#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); } float Magnitude(void) const { return Sqrt(x*x + y*y); } float MagnitudeSqr(void) const { return x*x + y*y; } void Normalise(void){ float sq = MagnitudeSqr(); if(sq > 0.0f){ float invsqrt = RecipSqrt(sq); x *= invsqrt; y *= invsqrt; }else x = 1.0f; } 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; } 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); } CVector2D operator/(float t) const { return CVector2D(x/t, y/t); } }; inline float DotProduct2D(const CVector2D &v1, const CVector2D &v2) { return v1.x*v2.x + v1.y*v2.y; } inline float CrossProduct2D(const CVector2D &v1, const CVector2D &v2) { return v1.x*v2.y - v1.y*v2.x; } 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; } 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); }