source: flair-src/trunk/lib/FlairCore/src/Vector2D.cpp@ 161

Last change on this file since 161 was 161, checked in by Sanahuja Guillaume, 7 years ago

modifs

File size: 2.7 KB
Line 
1// %flair:license{
2// This file is part of the Flair framework distributed under the
3// CECILL-C License, Version 1.0.
4// %flair:license}
5// created: 2013/05/02
6// filename: Vector2D.cpp
7//
8// author: Guillaume Sanahuja
9// Copyright Heudiasyc UMR UTC/CNRS 7253
10//
11// version: $Id: $
12//
13// purpose: Class defining a 2D vector
14//
15//
16/*********************************************************************/
17
18#include "Vector2D.h"
19#include "Euler.h"
20#include <math.h>
21
22namespace flair {
23namespace core {
24
25Vector2D::Vector2D(float inX, float inY) : x(inX), y(inY) {}
26
27Vector2D::~Vector2D() {}
28
29Vector2D &Vector2D::operator=(const Vector2D &vector) {
30 x = vector.x;
31 y = vector.y;
32 return (*this);
33}
34
35Vector2D &Vector2D::operator+=(const Vector2D &vector) {
36 x += vector.x;
37 y += vector.y;
38 return (*this);
39}
40
41Vector2D &Vector2D::operator-=(const Vector2D &vector) {
42 x -= vector.x;
43 y -= vector.y;
44 return (*this);
45}
46
47Vector2D operator+(const Vector2D &vectorA, const Vector2D &vectorB) {
48 return Vector2D(vectorA.x + vectorB.x, vectorA.y + vectorB.y);
49}
50
51Vector2D operator-(const Vector2D &vectorA, const Vector2D &vectorB) {
52 return Vector2D(vectorA.x - vectorB.x, vectorA.y - vectorB.y);
53}
54
55Vector2D operator-(const Vector2D &vectorA) {
56 return Vector2D(-vectorA.x, -vectorA.y);
57}
58
59Vector2D operator/(const Vector2D &vector, float coeff) {
60 if (coeff != 0) {
61 return Vector2D(vector.x / coeff, vector.y / coeff);
62 } else {
63 return Vector2D(0, 0);
64 }
65}
66
67Vector2D operator*(const Vector2D &vector, float coeff) {
68 return Vector2D(vector.x * coeff, vector.y * coeff);
69}
70
71Vector2D operator*(float coeff, const Vector2D &vector) {
72 return Vector2D(vector.x * coeff, vector.y * coeff);
73}
74
75void Vector2D::Rotate(float value) {
76 float xTmp;
77 xTmp = x * cosf(value) - y * sinf(value);
78 y = x * sinf(value) + y * cosf(value);
79 x = xTmp;
80}
81
82void Vector2D::RotateDeg(float value) { Rotate(Euler::ToRadian(value)); }
83
84float Vector2D::GetNorm(void) const { return sqrt(x * x + y * y); }
85
86void Vector2D::Normalize(void) {
87 float n = GetNorm();
88 if (n != 0) {
89 x = x / n;
90 y = y / n;
91 }
92}
93
94void Vector2D::Saturate(Vector2D min, Vector2D max) {
95 if (x < min.x)
96 x = min.x;
97 if (x > max.x)
98 x = max.x;
99
100 if (y < min.y)
101 y = min.y;
102 if (y > max.y)
103 y = max.y;
104}
105
106void Vector2D::Saturate(float min, float max) {
107 Saturate(Vector2D(min, min), Vector2D(max, max));
108}
109
110void Vector2D::Saturate(const Vector2D &value) {
111 float x = fabs(value.x);
112 float y = fabs(value.y);
113 Saturate(Vector2D(-x, -y), Vector2D(x, y));
114}
115
116void Vector2D::Saturate(float value) {
117 float sat = fabs(value);
118 Saturate(Vector2D(-sat, -sat), Vector2D(sat, sat));
119}
120
121} // end namespace core
122} // end namespace flair
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