#include "Vector2.h" namespace msdfgen { Vector2::Vector2(double val) : x(val), y(val) { } Vector2::Vector2(double x, double y) : x(x), y(y) { } void Vector2::reset() { x = 0, y = 0; } void Vector2::set(double x, double y) { Vector2::x = x, Vector2::y = y; } double Vector2::length() const { return sqrt(x*x+y*y); } double Vector2::direction() const { return atan2(y, x); } Vector2 Vector2::normalize(bool allowZero) const { double len = length(); if (len == 0) return Vector2(0, !allowZero); return Vector2(x/len, y/len); } Vector2 Vector2::getOrthogonal(bool polarity) const { return polarity ? Vector2(-y, x) : Vector2(y, -x); } Vector2 Vector2::getOrthonormal(bool polarity, bool allowZero) const { double len = length(); if (len == 0) return polarity ? Vector2(0, !allowZero) : Vector2(0, -!allowZero); return polarity ? Vector2(-y/len, x/len) : Vector2(y/len, -x/len); } Vector2 Vector2::project(const Vector2 &vector, bool positive) const { Vector2 n = normalize(true); double t = dotProduct(vector, n); if (positive && t <= 0) return Vector2(); return t*n; } Vector2::operator const void*() const { return x || y ? this : NULL; } bool Vector2::operator!() const { return !x && !y; } bool Vector2::operator==(const Vector2 &other) const { return x == other.x && y == other.y; } bool Vector2::operator!=(const Vector2 &other) const { return x != other.x || y != other.y; } Vector2 Vector2::operator+() const { return *this; } Vector2 Vector2::operator-() const { return Vector2(-x, -y); } Vector2 Vector2::operator+(const Vector2 &other) const { return Vector2(x+other.x, y+other.y); } Vector2 Vector2::operator-(const Vector2 &other) const { return Vector2(x-other.x, y-other.y); } Vector2 Vector2::operator*(const Vector2 &other) const { return Vector2(x*other.x, y*other.y); } Vector2 Vector2::operator/(const Vector2 &other) const { return Vector2(x/other.x, y/other.y); } Vector2 Vector2::operator*(double value) const { return Vector2(x*value, y*value); } Vector2 Vector2::operator/(double value) const { return Vector2(x/value, y/value); } Vector2 & Vector2::operator+=(const Vector2 &other) { x += other.x, y += other.y; return *this; } Vector2 & Vector2::operator-=(const Vector2 &other) { x -= other.x, y -= other.y; return *this; } Vector2 & Vector2::operator*=(const Vector2 &other) { x *= other.x, y *= other.y; return *this; } Vector2 & Vector2::operator/=(const Vector2 &other) { x /= other.x, y /= other.y; return *this; } Vector2 & Vector2::operator*=(double value) { x *= value, y *= value; return *this; } Vector2 & Vector2::operator/=(double value) { x /= value, y /= value; return *this; } double dotProduct(const Vector2 &a, const Vector2 &b) { return a.x*b.x+a.y*b.y; } double crossProduct(const Vector2 &a, const Vector2 &b) { return a.x*b.y-a.y*b.x; } Vector2 operator*(double value, const Vector2 &vector) { return Vector2(value*vector.x, value*vector.y); } Vector2 operator/(double value, const Vector2 &vector) { return Vector2(value/vector.x, value/vector.y); } }