// Copyright (c) 2007, Rodrigo Braz Monteiro // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // * Neither the name of the Aegisub Group nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // // ----------------------------------------------------------------------------- // // AEGISUB // // Website: http://aegisub.cellosoft.com // Contact: mailto:zeratul@cellosoft.com // /////////// // Headers #include "vector2d.h" //////////////////// // Null constructor Vector2D::Vector2D () { x = y = 0; } //////////////////////// // Standard constructor Vector2D::Vector2D (float _x,float _y) { x = _x; y = _y; } //////////////////////////////////// // Construction from another vector Vector2D::Vector2D (const Vector2D &vec) { x = vec.x; y = vec.y; } ////////////// // Assignment void Vector2D::operator = (const Vector2D param) { x = param.x; y = param.y; } ////////////// // Comparison bool Vector2D::operator == (const Vector2D param) const { return ((x == param.x) && (y == param.y)); } bool Vector2D::operator != (const Vector2D param) const { return ((x != param.x) || (y == param.y)); } /////////// // Adition Vector2D Vector2D::operator + (const Vector2D param) const { return Vector2D(x + param.x,y + param.y); } Vector2D Vector2D::operator += (const Vector2D param) { x += param.x; y += param.y; return *this; } /////////////// // Subtraction Vector2D Vector2D::operator - (const Vector2D param) const { return Vector2D(x - param.x,y - param.y); } Vector2D Vector2D::operator -= (const Vector2D param) { x -= param.x; y -= param.y; return *this; } ////////// // Negate Vector2D Vector2D::operator - () const { return Vector2D(-x,-y); } //////////////////////////// // Multiplication by scalar Vector2D Vector2D::operator * (float param) const { return Vector2D(x * param,y * param); } Vector2D Vector2D::operator *= (float param) { x *= param; y *= param; return *this; } Vector2D operator * (float f,const Vector2D &v) { return Vector2D(v.x * f,v.y * f); } ////////////////////// // Division by scalar Vector2D Vector2D::operator / (float param) const { return Vector2D(x / param,y / param); } Vector2D Vector2D::operator /= (float param) { x /= param; y /= param; return *this; } Vector2D operator / (float f,const Vector2D &v) { return Vector2D(v.x / f,v.y / f); } ///////////////// // Cross product float Vector2D::Cross (const Vector2D param) const { return x * param.y - y * param.x; } /////////////// // Dot product float Vector2D::Dot (const Vector2D param) const { return (x * param.x) + (y * param.y); } ////////// // Length float Vector2D::Len () const { return sqrt(x*x + y*y); } ////////////////// // Squared Length float Vector2D::SquareLen () const { return x*x + y*y; } /////////// // Unitary Vector2D Vector2D::Unit () const { float l = Len(); if (l != 0) { Vector2D temp; temp.x = x; temp.y = y; return temp / l; } else return Vector2D(0,0); }