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re3/src/math/Vector2D.h

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#pragma once
class CVector2D
{
public:
float x, y;
CVector2D(void) {}
CVector2D(float x, float y) : x(x), y(y) {}
CVector2D(const CVector &v) : x(v.x), y(v.y) {}
float Heading(void) const { return Atan2(-x, y); }
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float Magnitude(void) const { return Sqrt(x*x + y*y); }
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float MagnitudeSqr(void) const { return x*x + y*y; }
void Normalise(void);
void NormaliseSafe(void) {
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float sq = MagnitudeSqr();
if(sq > 0.0f){
float invsqrt = RecipSqrt(sq);
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x *= invsqrt;
y *= invsqrt;
}else
y = 1.0f;
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}
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const CVector2D &operator+=(CVector2D const &right) {
x += right.x;
y += right.y;
return *this;
}
const CVector2D &operator-=(CVector2D const &right) {
x -= right.x;
y -= right.y;
return *this;
}
const CVector2D &operator*=(float right) {
x *= right;
y *= right;
return *this;
}
const CVector2D &operator/=(float right) {
x /= right;
y /= right;
return *this;
}
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CVector2D operator-(const CVector2D &rhs) const {
return CVector2D(x-rhs.x, y-rhs.y);
}
CVector2D operator+(const CVector2D &rhs) const {
return CVector2D(x+rhs.x, y+rhs.y);
}
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CVector2D operator/(float t) const {
return CVector2D(x/t, y/t);
}
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};
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inline float
DotProduct2D(const CVector2D &v1, const CVector2D &v2)
{
return v1.x*v2.x + v1.y*v2.y;
}
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inline float
CrossProduct2D(const CVector2D &v1, const CVector2D &v2)
{
return v1.x*v2.y - v1.y*v2.x;
}
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inline float
Distance2D(const CVector2D &v, float x, float y)
{
return Sqrt((v.x-x)*(v.x-x) + (v.y-y)*(v.y-y));
}
inline float
DistanceSqr2D(const CVector2D &v, float x, float y)
{
return (v.x-x)*(v.x-x) + (v.y-y)*(v.y-y);
}
inline void
NormalizeXY(float &x, float &y)
{
float l = Sqrt(x*x + y*y);
if(l != 0.0f){
x /= l;
y /= l;
}else
x = 1.0f;
}
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inline CVector2D operator*(const CVector2D &left, float right)
{
return CVector2D(left.x * right, left.y * right);
}
inline CVector2D operator*(float left, const CVector2D &right)
{
return CVector2D(left * right.x, left * right.y);
}