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Math.cpp
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Math.cpp
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#include "Advanced2D.h"
namespace Freedom {
double Math::toDegrees(double radians)
{
return radians * PI_under_180;
}
double Math::toRadians(double degrees)
{
return degrees * PI_over_180;
}
double Math::wrapAngleDegs(double degs)
{
double result = fmod(degs, 360.0);
if (result < 0) result += 360.0f;
return result;
}
double Math::wrapAngleRads(double rads)
{
double result = fmod(rads, PI);
if (result < 0) result += PI;
return result;
}
double Math::LinearVelocityX(double angle)
{
angle -= 90;
if (angle < 0) angle = 360 + angle;
return cos( angle * PI_over_180);
}
double Math::LinearVelocityY(double angle)
{
angle -= 90;
if (angle < 0) angle = 360 + angle;
return sin( angle * PI_over_180);
}
Vector3 Math::LinearVelocity(double angle)
{
double vx = LinearVelocityX(angle);
double vy = LinearVelocityY(angle);
return Vector3(vx,vy,0.0f);
}
double Math::AngleToTarget(double x1,double y1,double x2,double y2)
{
double deltaX = (x2-x1);
double deltaY = (y2-y1);
return atan2(deltaY,deltaX);
}
double Math::AngleToTarget(Vector3& source,Vector3& target)
{
return AngleToTarget(source.getX(),source.getY(),target.getX(),target.getY());
}
double Math::Distance( double x1,double y1,double x2,double y2 )
{
double deltaX = (x2-x1);
double deltaY = (y2-y1);
return sqrt(deltaX*deltaX + deltaY*deltaY);
}
double Math::Distance( Vector3& vec1, Vector3& vec2 )
{
return Distance(vec1.getX(),vec1.getY(),vec2.getX(),vec2.getY());
}
double Math::Length(double x,double y,double z)
{
return sqrt(x*x + y*y + z*z);
}
double Math::Length(Vector3& vec)
{
return Length(vec.getX(),vec.getY(),vec.getZ());
}
double Math::DotProduct(double x1,double y1,double z1,double x2,double y2,double z2)
{
return (x1*x2 + y1*y2 + z1*z2);
}
double Math::DotProduct( Vector3& vec1, Vector3& vec2 )
{
return DotProduct(vec1.getX(),vec1.getY(),vec1.getZ(),vec2.getX(),vec2.getY(),vec2.getZ());
}
Vector3 Math::CrossProduct( double x1,double y1,double z1,double x2,double y2,double z2)
{
double nx = (y1*z2)-(z1*y2);
double ny = (z1*y2)-(x1*z2);
double nz = (x1*y2)-(y1*x2);
return Vector3(nx,ny,nz);
}
Vector3 Math::CrossProduct( Vector3& vec1, Vector3& vec2 )
{
return CrossProduct(vec1.getX(),vec1.getY(),vec1.getZ(),vec2.getX(),vec2.getY(),vec2.getZ());
}
Vector3 Math::Normal(double x,double y,double z)
{
double length = Length(x,y,z);
if (length != 0) length = 1 / length;
double nx = x*length;
double ny = y*length;
double nz = z*length;
return Vector3(nx,ny,nz);
}
Vector3 Math::Normal(Vector3& vec)
{
return Normal(vec.getX(),vec.getY(),vec.getZ());
}
};