#include "Vector2.h" #include "ccMacros.h" #include "MathUtil.h" NS_CC_MATH_BEGIN Vector2::Vector2() : x(0.0f), y(0.0f) { } Vector2::Vector2(float x, float y) : x(x), y(y) { } Vector2::Vector2(const float* array) { set(array); } Vector2::Vector2(const Vector2& p1, const Vector2& p2) { set(p1, p2); } Vector2::Vector2(const Vector2& copy) { set(copy); } Vector2::~Vector2() { } const Vector2& Vector2::zero() { static Vector2 value(0.0f, 0.0f); return value; } const Vector2& Vector2::one() { static Vector2 value(1.0f, 1.0f); return value; } const Vector2& Vector2::unitX() { static Vector2 value(1.0f, 0.0f); return value; } const Vector2& Vector2::unitY() { static Vector2 value(0.0f, 1.0f); return value; } bool Vector2::isZero() const { return x == 0.0f && y == 0.0f; } bool Vector2::isOne() const { return x == 1.0f && y == 1.0f; } float Vector2::angle(const Vector2& v1, const Vector2& v2) { float dz = v1.x * v2.y - v1.y * v2.x; return atan2f(fabsf(dz) + MATH_FLOAT_SMALL, dot(v1, v2)); } void Vector2::add(const Vector2& v) { x += v.x; y += v.y; } void Vector2::add(const Vector2& v1, const Vector2& v2, Vector2* dst) { GP_ASSERT(dst); dst->x = v1.x + v2.x; dst->y = v1.y + v2.y; } void Vector2::clamp(const Vector2& min, const Vector2& max) { GP_ASSERT(!(min.x > max.x || min.y > max.y )); // Clamp the x value. if (x < min.x) x = min.x; if (x > max.x) x = max.x; // Clamp the y value. if (y < min.y) y = min.y; if (y > max.y) y = max.y; } void Vector2::clamp(const Vector2& v, const Vector2& min, const Vector2& max, Vector2* dst) { GP_ASSERT(dst); GP_ASSERT(!(min.x > max.x || min.y > max.y )); // Clamp the x value. dst->x = v.x; if (dst->x < min.x) dst->x = min.x; if (dst->x > max.x) dst->x = max.x; // Clamp the y value. dst->y = v.y; if (dst->y < min.y) dst->y = min.y; if (dst->y > max.y) dst->y = max.y; } float Vector2::distance(const Vector2& v) const { float dx = v.x - x; float dy = v.y - y; return sqrt(dx * dx + dy * dy); } float Vector2::distanceSquared(const Vector2& v) const { float dx = v.x - x; float dy = v.y - y; return (dx * dx + dy * dy); } float Vector2::dot(const Vector2& v) const { return (x * v.x + y * v.y); } float Vector2::dot(const Vector2& v1, const Vector2& v2) { return (v1.x * v2.x + v1.y * v2.y); } float Vector2::length() const { return sqrt(x * x + y * y); } float Vector2::lengthSquared() const { return (x * x + y * y); } void Vector2::negate() { x = -x; y = -y; } Vector2& Vector2::normalize() { normalize(this); return *this; } void Vector2::normalize(Vector2* dst) const { GP_ASSERT(dst); if (dst != this) { dst->x = x; dst->y = y; } float n = x * x + y * y; // Already normalized. if (n == 1.0f) return; n = sqrt(n); // Too close to zero. if (n < MATH_TOLERANCE) return; n = 1.0f / n; dst->x *= n; dst->y *= n; } void Vector2::scale(float scalar) { x *= scalar; y *= scalar; } void Vector2::scale(const Vector2& scale) { x *= scale.x; y *= scale.y; } void Vector2::rotate(const Vector2& point, float angle) { double sinAngle = sin(angle); double cosAngle = cos(angle); if (point.isZero()) { float tempX = x * cosAngle - y * sinAngle; y = y * cosAngle + x * sinAngle; x = tempX; } else { float tempX = x - point.x; float tempY = y - point.y; x = tempX * cosAngle - tempY * sinAngle + point.x; y = tempY * cosAngle + tempX * sinAngle + point.y; } } void Vector2::set(float x, float y) { this->x = x; this->y = y; } void Vector2::set(const float* array) { GP_ASSERT(array); x = array[0]; y = array[1]; } void Vector2::set(const Vector2& v) { this->x = v.x; this->y = v.y; } void Vector2::set(const Vector2& p1, const Vector2& p2) { x = p2.x - p1.x; y = p2.y - p1.y; } void Vector2::subtract(const Vector2& v) { x -= v.x; y -= v.y; } void Vector2::subtract(const Vector2& v1, const Vector2& v2, Vector2* dst) { GP_ASSERT(dst); dst->x = v1.x - v2.x; dst->y = v1.y - v2.y; } void Vector2::smooth(const Vector2& target, float elapsedTime, float responseTime) { if (elapsedTime > 0) { *this += (target - *this) * (elapsedTime / (elapsedTime + responseTime)); } } NS_CC_MATH_END