1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
|
/*
* Copyright (c) 2018 Jean-Philippe Bruyère <jp_bruyere@hotmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
* Software, and to permit persons to whom the Software is furnished to do so, subject
* to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "vectors.h"
#define ROUNDF(f, c) (((float)((int)((f) * (c))) / (c)))
inline vec2 vec2_create (float x, float y) {
vec2 v = {x,y};
return v;
}
vec2 vec2_line_norm(vec2 a, vec2 b)
{
vec2 d = {b.x - a.x, b.y - a.y};
float md = sqrt (d.x*d.x + d.y*d.y);
d.x/=md;
d.y/=md;
return d;
}
double vec2d_length(vec2d v){
return sqrt (v.x*v.x + v.y*v.y);
}
float vec2_length(vec2 v){
return sqrt (v.x*v.x + v.y*v.y);
}
vec2 vec2_norm(vec2 a)
{
float m = sqrt (a.x*a.x + a.y*a.y);
vec2 d = {a.x/m, a.y/m};
return d;
}
vec2d vec2d_norm(vec2d a)
{
double m = sqrt (a.x*a.x + a.y*a.y);
vec2d d = {a.x/m, a.y/m};
return d;
}
vec2d vec2d_mult(vec2d a, double m){
vec2d r = {a.x*m,a.y*m};
return r;
}
vec2 vec2_mult(vec2 a, float m){
vec2 r = {a.x*m,a.y*m};
return r;
}
vec2d vec2d_line_norm(vec2d a, vec2d b)
{
vec2d d = {b.x - a.x, b.y - a.y};
double md = sqrt (d.x*d.x + d.y*d.y);
d.x/=md;
d.y/=md;
return d;
}
vec2d vec2d_perp (vec2d a){
vec2d vp = {a.y, -a.x};
return vp;
}
vec2 vec2_perp (vec2 a){
vec2 vp = {a.y, -a.x};
return vp;
}
vec2 vec2d_to_vec2(vec2d vd){
vec2 v = {vd.x,vd.y};
return v;
}
vec2 vec2_add (vec2 a, vec2 b){
vec2 r = {a.x + b.x, a.y + b.y};
return r;
}
vec2d vec2d_add (vec2d a, vec2d b){
vec2d r = {a.x + b.x, a.y + b.y};
return r;
}
vec2 vec2_sub (vec2 a, vec2 b){
vec2 r = {a.x - b.x, a.y - b.y};
return r;
}
vec2d vec2d_sub (vec2d a, vec2d b){
vec2d r = {a.x - b.x, a.y - b.y};
return r;
}
bool vec2_equ (vec2 a, vec2 b){
if ((ROUNDF(a.x,10000) == ROUNDF(b.x,10000)) && (ROUNDF(a.y,10000) == ROUNDF(b.y,10000)))
return true;
return false;
}
void vec2_inv (vec2* v){
v->x = -v->x;
v->y = -v->y;
}
|