262 lines
5.2 KiB
C++
262 lines
5.2 KiB
C++
#pragma once
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#include "Vector2.h"
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void Vector2::set(const float &o)
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{
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this->X = o;
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this->Y = o;
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}
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void Vector2::set(const float &x, const float &y)
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{
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this->X = x;
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this->Y = y;
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}
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void Vector2::set(const Vector2 &o)
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{
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if (this != &o) {
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this->X = o.X;
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this->Y = o.Y;
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}
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}
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void Vector2::add(const float &o)
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{
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this->X += o;
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this->Y += o;
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}
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void Vector2::add(const float &x, const float &y)
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{
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this->X += x;
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this->Y += y;
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}
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void Vector2::add(const Vector2 &o)
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{
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this->X += o.X;
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this->Y += o.Y;
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}
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void Vector2::sub(const float &o)
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{
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this->X -= o;
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this->Y -= o;
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}
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void Vector2::sub(const float &x, const float &y)
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{
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this->X -= x;
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this->Y -= y;
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}
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void Vector2::sub(const Vector2 &o)
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{
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this->X -= o.X;
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this->Y -= o.Y;
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}
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void Vector2::mul(const float &o)
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{
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this->X *= o;
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this->Y *= o;
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}
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void Vector2::mul(const float &x, const float &y)
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{
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this->X *= x;
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this->Y *= y;
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}
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void Vector2::mul(const Vector2 &o)
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{
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this->X *= o.X;
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this->Y *= o.Y;
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}
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void Vector2::div(const float &o)
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{
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this->X /= o;
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this->Y /= o;
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}
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void Vector2::div(const float &x, const float &y)
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{
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this->X /= x;
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this->Y /= y;
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}
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void Vector2::div(const Vector2 &o)
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{
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this->X /= o.X;
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this->Y /= o.Y;
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}
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float Vector2::length()
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{
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return (float)sqrt((this->X * this->X) + (this->Y * this->Y));
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}
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float Vector2::distance(const float &x, const float &y)
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{
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float X = this->X - x;
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float Y = this->Y - y;
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return (float)sqrt((X * X) + (Y * Y));
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}
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float Vector2::distance(const Vector2 &o)
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{
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float X = this->X - o.X;
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float Y = this->Y - o.Y;
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return (float)sqrt((X * X) + (Y * Y));
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}
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float Vector2::dot(const float &x, const float &y)
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{
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return (this->X * x) + (this->Y * y);
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}
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float Vector2::dot(const Vector2 &o)
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{
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return (this->X * o.X) + (this->Y * o.Y);
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}
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void Vector2::normalize()
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{
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this->div(this->length());
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}
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void Vector2::rotate(const float rotation)
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{
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float mX = cos(rotation);
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float mY = sin(rotation);
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float X = this->X * mX + this->Y * mY; this->X = X;
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float Y = this->X * mY + this->X * mX; this->Y = Y;
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}
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void Vector2::rotateAround(const float &x, const float &y, const float &rotation)
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{
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this->sub(x, y);
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this->rotate(rotation);
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this->add(x, y);
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}
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void Vector2::rotateAround(const Vector2 &o, const float &rotation)
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{
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this->sub(o);
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this->rotate(rotation);
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this->add(o);
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}
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float Vector2::deltaRotation() {
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return (float)(atan2(this->Y, this->X) * (180.0 / M_PI));
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}
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float Vector2::deltaRotation(const float &x, const float &y)
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{
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return (float)(atan2(this->Y - y, this->X - x) * (180.0 / M_PI));
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}
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float Vector2::deltaRotation(const Vector2 &o)
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{
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return (float)(atan2(this->Y - o.Y, this->X - o.X) * (180.0 / M_PI));
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}
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char* Vector2::serialize()
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{
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char* data = new char[9];
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memcpy(data, this->Xc, 4);
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memcpy(data + 4, this->Yc, 4);
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data[8] = 0;
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return data;
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}
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void Vector2::deserialize(char* o)
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{
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memcpy(o, this->Xc, 4);
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memcpy(o + 4, this->Yc, 4);
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}
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/* ------------------------- Exported Functionality ------------------------- */
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DLL_EXPORT void Vector2_Set(Vector2* a, float o) {
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a->set(o);
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}
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DLL_EXPORT void Vector2_SetP(Vector2* a, float x, float y) {
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a->set(x, y);
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}
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DLL_EXPORT void Vector2_SetV(Vector2* a, Vector2* b) {
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a->set(*b);
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}
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DLL_EXPORT void Vector2_Add(Vector2* a, float o) {
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a->add(o);
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}
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DLL_EXPORT void Vector2_AddP(Vector2* a, float x, float y) {
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a->add(x, y);
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}
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DLL_EXPORT void Vector2_AddV(Vector2* a, Vector2* b) {
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a->add(*b);
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}
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DLL_EXPORT void Vector2_Sub(Vector2* a, float o) {
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a->sub(o);
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}
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DLL_EXPORT void Vector2_SubP(Vector2* a, float x, float y) {
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a->sub(x, y);
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}
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DLL_EXPORT void Vector2_SubV(Vector2* a, Vector2* b) {
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a->sub(*b);
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}
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DLL_EXPORT void Vector2_Mul(Vector2* a, float o) {
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a->mul(o);
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}
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DLL_EXPORT void Vector2_MulP(Vector2* a, float x, float y) {
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a->mul(x, y);
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}
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DLL_EXPORT void Vector2_MulV(Vector2* a, Vector2* b) {
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a->mul(*b);
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}
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DLL_EXPORT void Vector2_Div(Vector2* a, float o) {
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a->div(o);
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}
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DLL_EXPORT void Vector2_DivP(Vector2* a, float x, float y) {
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a->div(x, y);
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}
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DLL_EXPORT void Vector2_DivV(Vector2* a, Vector2* b) {
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a->div(*b);
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}
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DLL_EXPORT float Vector2_Length(Vector2* a) {
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return (float)a->length();
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}
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DLL_EXPORT float Vector2_DistanceP(Vector2* a, float x, float y) {
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return (float)a->distance(x, y);
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}
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DLL_EXPORT float Vector2_DistanceV(Vector2* a, Vector2* b) {
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return (float)a->distance(*b);
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}
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DLL_EXPORT float Vector2_DotP(Vector2* a, float x, float y) {
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return (float)a->dot(x, y);
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}
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DLL_EXPORT float Vector2_DotV(Vector2* a, Vector2* b) {
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return (float)a->dot(*b);
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}
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DLL_EXPORT void Vector2_Normalize(Vector2* a) {
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a->normalize();
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}
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DLL_EXPORT void Vector2_Rotate(Vector2* a, float rotation) {
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a->rotate(rotation);
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}
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DLL_EXPORT void Vector2_RotateAroundP(Vector2* a, float x, float y, float rotation) {
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a->rotateAround(x, y, rotation);
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}
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DLL_EXPORT void Vector2_RotateAroundV(Vector2* a, Vector2* b, float rotation) {
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a->rotateAround(*b, rotation);
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}
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DLL_EXPORT float Vector2_DeltaRotation(Vector2* a) {
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return (float)a->deltaRotation();
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}
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DLL_EXPORT float Vector2_DeltaRotationP(Vector2* a, float x, float y) {
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return (float)a->deltaRotation(x, y);
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}
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DLL_EXPORT float Vector2_DeltaRotationV(Vector2* a, Vector2* b) {
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return (float)a->deltaRotation(*b);
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}
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DLL_EXPORT char* Vector2_Serialize(Vector2* a) {
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return a->serialize();
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}
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DLL_EXPORT void Vector2_Deserialize(Vector2* a, char* o) {
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a->deserialize(o);
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}
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