[2] | 1 | // %flair:license{
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[15] | 2 | // This file is part of the Flair framework distributed under the
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| 3 | // CECILL-C License, Version 1.0.
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[2] | 4 | // %flair:license}
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| 5 | // created: 2013/05/02
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| 6 | // filename: Vector2D.cpp
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| 7 | //
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| 8 | // author: Guillaume Sanahuja
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| 9 | // Copyright Heudiasyc UMR UTC/CNRS 7253
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| 10 | //
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| 11 | // version: $Id: $
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| 12 | //
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| 13 | // purpose: Class defining a 2D vector
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| 14 | //
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| 15 | //
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| 16 | /*********************************************************************/
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| 17 |
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| 18 | #include "Vector2D.h"
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| 19 | #include "Euler.h"
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| 20 | #include <math.h>
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| 21 |
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[15] | 22 | namespace flair {
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| 23 | namespace core {
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[2] | 24 |
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[15] | 25 | Vector2D::Vector2D(float inX, float inY) : x(inX), y(inY) {}
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[2] | 26 |
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[15] | 27 | Vector2D::~Vector2D() {}
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[2] | 28 |
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| 29 | Vector2D &Vector2D::operator=(const Vector2D &vector) {
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[15] | 30 | x = vector.x;
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| 31 | y = vector.y;
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| 32 | return (*this);
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[2] | 33 | }
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| 34 |
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[15] | 35 | Vector2D operator+(const Vector2D &vectorA, const Vector2D &vectorB) {
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| 36 | return Vector2D(vectorA.x + vectorB.x, vectorA.y + vectorB.y);
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[2] | 37 | }
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| 38 |
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[15] | 39 | Vector2D operator-(const Vector2D &vectorA, const Vector2D &vectorB) {
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| 40 | return Vector2D(vectorA.x - vectorB.x, vectorA.y - vectorB.y);
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[2] | 41 | }
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| 42 |
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[15] | 43 | Vector2D operator/(const Vector2D &vector, float coeff) {
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| 44 | if (coeff != 0) {
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| 45 | return Vector2D(vector.x / coeff, vector.y / coeff);
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| 46 | } else {
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| 47 | return Vector2D(0, 0);
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| 48 | }
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[2] | 49 | }
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| 50 |
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[15] | 51 | Vector2D operator*(const Vector2D &vector, float coeff) {
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| 52 | return Vector2D(vector.x * coeff, vector.y * coeff);
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[2] | 53 | }
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| 54 |
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[15] | 55 | Vector2D operator*(float coeff, const Vector2D &vector) {
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| 56 | return Vector2D(vector.x * coeff, vector.y * coeff);
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[2] | 57 | }
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| 58 |
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| 59 | void Vector2D::Rotate(float value) {
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[15] | 60 | float xTmp;
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| 61 | xTmp = x * cosf(value) - y * sinf(value);
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| 62 | y = x * sinf(value) + y * cosf(value);
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| 63 | x = xTmp;
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[2] | 64 | }
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| 65 |
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[15] | 66 | void Vector2D::RotateDeg(float value) { Rotate(Euler::ToRadian(value)); }
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[2] | 67 |
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[15] | 68 | float Vector2D::GetNorm(void) const { return sqrt(x * x + y * y); }
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[2] | 69 |
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| 70 | void Vector2D::Normalize(void) {
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[15] | 71 | float n = GetNorm();
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| 72 | if (n != 0) {
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| 73 | x = x / n;
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| 74 | y = y / n;
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| 75 | }
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[2] | 76 | }
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| 77 |
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[15] | 78 | void Vector2D::Saturate(Vector2D min, Vector2D max) {
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| 79 | if (x < min.x)
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| 80 | x = min.x;
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| 81 | if (x > max.x)
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| 82 | x = max.x;
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[2] | 83 |
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[15] | 84 | if (y < min.y)
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| 85 | y = min.y;
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| 86 | if (y > max.y)
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| 87 | y = max.y;
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[2] | 88 | }
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| 89 |
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[15] | 90 | void Vector2D::Saturate(float min, float max) {
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| 91 | Saturate(Vector2D(min, min), Vector2D(max, max));
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[2] | 92 | }
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| 93 |
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| 94 | void Vector2D::Saturate(const Vector2D &value) {
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[15] | 95 | float x = fabs(value.x);
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| 96 | float y = fabs(value.y);
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| 97 | Saturate(Vector2D(-x, -y), Vector2D(x, y));
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[2] | 98 | }
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| 99 |
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| 100 | void Vector2D::Saturate(float value) {
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[15] | 101 | float sat = fabs(value);
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| 102 | Saturate(Vector2D(-sat, -sat), Vector2D(sat, sat));
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[2] | 103 | }
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| 104 |
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| 105 | } // end namespace core
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| 106 | } // end namespace flair
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