pixelcity/glVector2.cpp

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2009-05-03 12:05:03 +01:00
/*-----------------------------------------------------------------------------
Vector2.cpp
2006 Shamus Young
-------------------------------------------------------------------------------
Functions for dealing with 2d (usually texture mapping) values.
-----------------------------------------------------------------------------*/
#include <windows.h>
#include <float.h>
#include <math.h>
#include <gl\gl.h>
#include "glTypes.h"
#include "math.h"
#include "macro.h"
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector2 glVectorNormalize (GLvector2 v)
{
float length;
length = glVectorLength (v);
if (length < 0.000001f)
return v;
return v * (1.0f / length);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
float glVectorLength (GLvector2 v)
{
return (float)sqrt (v.x * v.x + v.y * v.y);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector2 glVectorSinCos (float a)
{
GLvector2 val;
a *= DEGREES_TO_RADIANS;
val.x = sinf (a);
val.y = cosf (a);
return val;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector2 glVector (float x, float y)
{
GLvector2 val;
val.x = x;
val.y = y;
return val;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector2 glVectorAdd (GLvector2 val1, GLvector2 val2)
{
GLvector2 result;
result.x = val1.x + val2.x;
result.y = val1.y + val2.y;
return result;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector2 glVectorInterpolate (GLvector2 v1, GLvector2 v2, float scalar)
{
GLvector2 result;
result.x = MathInterpolate (v1.x, v2.x, scalar);
result.y = MathInterpolate (v1.y, v2.y, scalar);
return result;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector2 glVectorSubtract (GLvector2 val1, GLvector2 val2)
{
GLvector2 result;
result.x = val1.x - val2.x;
result.y = val1.y - val2.y;
return result;
}
/*-----------------------------------------------------------------------------
+
-----------------------------------------------------------------------------*/
GLvector2 GLvector2::operator+ (const GLvector2& c)
{
return glVector (x + c.x, y + c.y);
}
GLvector2 GLvector2::operator+ (const float& c)
{
return glVector (x + c, y + c);
}
void GLvector2::operator+= (const GLvector2& c)
{
x += c.x;
y += c.y;
}
void GLvector2::operator+= (const float& c)
{
x += c;
y += c;
}
GLvector2 GLvector2::operator- (const GLvector2& c)
{
return glVector (x - c.x, y - c.y);
}
GLvector2 GLvector2::operator- (const float& c)
{
return glVector (x - c, y - c);
}
void GLvector2::operator-= (const GLvector2& c)
{
x -= c.x;
y -= c.y;
}
void GLvector2::operator-= (const float& c)
{
x -= c;
y -= c;
}
GLvector2 GLvector2::operator* (const GLvector2& c)
{
return glVector (x * c.x, y * c.y);
}
GLvector2 GLvector2::operator* (const float& c)
{
return glVector (x * c, y * c);
}
void GLvector2::operator*= (const GLvector2& c)
{
x *= c.x;
y *= c.y;
}
void GLvector2::operator*= (const float& c)
{
x *= c;
y *= c;
}
GLvector2 GLvector2::operator/ (const GLvector2& c)
{
return glVector (x / c.x, y / c.y);
}
GLvector2 GLvector2::operator/ (const float& c)
{
return glVector (x / c, y / c);
}
void GLvector2::operator/= (const GLvector2& c)
{
x /= c.x;
y /= c.y;
}
void GLvector2::operator/= (const float& c)
{
x /= c;
y /= c;
}
bool GLvector2::operator== (const GLvector2& c)
{
if (x == c.x && y == c.y)
return true;
return false;
}