Show vector.h syntax highlighted
/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG *
*Copyright (C) 2006, Tony Sparks *
* *
*This library is free software; you can redistribute it and/or *
*modify it under the terms of the GNU Lesser General Public *
*License as published by the Free Software Foundation; either *
*version 2.1 of the License, or (at your option) any later version. *
* *
*This library 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 *
*Lesser General Public License for more details. *
* *
*You should have received a copy of the GNU Lesser General Public *
*License along with this library; if not, write to the Free Software *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
**************************************************************************************
*/
#pragma once
#include <math.h>
#define PIOVER180 0.017453293
class Vector2f
{
public:
inline Vector2f(void) { ZeroOut(); };
inline Vector2f(float X, float Y) { x = X; y = Y; };
inline Vector2f operator+(const Vector2f& v) const { return Vector2f(x+v.x, y+v.y); };
inline Vector2f operator-(const Vector2f& v) const { return Vector2f(x-v.x, y-v.y); };
inline Vector2f operator*(float fl) const { return Vector2f(x*fl, y*fl); };
inline Vector2f operator*(const Vector2f& v) const { return Vector2f(x*v.x, y*v.y); };
inline Vector2f operator/(float fl) const { return Vector2f(x/fl, y/fl); };
inline bool operator==(const Vector2f& v) const { return (v.x == x && v.y == y); };
inline void operator=(const Vector2f& v) { x = v.x; y = v.y; };
inline void ZeroOut()
{
x = 0; y = 0;
};
inline float Length(void)
{
return sqrt(x*x + y*y );
};
inline void Normalize ( void )
{
float flLen = Length();
flLen = 1 / flLen;
x = x * flLen;
y = y * flLen;
};
inline void Multiply(Vector2f &v)
{
x = sqrt(x*x + v.x*v.x);
y = sqrt(y*y + v.y*v.y);
};
inline float DotProduct(Vector2f v)
{
return x * v.x + y * v.y;
};
inline float Angle(Vector2f v)
{
float dp = DotProduct(v);
float l1 = Length();
float l2 = v.Length();
return acos(dp / (l1 * l2));
//return acos(DotProduct(v) / (Length() * v.Length()));
};
inline void Set(float toX, float toY)
{
x = toX;
y = toY;
};
inline void Set( const Vector2f& v )
{
x = v.x; y = v.y;
};
float x, y;
};
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