128 lines
2.7 KiB
C++
128 lines
2.7 KiB
C++
#include <math.h>
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#include <a8/a8.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/vec2.hpp>
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#include <Eigen/Core>
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#include <Eigen/Dense>
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#include <a8/vec2.h>
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namespace a8
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{
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const Vec2 Vec2::UP = Vec2(0.0f, 1.0f);
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const Vec2 Vec2::RIGHT = Vec2(1.0f, 0.0f);
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const Vec2 Vec2::DOWN = Vec2(0.0f, -1.0f);
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const Vec2 Vec2::LEFT = Vec2(-1.0f, 0.0f);
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void Vec2::Normalize()
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{
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glm::vec2 v = glm::normalize(glm::vec2(x, y));
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if (isnan(v[0])) {
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abort();
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}
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if (isnan(v[1])) {
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abort();
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}
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x = v[0];
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y = v[1];
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}
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bool Vec2::operator == (const Vec2& b) const
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{
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return std::abs(x - b.x) < 0.01f && std::abs(y - b.y) < 0.01f;
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}
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Vec2 Vec2::operator + (const Vec2& b) const
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{
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glm::vec2 v = glm::vec2(x, y) + glm::vec2(b.x, b.y);
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return Vec2(v[0], v[1]);
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}
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Vec2 Vec2::operator - (const Vec2& b) const
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{
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glm::vec2 v = glm::vec2(x, y) - glm::vec2(b.x, b.y);
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return Vec2(v[0], v[1]);
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}
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Vec2 Vec2::operator * (float scale) const
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{
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glm::vec2 v = glm::vec2(x, y) * scale;
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return Vec2(v[0], v[1]);
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}
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Vec2 Vec2::operator / (float scale) const
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{
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glm::vec2 v = glm::vec2(x, y) / scale;
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return Vec2(v[0], v[1]);
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}
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void Vec2::Rotate(float angle)
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{
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Eigen::Vector3f v(x, y, 0);
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v = Eigen::AngleAxisf(angle * 3.1415926f, Eigen::Vector3f::UnitZ()) * v;
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x = v[0];
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y = v[1];
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}
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float Vec2::CalcAngle(const Vec2& b) const
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{
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float a1 = acos(Dot(b) / Norm() / b.Norm());
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bool at_right_side = Vec2::RIGHT.Dot(*this) > 0.0001f;
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if (at_right_side) {
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a1 = -a1;
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}
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return a1 / 3.1415926f;
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}
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float Vec2::CalcAngleEx(const Vec2& b) const
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{
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float a1 = acos(Dot(b) / Norm() / b.Norm());
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return a1 / 3.1415926f;
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}
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Vec2 Vec2::FromAngle(float angle)
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{
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Vec2 vec2;
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float hu = angle * 3.1415926f / 180.0f;
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vec2.x = cos(hu);
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vec2.y = sin(hu);
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vec2.Normalize();
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return vec2;
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}
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float Vec2::Distance(const Vec2& b) const
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{
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Vec2 v = b - *this;
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return v.Norm();
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}
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float Vec2::ManhattanDistance(const Vec2& b)
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{
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float distance = std::fabs(x - b.x) + std::fabs(y - b.y);
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return distance;
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}
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Vec2 Vec2::Perp()
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{
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return Vec2(y, -x);
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}
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float Vec2::Dot(const Vec2& v) const
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{
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return x*v.x + y*v.y;
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}
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float Vec2::Norm() const
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{
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return fabs(sqrt(x*x + y*y));
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}
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bool Vec2::IsZero() const
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{
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return fabs(x) < 0.00001f && fabs(y) < 0.00001f;
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}
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}
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