline float32 b3Dot(const b3Vec2& a, const b3Vec2& b)
{
return a.x * b.x + a.y * b.y;
}
// Compute the length of a vector.
inline float32 b3Length(const b3Vec2& v)
{
return b3Sqrt(v.x * v.x + v.y * v.y);
}
// Normalize a vector.
inline b3Vec2 b3Normalize(const b3Vec2& v)
{
float32 length = b3Length(v);
if (length > B3_EPSILON)
{
float32 s = 1.0f / length;
return s * v;
}
return v;
}
// Compute the euclidean distance between two points.
inline float32 b3Distance(const b3Vec2& a, const b3Vec2& b)
{
return b3Length(a - b);
}
// Compute the determinant of two 2D vectors.
inline float32 b3Det(const b3Vec2& a, const b3Vec2& b)
{
return a.x * b.y - a.y * b.x;
}
#endif