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- NS_CC_MATH_BEGIN
- inline float clampf(float value, float min_inclusive, float max_inclusive)
- {
- if (min_inclusive > max_inclusive) {
- std::swap(min_inclusive, max_inclusive);
- }
- return value < min_inclusive ? min_inclusive : value < max_inclusive? value : max_inclusive;
- }
- class Mat4;
- /**
- * Defines a 2-element floating point vector.
- */
- class CC_DLL Vec2
- {
- public:
-
- float x;
-
- float y;
-
- Vec2();
-
- Vec2(float xx, float yy);
-
- Vec2(const float* array);
-
- Vec2(const Vec2& p1, const Vec2& p2);
-
- Vec2(const Vec2& copy);
-
- ~Vec2();
-
- inline bool isZero() const;
-
- inline bool isOne() const;
-
- static float angle(const Vec2& v1, const Vec2& v2);
-
- inline void add(const Vec2& v);
-
- static void add(const Vec2& v1, const Vec2& v2, Vec2* dst);
-
- void clamp(const Vec2& min, const Vec2& max);
-
- static void clamp(const Vec2& v, const Vec2& min, const Vec2& max, Vec2* dst);
-
- float distance(const Vec2& v) const;
-
- inline float distanceSquared(const Vec2& v) const;
-
- inline float dot(const Vec2& v) const;
-
- static float dot(const Vec2& v1, const Vec2& v2);
-
- float length() const;
-
- inline float lengthSquared() const;
-
- inline void negate();
-
- void normalize();
-
- Vec2 getNormalized() const;
-
- inline void scale(float scalar);
-
- inline void scale(const Vec2& scale);
-
- void rotate(const Vec2& point, float angle);
-
- inline void set(float xx, float yy);
-
- void set(const float* array);
-
- inline void set(const Vec2& v);
-
- inline void set(const Vec2& p1, const Vec2& p2);
-
- inline void setZero();
-
- inline void subtract(const Vec2& v);
-
- static void subtract(const Vec2& v1, const Vec2& v2, Vec2* dst);
-
- inline void smooth(const Vec2& target, float elapsedTime, float responseTime);
-
- inline Vec2 operator+(const Vec2& v) const;
-
- inline Vec2& operator+=(const Vec2& v);
-
- inline Vec2 operator-(const Vec2& v) const;
-
- inline Vec2& operator-=(const Vec2& v);
-
- inline Vec2 operator-() const;
-
- inline Vec2 operator*(float s) const;
-
- inline Vec2& operator*=(float s);
-
-
- inline Vec2 operator/(float s) const;
-
- inline bool operator<(const Vec2& v) const;
-
-
- inline bool operator>(const Vec2& v) const;
-
- inline bool operator==(const Vec2& v) const;
-
- inline bool operator!=(const Vec2& v) const;
-
- public:
-
- inline void setPoint(float xx, float yy);
-
- bool equals(const Vec2& target) const;
-
-
- bool fuzzyEquals(const Vec2& target, float variance) const;
-
- inline float getLength() const {
- return sqrtf(x*x + y*y);
- }
-
- inline float getLengthSq() const {
- return dot(*this);
- }
-
- inline float getDistanceSq(const Vec2& other) const {
- return (*this - other).getLengthSq();
- }
-
- inline float getDistance(const Vec2& other) const {
- return (*this - other).getLength();
- }
-
- inline float getAngle() const {
- return atan2f(y, x);
- }
-
- float getAngle(const Vec2& other) const;
-
- inline float cross(const Vec2& other) const {
- return x*other.y - y*other.x;
- }
-
- inline Vec2 getPerp() const {
- return Vec2(-y, x);
- }
-
-
- inline Vec2 getMidpoint(const Vec2& other) const
- {
- return Vec2((x + other.x) / 2.0f, (y + other.y) / 2.0f);
- }
-
-
- inline Vec2 getClampPoint(const Vec2& min_inclusive, const Vec2& max_inclusive) const
- {
- return Vec2(clampf(x,min_inclusive.x,max_inclusive.x), clampf(y, min_inclusive.y, max_inclusive.y));
- }
-
-
- inline Vec2 compOp(std::function<float(float)> function) const
- {
- return Vec2(function(x), function(y));
- }
-
- inline Vec2 getRPerp() const {
- return Vec2(y, -x);
- }
-
- inline Vec2 project(const Vec2& other) const {
- return other * (dot(other)/other.dot(other));
- }
-
- inline Vec2 rotate(const Vec2& other) const {
- return Vec2(x*other.x - y*other.y, x*other.y + y*other.x);
- }
-
- inline Vec2 unrotate(const Vec2& other) const {
- return Vec2(x*other.x + y*other.y, y*other.x - x*other.y);
- }
-
- inline Vec2 lerp(const Vec2& other, float alpha) const {
- return *this * (1.f - alpha) + other * alpha;
- }
-
- Vec2 rotateByAngle(const Vec2& pivot, float angle) const;
-
- static inline Vec2 forAngle(const float a)
- {
- return Vec2(cosf(a), sinf(a));
- }
-
-
- static bool isLineIntersect(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D,
- float *S = nullptr, float *T = nullptr);
-
-
- static bool isLineOverlap(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D);
-
-
- static bool isLineParallel(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D);
-
-
- static bool isSegmentOverlap(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D,
- Vec2* S = nullptr, Vec2* E = nullptr);
-
-
- static bool isSegmentIntersect(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D);
-
-
- static Vec2 getIntersectPoint(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D);
-
-
- static const Vec2 ZERO;
-
- static const Vec2 ONE;
-
- static const Vec2 UNIT_X;
-
- static const Vec2 UNIT_Y;
-
- static const Vec2 ANCHOR_MIDDLE;
-
- static const Vec2 ANCHOR_BOTTOM_LEFT;
-
- static const Vec2 ANCHOR_TOP_LEFT;
-
- static const Vec2 ANCHOR_BOTTOM_RIGHT;
-
- static const Vec2 ANCHOR_TOP_RIGHT;
-
- static const Vec2 ANCHOR_MIDDLE_RIGHT;
-
- static const Vec2 ANCHOR_MIDDLE_LEFT;
-
- static const Vec2 ANCHOR_MIDDLE_TOP;
-
- static const Vec2 ANCHOR_MIDDLE_BOTTOM;
- };
- inline Vec2 operator*(float x, const Vec2& v);
- typedef Vec2 Point;
- NS_CC_MATH_END
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