flying-balls/vec2d.h

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#ifndef VEC2D_H_INCLUDED
#define VEC2D_H_INCLUDED
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#include "cairo.h"
#include <cmath>
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#include <iostream>
#include <ostream>
class vec2d {
public:
double x;
double y;
vec2d& operator=(const vec2d& other) {
x = other.x;
y = other.y;
return *this;
}
vec2d& operator+=(const vec2d& other) {
x += other.x;
y += other.y;
return *this;
}
vec2d& operator-=(const vec2d& other) {
x -= other.x;
y -= other.y;
return *this;
}
vec2d& operator*=(double l) {
x *= l;
y *= l;
return *this;
}
vec2d operator+(const vec2d& other) const {
return vec2d{x + other.x, y + other.y};
}
vec2d operator-(const vec2d& other) const {
return vec2d{x - other.x, y - other.y};
}
vec2d operator-() const {
return vec2d{-x, -y};
}
vec2d operator*(double l) const {
return vec2d{x * l, y * l};
}
vec2d operator/(double a) const {
return vec2d{x / a, y / a};
}
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bool operator==(vec2d& o) const {
return x == o.x && y == o.y;
}
vec2d& rotate(double angle) {
double sin_a = sin(angle);
double cos_a = cos(angle);
double x1 = x;
double y1 = y;
x = cos_a * x1 - sin_a * y1;
y = sin_a * x1 + cos_a * y1;
return *this;
}
vec2d orthogonal() {
return {-y, x};
}
void draw(cairo_t* cr, vec2d p) {
double arrow_lenght_ = 10 * vec2d::norm(*this);
double arrow_degrees_ = .5;
// see
// http://kapo-cpp.blogspot.com/2008/10/drawing-arrows-with-cairo.html
double angle = atan2(y, x) + M_PI;
vec2d end = p + (*this) * 30;
double x1 = end.x + arrow_lenght_ * cos(angle - arrow_degrees_);
double y1 = end.y + arrow_lenght_ * sin(angle - arrow_degrees_);
double x2 = end.x + arrow_lenght_ * cos(angle + arrow_degrees_);
double y2 = end.y + arrow_lenght_ * sin(angle + arrow_degrees_);
cairo_set_source_rgb(cr, 255, 0, 0);
cairo_move_to(cr, p.x, p.y);
cairo_line_to(cr, end.x, end.y);
cairo_stroke(cr);
cairo_move_to(cr, end.x, end.y);
cairo_line_to(cr, x1, y1);
cairo_stroke(cr);
cairo_move_to(cr, end.x, end.y);
cairo_line_to(cr, x2, y2);
cairo_stroke(cr);
}
static double dot(const vec2d& a, const vec2d& b) {
return a.x * b.x + a.y * b.y;
}
static double cross(const vec2d& a, const vec2d& b) {
return a.x * b.y - a.y * b.x;
}
static vec2d cross(const double omega, const vec2d& v) {
return {-omega * v.y, omega * v.x};
}
static double norm(const vec2d& v) {
return std::sqrt(dot(v, v));
}
static vec2d normalize(const vec2d& v) {
return v / norm(v);
}
};
static inline std::ostream& operator<<(std::ostream& os, vec2d& p) {
return os << '(' << p.x << ", " << p.y << ')';
}
static inline vec2d operator*(double l, const vec2d& v) {
return vec2d{v.x * l, v.y * l};
}
#endif