NppClone/src/vector2D.h

129 lines
2.8 KiB
C++

#ifndef VECTOR2D_H
#define VECTOR2D_H
#include <num/num.h>
libnum::num32 sqrt_num32(libnum::num32 v);
class Point2D
{
public:
Point2D() {};
~Point2D() {};
libnum::num x, y;
};
class Circle
{
public:
Circle() {};
~Circle() {};
libnum::num x,y,r;
};
class Vector2D
{
public:
Vector2D();
Vector2D( float x, float y );
Vector2D( libnum::num32 x, libnum::num32 y );
~Vector2D();
Vector2D Clone( void );
void AddVectors( Vector2D a, Vector2D b );
void Add( Vector2D v, libnum::num32 scale );
void SubtractVectors( Vector2D a, Vector2D b );
void Subtract( Vector2D v, libnum::num32 scale );
libnum::num32 Length( void );
void Scale( libnum::num32 scale );
libnum::num32 Dot( Vector2D v );
Vector2D Perp( void );
inline constexpr Vector2D &operator+=( Vector2D const &other )
{
this->x += other.x;
this->y += other.y;
return *this;
}
inline constexpr Vector2D &operator-=( Vector2D const &other )
{
this->x -= other.x;
this->y -= other.y;
return *this;
}
inline constexpr Vector2D &operator*=( float scale )
{
this->x *= libnum::num32(scale);
this->y *= libnum::num32(scale);
return *this;
}
inline constexpr Vector2D &operator/=( float scale )
{
this->x /= libnum::num32(scale);
this->y /= libnum::num32(scale);
return *this;
}
inline friend Vector2D operator*(float scale, Vector2D const &v) {
Vector2D r;
r.x = v.x * libnum::num32( scale );
r.y = v.y * libnum::num32( scale );
return r;
}
inline friend Vector2D operator*(Vector2D const &v, float scale) {
Vector2D r;
r.x = v.x * libnum::num32( scale );
r.y = v.y * libnum::num32( scale );
return r;
}
inline friend Vector2D operator/(Vector2D const &v, float scale) {
Vector2D r;
r.x = v.x / libnum::num32( scale );
r.y = v.y / libnum::num32( scale );
return r;
}
libnum::num32 x;
libnum::num32 y;
};
class Border
{
public:
Border();
~Border();
Point2D A;
Point2D B;
Vector2D N;
};
bool CollisionDroite(Point2D A,Point2D B, Circle C);
bool CollisionSegment(Point2D A,Point2D B,Circle C);
bool CollisionBorder(Border B, Circle C);
Vector2D GetNormale(Point2D A,Point2D B,Point2D C);
Point2D ProjectionI(Point2D A,Point2D B,Point2D C);
Vector2D ComputeVectorRebound(Vector2D v,Vector2D N);
#endif