-
Notifications
You must be signed in to change notification settings - Fork 0
/
vec2.hpp
141 lines (115 loc) · 2.56 KB
/
vec2.hpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
#ifndef VEC2_H
#define VEC2_H
#include <cmath>
#include <iostream>
using std::sqrt;
using namespace std;
class vec2
{
public:
//CONSTRUCTORS
vec2()
{
o[0] = 0.0;
o[1] = 0.0;
}
vec2(double o1, double o2)
{
o[0] = o1;
o[1] = o2;
}
//GETTERS
double x() const {return o[0];}
double y() const {return o[1];}
double u() const {return o[0];}
double v() const {return o[1];}
//OPERATOR MAGIC - the walls told me to do it...
vec2 operator-() const {return vec2(-o[0], -o[1]);}
double operator[] (int i) const {return o[i];}
double& operator[] (int i) {return o[i];}
vec2& operator+=(const vec2 &v)
{
o[0] += v.o[0];
o[1] += v.o[1];
return *this;
}
vec2& operator*=(const double t)
{
o[0] *= t;
o[1] *= t;
return *this;
}
vec2& operator/=(const double t)
{
return *this *= 1/t; //hehe tricky tricky
}
double length() const
{
return sqrt(length_squared());
}
double length_squared() const
{
return o[0] * o[0] + o[1] * o[1];
}
public:
//VALUES
double o[2];
};
//Aliases, Secret Identities, AKA
using point2 = vec2;
using uv = vec2;
//OTHER UTILITIES
inline ostream& operator<<(ostream &out, const vec2 &v)
{
return out << v.o[0] << ' ' << v.o[1];
}
inline vec2 operator+(const vec2 &u, const vec2 &v)
{
return vec2(u.o[0] + v.o[0], u.o[1] + v.o[1]);
}
inline vec2 operator-(const vec2 &u, const vec2 &v)
{
return vec2(u.o[0] - v.o[0], u.o[1] - v.o[1]);
}
inline vec2 operator*(const vec2 &u, const vec2 &v)
{
return vec2(u.o[0] * v.o[0], u.o[1] * v.o[1]);
}
inline vec2 operator*(double t, const vec2 &v)
{
return vec2(t*v.o[0], t*v.o[1]);
}
inline vec2 operator*(const vec2 &v, double t)
{
return t * v;
}
inline vec2 operator/(vec2 v, double t)
{
return (1/t) * v;
}
inline double dot(const vec2 &u, const vec2 &v)
{
return u.o[0] * v.o[0]
+ u.o[1] * v.o[1];
}
inline vec2 cross(const vec2 &u, const vec2 &v)
{
return vec2(u.o[1] * v.o[2] - u.o[2] * v.o[1],
u.o[2] * v.o[0] - u.o[0] * v.o[2]);
}
inline vec2 unit_vector(vec2 v)
{
return v / v.length();
}
inline double maximize(vec2 v)
{
if (v.x() > v.y())
{
return v.x();
}
else
{
return v.y();
}
}
#endif