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Diffstat (limited to 'Source/Math/vec2math.h')
-rw-r--r--Source/Math/vec2math.h132
1 files changed, 132 insertions, 0 deletions
diff --git a/Source/Math/vec2math.h b/Source/Math/vec2math.h
new file mode 100644
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--- /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 &param) {
+ return (vec.entries[0] == param.entries[0] &&
+ vec.entries[1] == param.entries[1]);
+}
+
+inline bool operator!=(const vec2 &vec, const vec2 &param) {
+ 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;
+}
+