#include "Vector2D.hpp" #include #include Vector2D::Vector2D(double xx, double yy) { x = xx; y = yy; } Vector2D::Vector2D() { x = 0; y = 0; } Vector2D::~Vector2D() {} double Vector2D::normalize() { // get max abs const auto max = std::abs(x) > std::abs(y) ? std::abs(x) : std::abs(y); x /= max; y /= max; return max; } Vector2D Vector2D::floor() const { return Vector2D(std::floor(x), std::floor(y)); } Vector2D Vector2D::clamp(const Vector2D& min, const Vector2D& max) const { return Vector2D(std::clamp(this->x, min.x, max.x < min.x ? INFINITY : max.x), std::clamp(this->y, min.y, max.y < min.y ? INFINITY : max.y)); } double Vector2D::distance(const Vector2D& other) const { double dx = x - other.x; double dy = y - other.y; return std::sqrt(dx * dx + dy * dy); } bool Vector2D::inTriangle(const Vector2D& p1, const Vector2D& p2, const Vector2D& p3) const { const auto a = ((p2.y - p3.y) * (x - p3.x) + (p3.x - p2.x) * (y - p3.y)) / ((p2.y - p3.y) * (p1.x - p3.x) + (p3.x - p2.x) * (p1.y - p3.y)); const auto b = ((p3.y - p1.y) * (x - p3.x) + (p1.x - p3.x) * (y - p3.y)) / ((p2.y - p3.y) * (p1.x - p3.x) + (p3.x - p2.x) * (p1.y - p3.y)); const auto c = 1 - a - b; return 0 <= a && a <= 1 && 0 <= b && b <= 1 && 0 <= c && c <= 1; }