Tweeker Commit (Have Fun Reviewing This)
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@@ -10,9 +10,11 @@ namespace J3ML::LinearAlgebra {
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/// A 2D (x, y) ordered pair.
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class Vector2 {
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public:
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float x = 0;
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float y = 0;
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public:
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enum {Dimensions = 2};
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public:
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/// Default Constructor - Initializes values to zero
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Vector2();
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/// Constructs a new Vector2 with the value (X, Y)
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@@ -174,9 +176,14 @@ namespace J3ML::LinearAlgebra {
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Vector2& operator*=(float scalar);
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Vector2& operator/=(float scalar);
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public:
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float x = 0;
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float y = 0;
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/// Tests if the triangle a->b->c is oriented counter-clockwise.
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/** Returns true if the triangle a->b->c is oriented counter-clockwise, when viewed in the XY-plane
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where x spans to the right and y spans up.
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Another way to think of this is that this function returns true, if the point C lies to the left
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of the directed line AB. */
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static bool OrientedCCW(const Vector2 &, const Vector2 &, const Vector2 &);
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};
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@@ -145,6 +145,8 @@ public:
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//float DIstance(const Triangle&) const;
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float DistanceSquared(const Vector3& to) const;
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// Function Alias for DistanceSquared
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float DistanceSq(const Vector3& to) const { return DistanceSquared(to); }
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static float DistanceSquared(const Vector3& from, const Vector3& to);
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float Length() const;
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@@ -183,7 +185,6 @@ public:
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Vector3 Lerp(const Vector3& goal, float alpha) const;
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static Vector3 Lerp(const Vector3& lhs, const Vector3& rhs, float alpha);
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/// Returns the angle between this vector and the specified vector, in radians.
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/** @note This function takes into account that this vector or the other vector can be unnormalized, and normalizes the computations.
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If you are computing the angle between two normalized vectors, it is better to use AngleBetweenNorm().
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@@ -232,13 +233,13 @@ public:
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bool Equals(const Vector3& rhs, float epsilon = 1e-3f) const;
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bool Equals(float _x, float _y, float _z, float epsilon = 1e-3f) const;
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Vector3 &operator =(const Vector3& rhs);
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Vector3& operator+=(const Vector3& rhs);
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Vector3& operator-=(const Vector3& rhs);
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Vector3& operator*=(float scalar);
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Vector3& operator/=(float scalar);
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void Set(float d, float d1, float d2);
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};
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static Vector3 operator*(float lhs, const Vector3& rhs)
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