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- /**
- Copyright 2013 BlackBerry Inc.
- 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.
- Original file from GamePlay3D: http://gameplay3d.org
- This file was modified to fit the cocos2d-x project
- */
- #include "math/Vec2.h"
- NS_CC_MATH_BEGIN
- inline Vec2::Vec2()
- : x(0.0f), y(0.0f)
- {
- }
- inline Vec2::Vec2(float xx, float yy)
- : x(xx), y(yy)
- {
- }
- inline Vec2::Vec2(const float* array)
- {
- set(array);
- }
- inline Vec2::Vec2(const Vec2& p1, const Vec2& p2)
- {
- set(p1, p2);
- }
- inline Vec2::Vec2(const Vec2& copy)
- {
- set(copy);
- }
- inline Vec2::~Vec2()
- {
- }
- inline bool Vec2::isZero() const
- {
- return x == 0.0f && y == 0.0f;
- }
- bool Vec2::isOne() const
- {
- return x == 1.0f && y == 1.0f;
- }
- inline void Vec2::add(const Vec2& v)
- {
- x += v.x;
- y += v.y;
- }
- inline float Vec2::distanceSquared(const Vec2& v) const
- {
- float dx = v.x - x;
- float dy = v.y - y;
- return (dx * dx + dy * dy);
- }
- inline float Vec2::dot(const Vec2& v) const
- {
- return (x * v.x + y * v.y);
- }
- inline float Vec2::lengthSquared() const
- {
- return (x * x + y * y);
- }
- inline void Vec2::negate()
- {
- x = -x;
- y = -y;
- }
- inline void Vec2::scale(float scalar)
- {
- x *= scalar;
- y *= scalar;
- }
- inline void Vec2::scale(const Vec2& scale)
- {
- x *= scale.x;
- y *= scale.y;
- }
- inline void Vec2::set(float xx, float yy)
- {
- this->x = xx;
- this->y = yy;
- }
- inline void Vec2::set(const Vec2& v)
- {
- this->x = v.x;
- this->y = v.y;
- }
- inline void Vec2::set(const Vec2& p1, const Vec2& p2)
- {
- x = p2.x - p1.x;
- y = p2.y - p1.y;
- }
- void Vec2::setZero()
- {
- x = y = 0.0f;
- }
- inline void Vec2::subtract(const Vec2& v)
- {
- x -= v.x;
- y -= v.y;
- }
- inline void Vec2::smooth(const Vec2& target, float elapsedTime, float responseTime)
- {
- if (elapsedTime > 0)
- {
- *this += (target - *this) * (elapsedTime / (elapsedTime + responseTime));
- }
- }
- inline Vec2 Vec2::operator+(const Vec2& v) const
- {
- Vec2 result(*this);
- result.add(v);
- return result;
- }
- inline Vec2& Vec2::operator+=(const Vec2& v)
- {
- add(v);
- return *this;
- }
- inline Vec2 Vec2::operator-(const Vec2& v) const
- {
- Vec2 result(*this);
- result.subtract(v);
- return result;
- }
- inline Vec2& Vec2::operator-=(const Vec2& v)
- {
- subtract(v);
- return *this;
- }
- inline Vec2 Vec2::operator-() const
- {
- Vec2 result(*this);
- result.negate();
- return result;
- }
- inline Vec2 Vec2::operator*(float s) const
- {
- Vec2 result(*this);
- result.scale(s);
- return result;
- }
- inline Vec2& Vec2::operator*=(float s)
- {
- scale(s);
- return *this;
- }
- inline Vec2 Vec2::operator/(const float s) const
- {
- return Vec2(this->x / s, this->y / s);
- }
- inline bool Vec2::operator<(const Vec2& v) const
- {
- if (x == v.x)
- {
- return y < v.y;
- }
- return x < v.x;
- }
- inline bool Vec2::operator>(const Vec2& v) const
- {
- if (x == v.x)
- {
- return y > v.y;
- }
- return x > v.x;
- }
- inline bool Vec2::operator==(const Vec2& v) const
- {
- return x==v.x && y==v.y;
- }
- inline bool Vec2::operator!=(const Vec2& v) const
- {
- return x!=v.x || y!=v.y;
- }
- inline Vec2 operator*(float x, const Vec2& v)
- {
- Vec2 result(v);
- result.scale(x);
- return result;
- }
- void Vec2::setPoint(float xx, float yy)
- {
- this->x = xx;
- this->y = yy;
- }
- NS_CC_MATH_END
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