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