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spOSMroute/base/vector.c

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