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111 lines
2.2 KiB
111 lines
2.2 KiB
/***************************************************************************
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* vector.c
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*
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* Copyright 2010 - Steffen Pohle
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* steffen@gulpe.de
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****************************************************************************/
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "osmroute.h"
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#include "vector.h"
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fPoint vec_add (fPoint veca, fPoint vecb) {
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fPoint r;
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r.x = veca.x + vecb.x;
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r.y = veca.y + vecb.y;
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return r;
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};
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fPoint vec_sub (fPoint veca, fPoint vecb) {
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fPoint r;
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r.x = veca.x - vecb.x;
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r.y = veca.y - vecb.y;
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return r;
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};
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fPoint vec_normale (fPoint veca, fPoint vecb) {
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fPoint ret;
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fPoint veca0;
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float a, sklprd;
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/* get vector a */
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a = sqrt (veca.x * veca.x + veca.y * veca.y);
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veca0.x = veca.x / a;
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veca0.y = veca.y / a;
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/* scalarprodukt */
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sklprd = vecb.x * veca0.x + vecb.y * veca0.y;
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ret.x = sklprd * veca0.x;
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ret.y = sklprd * veca0.y;
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return ret;
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};
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float vec_len (fPoint veca) {
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return sqrtf (veca.x * veca.x + veca.y * veca.y);
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};
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fPoint vec_one (fPoint veca) {
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fPoint a;
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float l = vec_len (veca);
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a.x = veca.x/l;
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a.y = veca.y/l;
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return a;
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};
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fPoint vec_turn90 (fPoint veca) {
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float len = vec_len (veca);
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fPoint a;
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float angle = atan2 (veca.y, veca.x);
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angle += M_PI_2;
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a.x = cos (angle) * len;
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a.y = sin (angle) * len;
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return a;
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};
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fPoint vec_mirror (fPoint veca) {
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fPoint a;
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a.x = -veca.x;
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a.y = -veca.y;
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return a;
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};
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fPoint vec_mul (fPoint v, float f) {
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fPoint a;
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a.x = f * v.x;
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a.y = f * v.y;
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return a;
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};
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