#include "dxd_math.hpp" #include vec2 operator+(vec2 const &v) { return { .x = v.x, .y = v.y }; } vec2 operator-(vec2 const &v) { return { .x = -v.x, .y = -v.y }; } vec2 operator+(vec2 const &a, vec2 const &b) { return { .x = a.x + b.x, .y = a.y + b.y }; } vec2 operator-(vec2 const &a, vec2 const &b) { return { .x = a.x - b.x, .y = a.y - b.y }; } vec2 operator*(vec2 const &a, float const &b) { return { .x = a.x * b, .y = a.y * b }; } vec2 operator/(vec2 const &a, float const &b) { return { .x = a.x / b, .y = a.y / b }; } bool operator<(vec2 const &a, vec2 const &b) { return a.x < b.x && a.y < b.y; } bool operator>(vec2 const &a, vec2 const &b) { return a.x > b.x && a.y > b.y; } bool operator<(vec2i const &a, vec2i const &b) { return a.x < b.x && a.y < b.y; } bool operator>(vec2i const &a, vec2i const &b) { return a.x > b.x && a.y > b.y; } float dot(vec2 const &a, vec2 const &b) { return a.x * b.x + a.y * b.y; } float norm2(vec2 const &v) { return v.x * v.x + v.y * v.y; } float norm(vec2 const &v) { return std::sqrtf(v.x * v.x + v.y * v.y); } vec2 normalize(vec2 const &v) { return v / std::sqrt(v.x * v.x + v.y * v.y); } vec2 min2(vec2 const &a, vec2 const &b) { return { .x = a.x < b.x ? a.x : b.x, .y = a.y < b.y ? a.y : b.y, }; } vec2 max2(vec2 const &a, vec2 const &b) { return { .x = a.x > b.x ? a.x : b.x, .y = a.y > b.y ? a.y : b.y, }; } vec2 polar_to_vec2(float const angle, float const len) { return { .x = len * sinf(angle), .y = len * cosf(angle) }; } float vec2_angle(vec2 const v) { return atan2f(v.x, v.y); } vec2 v2i_to_v2(vec2i const v) { return { (float)v.x, (float)v.y }; } float normalize_angle(const float angle) { float a = angle; while (a > 2*M_PIf) a -= 2*M_PIf; while (a < 0) a += 2*M_PIf; return a; } float normalize_angle_diff(const float diff) { float d = diff; while (d > M_PIf) d -= 2*M_PIf; while (d < -M_PIf) d += 2*M_PIf; return d; } float angle_to_heading(float const angle) { return normalize_angle(angle) * 180.0f / M_PIf; } int rand_int(int const min, int const max) { return SDL_rand(max - min) + min; } float rand_float(float const min, float const max) { return SDL_randf() * (max - min) + min; } float rand_angle() { return rand_float(0, 2*M_PIf); } vec2i rand_v2i(vec2i const min, vec2i const max) { return { rand_int(min.x, max.x), rand_int(min.y, max.y) }; } vec2 rand_v2(vec2 const min, vec2 const max) { return { rand_float(min.x, max.x), rand_float(min.y, max.y) }; }