2D vector objects for positions, velocities, etc.
This commit is contained in:
parent
2240ba1b69
commit
7064eb5174
12
Makefile
12
Makefile
@ -13,13 +13,13 @@ LIBS=$(GTK_LIBS) -lm
|
||||
PROGS=balls
|
||||
OBJS=balls.o c_index.o game.o gravity.o spaceship.o main.o
|
||||
|
||||
# dependencies (gcc -MM *.c)
|
||||
balls.o: balls.cc game.h balls.h gravity.h
|
||||
c_index.o: c_index.cc balls.h game.h c_index.h
|
||||
# dependencies (gcc -MM *.cc)
|
||||
balls.o: balls.cc game.h balls.h vec2d.h gravity.h
|
||||
c_index.o: c_index.cc balls.h vec2d.h game.h c_index.h
|
||||
game.o: game.cc game.h
|
||||
gravity.o: gravity.cc gravity.h game.h
|
||||
main.o: main.cc game.h balls.h c_index.h gravity.h spaceship.h
|
||||
spaceship.o: spaceship.cc balls.h game.h
|
||||
gravity.o: gravity.cc gravity.h balls.h vec2d.h game.h
|
||||
main.o: main.cc game.h balls.h vec2d.h c_index.h gravity.h spaceship.h
|
||||
spaceship.o: spaceship.cc balls.h vec2d.h game.h
|
||||
stats.o: stats.cc
|
||||
|
||||
.PHONY: run
|
||||
|
101
balls.cc
101
balls.cc
@ -18,13 +18,19 @@ unsigned int v_angle_max = 100;
|
||||
ball * balls = nullptr;
|
||||
unsigned int n_balls = 50;
|
||||
|
||||
static void random_velocity(ball * p) {
|
||||
static vec2d random_velocity() {
|
||||
double r2;
|
||||
vec2d v;
|
||||
do {
|
||||
p->v_x = v_min + rand() % (v_max + 1 - v_min);
|
||||
p->v_y = v_min + rand() % (v_max + 1 - v_min);
|
||||
r2 = p->v_x*p->v_x + p->v_y*p->v_y;
|
||||
v.x = v_min + rand() % (v_max + 1 - v_min);
|
||||
v.y = v_min + rand() % (v_max + 1 - v_min);
|
||||
r2 = vec2d::dot(v,v);
|
||||
} while (r2 > v_max*v_max || r2 < v_min*v_min);
|
||||
if (rand() % 2)
|
||||
v.x = -v.x;
|
||||
if (rand() % 2)
|
||||
v.y = -v.y;
|
||||
return v;
|
||||
}
|
||||
|
||||
void balls_init_state () {
|
||||
@ -33,13 +39,9 @@ void balls_init_state () {
|
||||
int h = height < 2*border ? 1 : height - 2*border;
|
||||
|
||||
for (unsigned int i = 0; i < n_balls; ++i) {
|
||||
balls[i].x = border + rand() % w;
|
||||
balls[i].y = border + rand() % h;
|
||||
random_velocity(balls + i);
|
||||
if (rand() % 2)
|
||||
balls[i].v_x = -balls[i].v_x;
|
||||
if (rand() % 2)
|
||||
balls[i].v_y = -balls[i].v_y;
|
||||
balls[i].position.x = border + rand() % w;
|
||||
balls[i].position.y = border + rand() % h;
|
||||
balls[i].velocity = random_velocity();
|
||||
balls[i].radius = radius_min + rand() % (radius_max + 1 - radius_min);
|
||||
unsigned int v_angle_360 = (v_angle_min + rand() % (v_angle_max + 1 - v_angle_min)) % 360;
|
||||
balls[i].v_angle = 2*M_PI*v_angle_360/360;
|
||||
@ -48,36 +50,32 @@ void balls_init_state () {
|
||||
}
|
||||
|
||||
void ball_update_state (ball * p) {
|
||||
struct gravity_vector g;
|
||||
gravity_get_vector (&g, p);
|
||||
vec2d g = gravity_vector (p);
|
||||
|
||||
p->x += delta*p->v_x + delta*delta*g.x/2.0;
|
||||
p->v_x += delta*g.x;
|
||||
p->position += delta*p->velocity + delta*delta*g/2.0;
|
||||
p->velocity += delta*g;
|
||||
|
||||
p->y += delta*p->v_y + delta*delta*g.y/2.0;
|
||||
p->v_y += delta*g.y;
|
||||
|
||||
if (p->x + p->radius > width) { /* right wall */
|
||||
if (p->v_x > 0) {
|
||||
p->x -= p->x + p->radius - width;
|
||||
p->v_x = -p->v_x;
|
||||
if (p->position.x + p->radius > width) { /* right wall */
|
||||
if (p->velocity.x > 0) {
|
||||
p->position.x -= p->position.x + p->radius - width;
|
||||
p->velocity.x = -p->velocity.x;
|
||||
}
|
||||
} else if (p->x < p->radius) { /* left wall */
|
||||
if (p->v_x < 0) {
|
||||
p->x += p->radius - p->x;
|
||||
p->v_x = -p->v_x;
|
||||
} else if (p->position.x < p->radius) { /* left wall */
|
||||
if (p->velocity.x < 0) {
|
||||
p->position.x += p->radius - p->position.x;
|
||||
p->velocity.x = -p->velocity.x;
|
||||
}
|
||||
}
|
||||
|
||||
if (p->y + p->radius > height) { /* bottom wall */
|
||||
if (p->v_y > 0) {
|
||||
p->y -= p->y + p->radius - height;
|
||||
p->v_y = -p->v_y;
|
||||
if (p->position.y + p->radius > height) { /* bottom wall */
|
||||
if (p->velocity.y > 0) {
|
||||
p->position.y -= p->position.y + p->radius - height;
|
||||
p->velocity.y = -p->velocity.y;
|
||||
}
|
||||
} else if (p->y < p->radius) { /* top wall */
|
||||
if (p->v_y < 0) {
|
||||
p->y += p->radius - p->y;
|
||||
p->v_y = -p->v_y;
|
||||
} else if (p->position.y < p->radius) { /* top wall */
|
||||
if (p->velocity.y < 0) {
|
||||
p->position.y += p->radius - p->position.y;
|
||||
p->velocity.y = -p->velocity.y;
|
||||
}
|
||||
}
|
||||
p->angle += delta*p->v_angle;
|
||||
@ -88,39 +86,34 @@ void ball_update_state (ball * p) {
|
||||
}
|
||||
|
||||
void ball_elastic_collision (ball * p, ball * q) {
|
||||
double dx = q->x - p->x;
|
||||
double dy = q->y - p->y;
|
||||
double d2 = dx*dx + dy*dy;
|
||||
vec2d dp = q->position - p->position;
|
||||
double d2 = vec2d::dot(dp,dp);
|
||||
double r = p->radius + q->radius;
|
||||
if (d2 <= r*r) {
|
||||
double dv_x = q->v_x - p->v_x;
|
||||
double dv_y = q->v_y - p->v_y;
|
||||
vec2d dv = q->velocity - p->velocity;
|
||||
|
||||
double mp = p->radius * p->radius;
|
||||
double mq = q->radius * q->radius;
|
||||
|
||||
double f = dv_x*dx + dv_y*dy;
|
||||
double f = vec2d::dot(dv,dp);
|
||||
|
||||
if (f < 0) {
|
||||
f /= d2*(mp + mq);
|
||||
p->v_x += 2*mq*f*dx;
|
||||
p->v_y += 2*mq*f*dy;
|
||||
|
||||
q->v_x -= 2*mp*f*dx;
|
||||
q->v_y -= 2*mp*f*dy;
|
||||
p->velocity += 2*mq*f*dp;
|
||||
q->velocity -= 2*mp*f*dp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ball_reposition (ball * b) {
|
||||
if (b->x < b->radius)
|
||||
b->x = b->radius;
|
||||
else if (b->x + b->radius > width)
|
||||
b->x = width - b->radius;
|
||||
if (b->y < b->radius)
|
||||
b->y = b->radius;
|
||||
else if (b->y + b->radius > height)
|
||||
b->y = height - b->radius;
|
||||
if (b->position.x < b->radius)
|
||||
b->position.x = b->radius;
|
||||
else if (b->position.x + b->radius > width)
|
||||
b->position.x = width - b->radius;
|
||||
if (b->position.y < b->radius)
|
||||
b->position.y = b->radius;
|
||||
else if (b->position.y + b->radius > height)
|
||||
b->position.y = height - b->radius;
|
||||
}
|
||||
|
||||
const char * face_filename = 0;
|
||||
@ -234,7 +227,7 @@ static void balls_init_faces () {
|
||||
|
||||
void ball::draw (cairo_t * cr) const {
|
||||
cairo_save (cr);
|
||||
cairo_translate (cr, x - radius, y - radius);
|
||||
cairo_translate (cr, position.x - radius, position.y - radius);
|
||||
cairo_set_source_surface(cr, face->get_surface (angle), 0, 0);
|
||||
cairo_paint(cr);
|
||||
cairo_restore(cr);
|
||||
|
9
balls.h
9
balls.h
@ -3,16 +3,15 @@
|
||||
|
||||
#include <gtk/gtk.h>
|
||||
|
||||
#include "vec2d.h"
|
||||
|
||||
class ball_face;
|
||||
|
||||
class ball {
|
||||
public:
|
||||
double x;
|
||||
double y;
|
||||
unsigned int radius;
|
||||
|
||||
double v_x;
|
||||
double v_y;
|
||||
vec2d position;
|
||||
vec2d velocity;
|
||||
|
||||
double angle;
|
||||
double v_angle;
|
||||
|
48
c_index.cc
48
c_index.cc
@ -24,24 +24,24 @@ struct bt_node * c_index = 0;
|
||||
|
||||
static struct bt_node * c_index_init_node(struct bt_node * n, struct ball * b) {
|
||||
n->ball = b;
|
||||
n->r.min_x = b->x - b->radius;
|
||||
n->r.min_y = b->y - b->radius;
|
||||
n->r.max_x = b->x + b->radius;
|
||||
n->r.max_y = b->y + b->radius;
|
||||
n->r.min_x = b->velocity.x - b->radius;
|
||||
n->r.min_y = b->velocity.y - b->radius;
|
||||
n->r.max_x = b->velocity.x + b->radius;
|
||||
n->r.max_y = b->velocity.y + b->radius;
|
||||
n->left = 0;
|
||||
n->right = 0;
|
||||
return n;
|
||||
}
|
||||
|
||||
static void c_index_add_ball(struct bt_node * n, const struct ball * b) {
|
||||
if (n->r.min_x > b->x - b->radius)
|
||||
n->r.min_x = b->x - b->radius;
|
||||
if (n->r.min_y > b->y - b->radius)
|
||||
n->r.min_y = b->y - b->radius;
|
||||
if (n->r.max_x < b->x + b->radius)
|
||||
n->r.max_x = b->x + b->radius;
|
||||
if (n->r.max_y < b->y + b->radius)
|
||||
n->r.max_y = b->y + b->radius;
|
||||
if (n->r.min_x > b->velocity.x - b->radius)
|
||||
n->r.min_x = b->velocity.x - b->radius;
|
||||
if (n->r.min_y > b->velocity.y - b->radius)
|
||||
n->r.min_y = b->velocity.y - b->radius;
|
||||
if (n->r.max_x < b->velocity.x + b->radius)
|
||||
n->r.max_x = b->velocity.x + b->radius;
|
||||
if (n->r.max_y < b->velocity.y + b->radius)
|
||||
n->r.max_y = b->velocity.y + b->radius;
|
||||
}
|
||||
|
||||
static void c_index_insert(struct bt_node * t, struct bt_node * n, struct ball * b) {
|
||||
@ -53,9 +53,9 @@ static void c_index_insert(struct bt_node * t, struct bt_node * n, struct ball *
|
||||
for (;;) {
|
||||
c_index_add_ball(t, b);
|
||||
if (w > h) { /* horizontal split */
|
||||
if (b->x <= t->ball->x) {
|
||||
if (b->velocity.x <= t->ball->velocity.x) {
|
||||
if (t->left) {
|
||||
w = t->ball->x - ref_x;
|
||||
w = t->ball->velocity.x - ref_x;
|
||||
t = t->left;
|
||||
} else {
|
||||
t->left = n;
|
||||
@ -63,8 +63,8 @@ static void c_index_insert(struct bt_node * t, struct bt_node * n, struct ball *
|
||||
}
|
||||
} else {
|
||||
if (t->right) {
|
||||
w -= t->ball->x - ref_x;
|
||||
ref_x = t->ball->x;
|
||||
w -= t->ball->velocity.x - ref_x;
|
||||
ref_x = t->ball->velocity.x;
|
||||
t = t->right;
|
||||
} else {
|
||||
t->right = n;
|
||||
@ -72,9 +72,9 @@ static void c_index_insert(struct bt_node * t, struct bt_node * n, struct ball *
|
||||
}
|
||||
}
|
||||
} else { /* vertical split */
|
||||
if (b->y <= t->ball->y) {
|
||||
if (b->velocity.y <= t->ball->velocity.y) {
|
||||
if (t->left) {
|
||||
h = t->ball->y - ref_y;
|
||||
h = t->ball->velocity.y - ref_y;
|
||||
t = t->left;
|
||||
} else {
|
||||
t->left = n;
|
||||
@ -82,8 +82,8 @@ static void c_index_insert(struct bt_node * t, struct bt_node * n, struct ball *
|
||||
}
|
||||
} else {
|
||||
if (t->right) {
|
||||
h -= t->ball->y - ref_y;
|
||||
ref_y = t->ball->y;
|
||||
h -= t->ball->velocity.y - ref_y;
|
||||
ref_y = t->ball->velocity.y;
|
||||
t = t->right;
|
||||
} else {
|
||||
t->right = n;
|
||||
@ -119,10 +119,10 @@ static struct bt_node * c_index_stack_pop() {
|
||||
}
|
||||
|
||||
static int c_index_ball_in_rectangle(const struct bt_node * n, const struct ball * b) {
|
||||
return n->r.min_x <= b->x + b->radius
|
||||
&& n->r.max_x >= b->x - b->radius
|
||||
&& n->r.min_y <= b->y + b->radius
|
||||
&& n->r.max_y >= b->y - b->radius;
|
||||
return n->r.min_x <= b->velocity.x + b->radius
|
||||
&& n->r.max_x >= b->velocity.x - b->radius
|
||||
&& n->r.min_y <= b->velocity.y + b->radius
|
||||
&& n->r.max_y >= b->velocity.y - b->radius;
|
||||
}
|
||||
|
||||
static int c_index_must_check(const struct bt_node * n, const struct ball * b) {
|
||||
|
50
gravity.cc
50
gravity.cc
@ -4,8 +4,7 @@
|
||||
#include "gravity.h"
|
||||
#include "game.h"
|
||||
|
||||
static double g_y = 20;
|
||||
static double g_x = 0;
|
||||
static vec2d g{.x = 0, .y = 20};
|
||||
|
||||
static double g_r = 50;
|
||||
static double g_g = 10000000;
|
||||
@ -17,8 +16,8 @@ static int gravity_vector_init = 300;
|
||||
|
||||
void gravity_constant_field (double x, double y) {
|
||||
constant_field = 1;
|
||||
g_x = x;
|
||||
g_y = y;
|
||||
g.x = x;
|
||||
g.y = y;
|
||||
}
|
||||
|
||||
void gravity_newton_field (double r, double g) {
|
||||
@ -33,11 +32,11 @@ void gravity_draw (cairo_t * cr) {
|
||||
cairo_save(cr);
|
||||
cairo_new_path(cr);
|
||||
cairo_move_to(cr, width/2, height/2);
|
||||
cairo_line_to(cr, width/2 + g_x, height/2 + g_y);
|
||||
cairo_line_to(cr, width/2 + g.x, height/2 + g.y);
|
||||
cairo_set_source_rgb(cr, 1.0, 1.0, 1.0);
|
||||
cairo_set_line_width(cr, 1.0);
|
||||
cairo_stroke(cr);
|
||||
cairo_arc(cr, width/2 + g_x, height/2 + g_y, 3, 0, 2*M_PI);
|
||||
cairo_arc(cr, width/2 + g.x, height/2 + g.y, 3, 0, 2*M_PI);
|
||||
cairo_fill(cr);
|
||||
if (gravity_vector_countdown > 0)
|
||||
--gravity_vector_countdown;
|
||||
@ -61,8 +60,8 @@ void gravity_show () {
|
||||
|
||||
void gravity_change (double dx, double dy) {
|
||||
if (constant_field) {
|
||||
g_x += dx;
|
||||
g_y += dy;
|
||||
g.x += dx;
|
||||
g.y += dy;
|
||||
gravity_show ();
|
||||
} else {
|
||||
g_r += dx;
|
||||
@ -70,43 +69,32 @@ void gravity_change (double dx, double dy) {
|
||||
}
|
||||
}
|
||||
|
||||
void gravity_get_vector (struct gravity_vector * v, const struct ball * b) {
|
||||
vec2d gravity_vector (const ball * b) {
|
||||
if (constant_field) {
|
||||
v->x = g_x;
|
||||
v->y = g_y;
|
||||
return g;
|
||||
} else {
|
||||
double dx = width/2 - b->x;
|
||||
double dy = height/2 - b->y;
|
||||
double r2 = dx*dx+dy*dy;
|
||||
vec2d b_c = vec2d{width/2.0,height/2.0} - b->position;
|
||||
double r2 = vec2d::dot(b_c,b_c);
|
||||
if (r2 < g_r*g_r) {
|
||||
v->x = 0;
|
||||
v->y = 0;
|
||||
return vec2d{0,0};
|
||||
} else {
|
||||
double r = sqrt(r2);
|
||||
v->x = g_g/r2/r*dx;
|
||||
v->y = g_g/r2/r*dy;
|
||||
return g_g/r2/sqrt(r2)*b_c;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void gravity_collisions (struct ball * begin, struct ball * end) {
|
||||
void gravity_collisions (ball * begin, ball * end) {
|
||||
if (constant_field)
|
||||
return;
|
||||
for (struct ball * b = begin; b != end; ++b) {
|
||||
double dx = b->x - width/2;
|
||||
double dy = b->y - height/2;
|
||||
double d2 = dx*dx + dy*dy;
|
||||
for (ball * b = begin; b != end; ++b) {
|
||||
vec2d b_c = b->position - vec2d{width/2.0,height/2.0};
|
||||
double d2 = vec2d::dot(b_c, b_c);
|
||||
double r = b->radius + g_r;
|
||||
if (d2 <= r*r) {
|
||||
double dv_x = b->v_x;
|
||||
double dv_y = b->v_y;
|
||||
|
||||
double f = dv_x*dx + dv_y*dy;
|
||||
|
||||
double f = vec2d::dot(b->velocity, b_c);
|
||||
if (f < 0) {
|
||||
f /= d2;
|
||||
b->v_x -= 2*f*dx;
|
||||
b->v_y -= 2*f*dy;
|
||||
b->velocity -= 2*f*b_c;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,15 +3,10 @@
|
||||
|
||||
#include "balls.h"
|
||||
|
||||
struct gravity_vector {
|
||||
double x;
|
||||
double y;
|
||||
};
|
||||
|
||||
extern void gravity_constant_field (double x, double y);
|
||||
extern void gravity_newton_field (double r, double g);
|
||||
|
||||
extern void gravity_get_vector (gravity_vector * v, const ball * b);
|
||||
extern vec2d gravity_vector (const ball * b);
|
||||
|
||||
extern void gravity_draw (cairo_t * cr);
|
||||
extern void gravity_change (double dx, double dy);
|
||||
|
2
main.cc
2
main.cc
@ -78,7 +78,7 @@ gint configure_event (GtkWidget *widget, GdkEventConfigure * event) {
|
||||
width = gtk_widget_get_allocated_width (widget);
|
||||
height = gtk_widget_get_allocated_height (widget);
|
||||
|
||||
for (struct ball * b = balls; b != balls + n_balls; ++b)
|
||||
for (ball * b = balls; b != balls + n_balls; ++b)
|
||||
ball_reposition (b);
|
||||
ball_reposition (&spaceship);
|
||||
return TRUE;
|
||||
|
20
spaceship.cc
20
spaceship.cc
@ -10,24 +10,22 @@ int spaceship_thrust_countdown = 0;
|
||||
int spaceship_thrust_init = 50;
|
||||
|
||||
void spaceship_init_state () {
|
||||
spaceship.x = width/2;
|
||||
spaceship.y = height/2;
|
||||
spaceship.position.x = width/2;
|
||||
spaceship.position.y = height/2;
|
||||
spaceship.radius = 30;
|
||||
spaceship.v_x = 0;
|
||||
spaceship.v_y = 0;
|
||||
spaceship.velocity.x = 0;
|
||||
spaceship.velocity.y = 0;
|
||||
spaceship.angle = 0;
|
||||
spaceship.v_angle = 0;
|
||||
}
|
||||
|
||||
void spaceship_update_state () {
|
||||
if (spaceship_thrust > 0) {
|
||||
double fx = cos(spaceship.angle)*spaceship_thrust*4.0;
|
||||
double fy = sin(spaceship.angle)*spaceship_thrust*4.0;
|
||||
vec2d f { cos(spaceship.angle)*spaceship_thrust*4.0,
|
||||
sin(spaceship.angle)*spaceship_thrust*4.0 };
|
||||
|
||||
spaceship.x += delta*delta*fx/2.0;
|
||||
spaceship.v_x += delta*fx;
|
||||
spaceship.y += delta*delta*fy/2.0;
|
||||
spaceship.v_y += delta*fy;
|
||||
spaceship.position += delta*delta*f/2.0;
|
||||
spaceship.velocity += delta*f;
|
||||
if (spaceship_thrust_countdown > 0)
|
||||
--spaceship_thrust_countdown;
|
||||
else
|
||||
@ -40,7 +38,7 @@ void spaceship_draw (cairo_t * cr) {
|
||||
static const double one_over_sqrt_2 = 0.70710678118654752440;
|
||||
cairo_save(cr);
|
||||
cairo_set_source_rgba(cr, 0.0, 0.0, 1.0, 1.0);
|
||||
cairo_translate(cr, spaceship.x, spaceship.y);
|
||||
cairo_translate(cr, spaceship.position.x, spaceship.position.y);
|
||||
cairo_rotate(cr, spaceship.angle);
|
||||
cairo_arc(cr, 0, 0, spaceship.radius, 0, 2*M_PI);
|
||||
cairo_stroke(cr);
|
||||
|
74
vec2d.h
Normal file
74
vec2d.h
Normal file
@ -0,0 +1,74 @@
|
||||
#ifndef VEC2D_H_INCLUDED
|
||||
#define VEC2D_H_INCLUDED
|
||||
|
||||
#include <cmath>
|
||||
|
||||
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 * (double l) const {
|
||||
return vec2d{x*l, y*l};
|
||||
}
|
||||
|
||||
vec2d operator / (double a) const {
|
||||
return vec2d{x/a, y/a};
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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.x + a.y*b.y;
|
||||
}
|
||||
};
|
||||
|
||||
static inline vec2d operator * (double l, const vec2d & v) {
|
||||
return vec2d{v.x*l, v.y*l};
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user