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236
Engine/Vector2f.cpp
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236
Engine/Vector2f.cpp
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#include "base.h"
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#include <cmath>
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#include <string>
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#include <iostream>
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#include <sstream>
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#include <iomanip>
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#include "Vector2f.h"
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//-----------------------------------------------------------------
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// Vector2f Constructors
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//-----------------------------------------------------------------
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Vector2f::Vector2f( )
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:Vector2f{ 0.0f, 0.0f }
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{
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}
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Vector2f::Vector2f( float x, float y )
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: x{ x }
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, y{ y }
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{
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}
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Vector2f::Vector2f( const Point2f& fromPoint, const Point2f& tillPoint )
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: Vector2f{ tillPoint.x - fromPoint.x, tillPoint.y - fromPoint.y }
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{
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}
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Vector2f::Vector2f(const Point2f & point)
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: Vector2f{ Point2f{ 0.0f, 0.0f }, point }
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{
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}
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// -------------------------
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// Methods
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// -------------------------
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bool Vector2f::Equals(const Vector2f& other, float epsilon) const
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{
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return ( abs(x - other.x) < epsilon ) && ( abs(y - other.y) < epsilon );
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}
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Point2f Vector2f::ToPoint2f() const
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{
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return Point2f{ x, y };
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}
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float Vector2f::DotProduct(const Vector2f& other) const
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{
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return x * other.x + y * other.y;
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}
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float Vector2f::CrossProduct(const Vector2f& other) const
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{
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return x * other.y - y * other.x;
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}
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std::string Vector2f::ToString() const
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{
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std::stringstream buffer;
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buffer << std::fixed;
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buffer << std::setprecision( 2 );
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buffer << "Vector2f(" << x << ", " << y << ")";
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return buffer.str();
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}
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float Vector2f::Norm() const
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{
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return Length();
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}
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float Vector2f::Length() const
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{
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return sqrt( x * x + y * y );
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}
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float Vector2f::SquaredLength() const
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{
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return x * x + y * y;
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}
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float Vector2f::AngleWith(const Vector2f& other) const
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{
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//https://stackoverflow.com/questions/21483999/using-atan2-to-find-angle-between-two-vectors
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// not calling dot and cross functions to prevent the overhead
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return atan2(x * other.y - other.x * y, x * other.x + y * other.y);
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}
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Vector2f Vector2f::Normalized(float epsilon) const
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{
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float length{ Length( ) };
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if ( length < epsilon )
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{
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return Vector2f{ 0, 0 };
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}
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else
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{
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return Vector2f{ x / length, y / length };
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}
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}
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Vector2f Vector2f::Orthogonal() const
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{
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return Vector2f{ -y, x };
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}
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Vector2f Vector2f::Reflect( const Vector2f& surfaceNormal ) const
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{
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return (*this) - 2 * ( this->DotProduct( surfaceNormal ) * surfaceNormal );
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}
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void Vector2f::Set(float newX, float newY)
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{
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x = newX;
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y = newY;
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}
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// -------------------------
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// Member operators
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// -------------------------
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Vector2f Vector2f::operator-( ) const
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{
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return Vector2f{ -x, -y };
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}
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Vector2f Vector2f::operator+ ( ) const
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{
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return Vector2f{ x, y };
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}
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Vector2f& Vector2f::operator*=(float rhs)
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{
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x *= rhs;
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y *= rhs;
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return *this;
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}
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Vector2f& Vector2f::operator/=(float rhs)
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{
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*this *= 1 / rhs;
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return *this;
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}
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Vector2f& Vector2f::operator+=(const Vector2f& rhs)
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{
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x += rhs.x;
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y += rhs.y;
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return *this;
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}
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Vector2f& Vector2f::operator-=(const Vector2f& rhs)
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{
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*this += -rhs;
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return *this;
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}
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Vector2f::operator Point2f()
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{
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return Point2f{ x,y };
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}
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// -------------------------
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// Non-member operators
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// -------------------------
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Vector2f operator*( float lhs, Vector2f rhs )
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{
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return rhs *= lhs;
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}
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Vector2f operator*( Vector2f lhs, float rhs )
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{
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return lhs *= rhs;
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}
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Vector2f operator/( Vector2f lhs, float rhs )
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{
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return lhs *= (1 / rhs);
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}
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Vector2f operator+( Vector2f lhs, const Vector2f& rhs )
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{
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return lhs += rhs;
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}
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Vector2f operator-( Vector2f lhs, const Vector2f& rhs )
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{
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return lhs += -rhs;
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}
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bool operator==( const Vector2f& lhs, const Vector2f& rhs )
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{
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return ( lhs.Equals( rhs ) );
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}
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bool operator!=( const Vector2f& lhs, const Vector2f& rhs )
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{
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return !( lhs == rhs );
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}
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std::ostream& operator<< ( std::ostream& lhs, const Vector2f& rhs )
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{
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lhs << rhs.ToString( );
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return lhs;
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}
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// Point2f related operators
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Point2f& operator+=(Point2f& lhs, const Vector2f& rhs)
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{
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lhs.x += rhs.x;
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lhs.y += rhs.y;
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return lhs;
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}
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Point2f operator+(Point2f lhs, const Vector2f& rhs)
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{
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lhs += rhs;
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return lhs;
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}
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Point2f& operator-=(Point2f& lhs, const Vector2f& rhs)
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{
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lhs.x -= rhs.x;
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lhs.y -= rhs.y;
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return lhs;
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}
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Point2f operator-(Point2f lhs, const Vector2f& rhs)
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{
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lhs -= rhs;
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return lhs;
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}
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Vector2f operator-(const Point2f& lhs, const Point2f& rhs)
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{
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Vector2f v{ lhs.x - rhs.x, lhs.y - rhs.y };
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return v;
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}
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