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Diffstat (limited to 'Source/Math/vec2math.h')
-rw-r--r-- | Source/Math/vec2math.h | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/Source/Math/vec2math.h b/Source/Math/vec2math.h new file mode 100644 index 00000000..d06c975d --- /dev/null +++ b/Source/Math/vec2math.h @@ -0,0 +1,132 @@ +//----------------------------------------------------------------------------- +// Name: vec2math.h +// Developer: Wolfire Games LLC +// Description: +// License: Read below +//----------------------------------------------------------------------------- +// +// Copyright 2022 Wolfire Games LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// +//----------------------------------------------------------------------------- +#pragma once + +#include <Math/vec2.h> + +inline vec2 operator+(const vec2 &vec, const vec2 & param) { + return vec2(vec.entries[0] + param.entries[0], + vec.entries[1] + param.entries[1]); +} + +inline vec2 operator-(const vec2 &vec, const vec2 & param) { + return vec2(vec.entries[0] - param.entries[0], + vec.entries[1] - param.entries[1]); +} + +inline vec2 operator*(const vec2 &vec, float param) { + return vec2(vec.entries[0] * param, + vec.entries[1] * param); +} + +inline vec2 operator/(const vec2 &vec, float param) { + return vec2(vec.entries[0] / param, + vec.entries[1] / param); +} + +inline vec2& operator+=(vec2 &vec, const vec2 & param) { + vec.entries[0] += param.entries[0]; + vec.entries[1] += param.entries[1]; + return vec; +} + +inline vec2& operator-=(vec2 &vec, const vec2 & param){ + vec.entries[0] -= param.entries[0]; + vec.entries[1] -= param.entries[1]; + return vec; +} + +inline vec2& operator*=(vec2 &vec, float param){ + vec.entries[0] *= param; + vec.entries[1] *= param; + return vec; +} + +inline vec2& operator*=(vec2 &vec, const vec2 & param){ + vec.entries[0] *= param.entries[0]; + vec.entries[1] *= param.entries[1]; + return vec; +} + +inline vec2& operator/=(vec2 &vec, float param){ + vec.entries[0] /= param; + vec.entries[1] /= param; + return vec; +} + +inline bool operator==(const vec2 &vec, const vec2 ¶m) { + return (vec.entries[0] == param.entries[0] && + vec.entries[1] == param.entries[1]); +} + +inline bool operator!=(const vec2 &vec, const vec2 ¶m) { + return(vec.entries[0] != param.entries[0] || + vec.entries[1] != param.entries[1]); +} + +float length(const vec2 &vec); + +// TODO: these should be templated +vec2 components_min2(const vec2 &a, const vec2 &b); +vec2 components_max2(const vec2 &a, const vec2 &b); + +inline float length_squared(const vec2 &vec) { + return vec[0]*vec[0] + vec[1]*vec[1]; +} + +inline float dot(const vec2 &vec_a, const vec2 &vec_b) { + return vec_a[0]*vec_b[0] + vec_a[1]*vec_b[1]; +} + +inline float distance(const vec2 &vec_a, const vec2 &vec_b) { + return length(vec_a-vec_b); +} + +inline float distance_squared(const vec2 &vec_a, const vec2 &vec_b) { + return length_squared(vec_a-vec_b); +} + +inline vec2 normalize(const vec2 &vec) { + if(vec[0]==0.0f && vec[1]==0.0f && vec[2]==0.0f){ + return vec2(0.0); + } + return vec/length(vec); +} + +inline vec2 operator*(const vec2 &vec_a, const vec2 &vec_b) { + return vec2(vec_a[0]*vec_b[0], + vec_a[1]*vec_b[1]); +} + +inline vec2 reflect(const vec2 &vec, const vec2 &normal) { + return vec - normal*(2.0f*dot(vec, normal)); +} + +inline vec2 operator-(const vec2 &vec) { + return vec * -1.0f; +} + +inline vec2 operator*(float param, const vec2 &vec_b) { + return vec_b*param; +} + |