diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-11 15:00:21 +0100 |
---|---|---|
committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-11 15:00:21 +0100 |
commit | e980f88c08e05d3c3d0ae7ff7422ec9e686ecfa4 (patch) | |
tree | dbf603db33c75e13cfeb255d8fcf789f4b2b82bc /src/crepe/api | |
parent | a597b0059f30e9d56331c6ece34fdcabb4028616 (diff) | |
parent | 78c4a8772526f40c531b5402b56932b0a41e22e8 (diff) |
Merge branch 'master' into niels/UI
Diffstat (limited to 'src/crepe/api')
-rw-r--r-- | src/crepe/api/AI.cpp | 89 | ||||
-rw-r--r-- | src/crepe/api/AI.h | 128 | ||||
-rw-r--r-- | src/crepe/api/AssetManager.cpp | 17 | ||||
-rw-r--r-- | src/crepe/api/AssetManager.h | 62 | ||||
-rw-r--r-- | src/crepe/api/AssetManager.hpp | 22 | ||||
-rw-r--r-- | src/crepe/api/AudioSource.cpp | 15 | ||||
-rw-r--r-- | src/crepe/api/AudioSource.h | 74 | ||||
-rw-r--r-- | src/crepe/api/CMakeLists.txt | 9 | ||||
-rw-r--r-- | src/crepe/api/Config.h | 18 | ||||
-rw-r--r-- | src/crepe/api/LoopManager.cpp | 6 | ||||
-rw-r--r-- | src/crepe/api/LoopManager.h | 6 | ||||
-rw-r--r-- | src/crepe/api/Script.cpp | 8 | ||||
-rw-r--r-- | src/crepe/api/Script.h | 22 | ||||
-rw-r--r-- | src/crepe/api/Script.hpp | 30 | ||||
-rw-r--r-- | src/crepe/api/Vector2.h | 24 | ||||
-rw-r--r-- | src/crepe/api/Vector2.hpp | 48 |
16 files changed, 451 insertions, 127 deletions
diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp new file mode 100644 index 0000000..2195249 --- /dev/null +++ b/src/crepe/api/AI.cpp @@ -0,0 +1,89 @@ +#include <stdexcept> +#include <type_traits> + +#include "AI.h" +#include "types.h" + +namespace crepe { + +AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {} + +void AI::make_circle_path(float radius, const vec2 & center, float start_angle, + bool clockwise) { + if (radius <= 0) { + throw std::runtime_error("Radius must be greater than 0"); + } + + // The step size is determined by the radius (step size is in radians) + float step = RADIUS_TO_STEP / radius; + // Force at least MIN_STEP steps (in case of a small radius) + if (step > 2 * M_PI / MIN_STEP) { + step = 2 * M_PI / MIN_STEP; + } + // The path node distance is determined by the step size and the radius + this->path_node_distance = radius * step * PATH_NODE_DISTANCE_FACTOR; + + if (clockwise) { + for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) { + path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)), + static_cast<float>(center.y + radius * sin(i))}); + } + } else { + for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) { + path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)), + static_cast<float>(center.y + radius * sin(i))}); + } + } +} + +void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, float start_angle, + bool clockwise, float rotation) { + if (radius_x <= 0 && radius_y <= 0) { + throw std::runtime_error("Radius must be greater than 0"); + } + + float max_radius = std::max(radius_x, radius_y); + // The step size is determined by the radius (step size is in radians) + float step = RADIUS_TO_STEP / max_radius; + // Force at least MIN_STEP steps (in case of a small radius) + if (step > 2 * M_PI / MIN_STEP) { + step = 2 * M_PI / MIN_STEP; + } + // The path node distance is determined by the step size and the radius + this->path_node_distance = max_radius * step * PATH_NODE_DISTANCE_FACTOR; + + std::function<vec2(vec2, vec2)> rotate_point = [rotation](vec2 point, vec2 center) { + float s = sin(rotation); + float c = cos(rotation); + + // Translate point back to origin + point.x -= center.x; + point.y -= center.y; + + // Rotate point + float xnew = point.x * c - point.y * s; + float ynew = point.x * s + point.y * c; + + // Translate point back + point.x = xnew + center.x; + point.y = ynew + center.y; + + return point; + }; + + if (clockwise) { + for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) { + vec2 point = {static_cast<float>(center.x + radius_x * cos(i)), + static_cast<float>(center.y + radius_y * sin(i))}; + path.push_back(rotate_point(point, center)); + } + } else { + for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) { + vec2 point = {static_cast<float>(center.x + radius_x * cos(i)), + static_cast<float>(center.y + radius_y * sin(i))}; + path.push_back(rotate_point(point, center)); + } + } +} + +} // namespace crepe diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h new file mode 100644 index 0000000..c780a91 --- /dev/null +++ b/src/crepe/api/AI.h @@ -0,0 +1,128 @@ +#pragma once + +#include "Component.h" +#include "types.h" + +namespace crepe { + +/** + * \brief The AI component is used to control the movement of an entity using AI. + * + * The AI component can be used to control the movement of an entity. The AI component can be used + * to implement different behaviors such as seeking, fleeing, arriving, and path following. + */ +class AI : public Component { +public: + //! The different types of behaviors that can be used + enum BehaviorTypeMask { + SEEK = 0x00002, + FLEE = 0x00004, + ARRIVE = 0x00008, + PATH_FOLLOW = 0x00010, + }; + +public: + /** + * \param id The id of the game object + * \param max_force The maximum force that can be applied to the entity + */ + AI(game_object_id_t id, float max_force); + + /** + * \brief Check if a behavior is on (aka activated) + * + * \param behavior The behavior to check + * \return true if the behavior is on, false otherwise + */ + bool on(BehaviorTypeMask behavior) const { return (flags & behavior); } + //! Turn on the seek behavior + void seek_on() { flags |= SEEK; } + //! Turn off the seek behavior + void seek_off() { flags &= ~SEEK; } + //! Turn on the flee behavior + void flee_on() { flags |= FLEE; } + //! Turn off the flee behavior + void flee_off() { flags &= ~FLEE; } + //! Turn on the arrive behavior + void arrive_on() { flags |= ARRIVE; } + //! Turn off the arrive behavior + void arrive_off() { flags &= ~ARRIVE; } + //! Turn on the path follow behavior + void path_follow_on() { flags |= PATH_FOLLOW; } + //! Turn off the path follow behavior + void path_follow_off() { flags &= ~PATH_FOLLOW; } + + /** + * \brief Add a path node (for the path following behavior) + * + * \note The path is not relative to the entity's position (it is an absolute path) + * + * \param node The path node to add + */ + void add_path_node(const vec2 & node) { path.push_back(node); } + /** + * \brief Make a circle path (for the path following behavior) + * + * \note The path is not relative to the entity's position (it is an absolute path) + * + * \param radius The radius of the circle (in game units) + * \param center The center of the circle (in game units) + * \param start_angle The start angle of the circle (in radians) + * \param clockwise The direction of the circle + */ + void make_circle_path(float radius, const vec2 & center = {0, 0}, float start_angle = 0, + bool clockwise = true); + /** + * \brief Make an oval path (for the path following behavior) + * + * \note The path is not relative to the entity's position (it is an absolute path) + * + * \param radius_x The x radius of the oval (in game units) + * \param radius_y The y radius of the oval (in game units) + * \param center The center of the oval (in game units) + * \param start_angle The start angle of the oval (in radians) + * \param clockwise The direction of the oval + * \param rotation The rotation of the oval (in radians) + */ + void make_oval_path(float radius_x, float radius_y, const vec2 & center = {0, 0}, + float start_angle = 0, bool clockwise = true, float rotation = 0); + +public: + //! The maximum force that can be applied to the entity (higher values will make the entity adjust faster) + float max_force; + + //! The target to seek at + vec2 seek_target; + //! The target to arrive at + vec2 arrive_target; + //! The target to flee from + vec2 flee_target; + //! The distance at which the entity will start to flee from the target + float square_flee_panic_distance = 200.0f * 200.0f; + //! The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot)) + float arrive_deceleration = 40.0f; + //! The path to follow (for the path following behavior) + std::vector<vec2> path; + //! The distance from the path node at which the entity will move to the next node (automatically set by make_circle_path()) + float path_node_distance = 400.0f; + //! Looping behavior for the path + bool path_loop = true; + +private: + //! The flags for the behaviors + int flags = 0; + //! The current path index + size_t path_index = 0; + + //! The AISystem is the only class that should access the flags and path_index variables + friend class AISystem; + + //! The minimum amount of steps for the path following behavior + static constexpr int MIN_STEP = 16; + //! The radius to step size ratio for the path following behavior + static constexpr float RADIUS_TO_STEP = 400.0f; + //! The path node distance factor for the path following behavior + static constexpr float PATH_NODE_DISTANCE_FACTOR = 0.75f; +}; + +} // namespace crepe diff --git a/src/crepe/api/AssetManager.cpp b/src/crepe/api/AssetManager.cpp deleted file mode 100644 index 3925758..0000000 --- a/src/crepe/api/AssetManager.cpp +++ /dev/null @@ -1,17 +0,0 @@ -#include "util/Log.h" - -#include "AssetManager.h" - -using namespace crepe; - -AssetManager & AssetManager::get_instance() { - static AssetManager instance; - return instance; -} - -AssetManager::~AssetManager() { - dbg_trace(); - this->asset_cache.clear(); -} - -AssetManager::AssetManager() { dbg_trace(); } diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h deleted file mode 100644 index 3b1cc4b..0000000 --- a/src/crepe/api/AssetManager.h +++ /dev/null @@ -1,62 +0,0 @@ -#pragma once - -#include <any> -#include <memory> -#include <string> -#include <unordered_map> - -namespace crepe { - -/** - * \brief The AssetManager is responsible for storing and managing assets over multiple scenes. - * - * The AssetManager ensures that assets are loaded once and can be accessed across different - * scenes. It caches assets to avoid reloading them every time a scene is loaded. Assets are - * retained in memory until the AssetManager is destroyed, at which point the cached assets are - * cleared. - */ -class AssetManager { - -private: - //! A cache that holds all the assets, accessible by their file path, over multiple scenes. - std::unordered_map<std::string, std::any> asset_cache; - -private: - AssetManager(); - virtual ~AssetManager(); - -public: - AssetManager(const AssetManager &) = delete; - AssetManager(AssetManager &&) = delete; - AssetManager & operator=(const AssetManager &) = delete; - AssetManager & operator=(AssetManager &&) = delete; - - /** - * \brief Retrieves the singleton instance of the AssetManager. - * - * \return A reference to the single instance of the AssetManager. - */ - static AssetManager & get_instance(); - -public: - /** - * \brief Caches an asset by loading it from the given file path. - * - * \param file_path The path to the asset file to load. - * \param reload If true, the asset will be reloaded from the file, even if it is already - * cached. - * \tparam T The type of asset to cache (e.g., texture, sound, etc.). - * - * \return A shared pointer to the cached asset. - * - * This template function caches the asset at the given file path. If the asset is already - * cached and `reload` is false, the existing cached version will be returned. Otherwise, the - * asset will be reloaded and added to the cache. - */ - template <typename T> - std::shared_ptr<T> cache(const std::string & file_path, bool reload = false); -}; - -} // namespace crepe - -#include "AssetManager.hpp" diff --git a/src/crepe/api/AssetManager.hpp b/src/crepe/api/AssetManager.hpp deleted file mode 100644 index 1c0e978..0000000 --- a/src/crepe/api/AssetManager.hpp +++ /dev/null @@ -1,22 +0,0 @@ -#pragma once - -#include "AssetManager.h" - -namespace crepe { - -template <typename asset> -std::shared_ptr<asset> AssetManager::cache(const std::string & file_path, bool reload) { - auto it = asset_cache.find(file_path); - - if (!reload && it != asset_cache.end()) { - return std::any_cast<std::shared_ptr<asset>>(it->second); - } - - std::shared_ptr<asset> new_asset = std::make_shared<asset>(file_path.c_str()); - - asset_cache[file_path] = new_asset; - - return new_asset; -} - -} // namespace crepe diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp new file mode 100644 index 0000000..7b05cb1 --- /dev/null +++ b/src/crepe/api/AudioSource.cpp @@ -0,0 +1,15 @@ +#include "AudioSource.h" + +using namespace crepe; +using namespace std; + +AudioSource::AudioSource(game_object_id_t id, const Asset & src) + : Component(id), + source(src) {} + +void AudioSource::play(bool looping) { + this->loop = looping; + this->oneshot_play = true; +} + +void AudioSource::stop() { this->oneshot_stop = true; } diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h new file mode 100644 index 0000000..b20e490 --- /dev/null +++ b/src/crepe/api/AudioSource.h @@ -0,0 +1,74 @@ +#pragma once + +#include "../Component.h" +#include "../facade/SoundHandle.h" +#include "../types.h" + +#include "Asset.h" +#include "GameObject.h" + +namespace crepe { + +class AudioSystem; + +//! Audio source component +class AudioSource : public Component { + //! AudioSource components are handled by AudioSystem + friend class AudioSystem; + +protected: + /** + * \param source Sound sample to load + */ + AudioSource(game_object_id_t id, const Asset & source); + //! Only ComponentManager creates components + friend class ComponentManager; + +public: + // std::unique_ptr needs to be able to destoy this component + virtual ~AudioSource() = default; + +public: + //! Start this audio source + void play(bool looping = false); + //! Stop this audio source + void stop(); + +public: + //! Play when this component becomes active + bool play_on_awake = false; + //! Repeat the current audio clip during playback + bool loop = false; + //! Normalized volume (0.0 - 1.0) + float volume = 1.0; + +private: + //! This audio source's clip + const Asset source; + + /** + * \name One-shot state variables + * + * These variables trigger function calls when set to true, and are unconditionally reset on + * every system update. + * + * \{ + */ + //! Play this sample + bool oneshot_play = false; + //! Stop this sample + bool oneshot_stop = false; + //! \} + /** + * \name State diffing variables + * \{ + */ + typeof(active) last_active = false; + typeof(volume) last_volume = volume; + typeof(loop) last_loop = loop; + //! \} + //! This source's voice handle + SoundHandle voice{}; +}; + +} // namespace crepe diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 593c4e6..118c7ce 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -1,5 +1,5 @@ target_sources(crepe PUBLIC - # AudioSource.cpp + AudioSource.cpp BehaviorScript.cpp GameObject.cpp Rigidbody.cpp @@ -7,7 +7,6 @@ target_sources(crepe PUBLIC Transform.cpp Color.cpp Texture.cpp - AssetManager.cpp Sprite.cpp Config.cpp Metadata.cpp @@ -24,10 +23,11 @@ target_sources(crepe PUBLIC Script.cpp Button.cpp UIObject.cpp + AI.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES - # AudioSource.h + AudioSource.h BehaviorScript.h Config.h Script.h @@ -40,8 +40,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Vector2.hpp Color.h Texture.h - AssetManager.h - AssetManager.hpp Scene.h Metadata.h Camera.h @@ -58,4 +56,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Asset.h Button.h UIObject.h + AI.h ) diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index a9745c3..6472270 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -15,20 +15,10 @@ namespace crepe { * modified *before* execution is handed over from the game programmer to the engine (i.e. the * main loop is started). */ -class Config final { -public: +struct Config final { //! Retrieve handle to global Config instance static Config & get_instance(); -private: - Config() = default; - ~Config() = default; - Config(const Config &) = default; - Config(Config &&) = default; - Config & operator=(const Config &) = default; - Config & operator=(Config &&) = default; - -public: //! Logging-related settings struct { /** @@ -86,6 +76,12 @@ public: */ std::string root_pattern = ".crepe-root"; } asset; + + //! Audio system settings + struct { + //! Max amount of simultanious voices + unsigned int voices = 32; + } audio; }; } // namespace crepe diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 88243c4..1f0ba72 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,4 +1,6 @@ +#include "../system/AISystem.h" #include "../system/AnimatorSystem.h" +#include "../system/AudioSystem.h" #include "../system/CollisionSystem.h" #include "../system/InputSystem.h" #include "../system/ParticleSystem.h" @@ -20,6 +22,8 @@ LoopManager::LoopManager() { this->load_system<RenderSystem>(); this->load_system<ScriptSystem>(); this->load_system<InputSystem>(); + this->load_system<AudioSystem>(); + this->load_system<AISystem>(); } void LoopManager::process_input() { this->get_system<InputSystem>().update(); } @@ -35,8 +39,10 @@ void LoopManager::fixed_update() { EventManager & ev = this->mediator.event_manager; ev.dispatch_events(); this->get_system<ScriptSystem>().update(); + this->get_system<AISystem>().update(); this->get_system<PhysicsSystem>().update(); this->get_system<CollisionSystem>().update(); + this->get_system<AudioSystem>().update(); } void LoopManager::loop() { diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index d8910a0..700afe4 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -4,6 +4,8 @@ #include "../facade/SDLContext.h" #include "../manager/ComponentManager.h" +#include "../manager/ResourceManager.h" +#include "../manager/SaveManager.h" #include "../manager/SceneManager.h" #include "../system/System.h" @@ -95,6 +97,10 @@ private: ComponentManager component_manager{mediator}; //! Scene manager instance SceneManager scene_manager{mediator}; + //! Resource manager instance + ResourceManager resource_manager{mediator}; + //! Save manager instance + SaveManager save_manager{mediator}; //! SDL context \todo no more singletons! SDLContext & sdl_context = SDLContext::get_instance(); diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp index 4091fd4..753a9e3 100644 --- a/src/crepe/api/Script.cpp +++ b/src/crepe/api/Script.cpp @@ -8,8 +8,7 @@ using namespace crepe; using namespace std; Script::~Script() { - Mediator & mediator = this->mediator; - EventManager & mgr = mediator.event_manager; + EventManager & mgr = this->mediator->event_manager; for (auto id : this->listeners) { mgr.unsubscribe(id); } @@ -21,7 +20,8 @@ void Script::subscribe(const EventHandler<CollisionEvent> & callback) { } void Script::set_next_scene(const string & name) { - Mediator & mediator = this->mediator; - SceneManager & mgr = mediator.scene_manager; + SceneManager & mgr = this->mediator->scene_manager; mgr.set_next_scene(name); } + +SaveManager & Script::get_save_manager() const { return this->mediator->save_manager; } diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index d99ab0e..668e5d1 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -86,6 +86,25 @@ protected: RefVector<T> get_components() const; /** + * \copydoc ComponentManager::get_components_by_id + * \see ComponentManager::get_components_by_id + */ + template <typename T> + RefVector<T> get_components_by_id(game_object_id_t id) const; + /** + * \copydoc ComponentManager::get_components_by_name + * \see ComponentManager::get_components_by_name + */ + template <typename T> + RefVector<T> get_components_by_name(const std::string & name) const; + /** + * \copydoc ComponentManager::get_components_by_tag + * \see ComponentManager::get_components_by_tag + */ + template <typename T> + RefVector<T> get_components_by_tag(const std::string & tag) const; + + /** * \brief Log a message using Log::logf * * \tparam Args Log::logf parameters @@ -113,6 +132,9 @@ protected: */ void set_next_scene(const std::string & name); + //! Retrieve SaveManager reference + SaveManager & get_save_manager() const; + //! \} private: diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp index 45f1ff1..225a51c 100644 --- a/src/crepe/api/Script.hpp +++ b/src/crepe/api/Script.hpp @@ -20,10 +20,7 @@ T & Script::get_component() const { template <typename T> RefVector<T> Script::get_components() const { - Mediator & mediator = this->mediator; - ComponentManager & mgr = mediator.component_manager; - - return mgr.get_components_by_id<T>(this->game_object_id); + return this->get_components_by_id<T>(this->game_object_id); } template <typename... Args> @@ -34,8 +31,7 @@ void Script::logf(Args &&... args) { template <typename EventType> void Script::subscribe_internal(const EventHandler<EventType> & callback, event_channel_t channel) { - Mediator & mediator = this->mediator; - EventManager & mgr = mediator.event_manager; + EventManager & mgr = this->mediator->event_manager; subscription_t listener = mgr.subscribe<EventType>( [this, callback](const EventType & data) -> bool { bool & active = this->active; @@ -56,4 +52,26 @@ void Script::subscribe(const EventHandler<EventType> & callback) { this->subscribe_internal(callback, EventManager::CHANNEL_ALL); } +template <typename T> +RefVector<T> Script::get_components_by_id(game_object_id_t id) const { + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + + return mgr.get_components_by_id<T>(id); +} +template <typename T> +RefVector<T> Script::get_components_by_name(const std::string & name) const { + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + + return mgr.get_components_by_name<T>(name); +} +template <typename T> +RefVector<T> Script::get_components_by_tag(const std::string & tag) const { + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + + return mgr.get_components_by_tag<T>(tag); +} + } // namespace crepe diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index c278c87..bf9d124 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -66,6 +66,30 @@ struct Vector2 { //! Checks if this vector is not equal to another vector. bool operator!=(const Vector2<T> & other) const; + + //! Truncates the vector to a maximum length. + void truncate(T max); + + //! Normalizes the vector (resulting in vector with a length of 1). + void normalize(); + + //! Returns the length of the vector. + T length() const; + + //! Returns the squared length of the vector. + T length_squared() const; + + //! Returns the dot product (inwendig product) of this vector and another vector. + T dot(const Vector2<T> & other) const; + + //! Returns the distance between this vector and another vector. + T distance(const Vector2<T> & other) const; + + //! Returns the squared distance between this vector and another vector. + T distance_squared(const Vector2<T> & other) const; + + //! Returns the perpendicular vector to this vector. + Vector2 perpendicular() const; }; } // namespace crepe diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp index cad15f8..ff53cb0 100644 --- a/src/crepe/api/Vector2.hpp +++ b/src/crepe/api/Vector2.hpp @@ -1,5 +1,7 @@ #pragma once +#include <cmath> + #include "Vector2.h" namespace crepe { @@ -115,4 +117,50 @@ bool Vector2<T>::operator!=(const Vector2<T> & other) const { return !(*this == other); } +template <class T> +void Vector2<T>::truncate(T max) { + if (length() > max) { + normalize(); + *this *= max; + } +} + +template <class T> +void Vector2<T>::normalize() { + T len = length(); + if (len > 0) { + *this /= len; + } +} + +template <class T> +T Vector2<T>::length() const { + return std::sqrt(x * x + y * y); +} + +template <class T> +T Vector2<T>::length_squared() const { + return x * x + y * y; +} + +template <class T> +T Vector2<T>::dot(const Vector2<T> & other) const { + return x * other.x + y * other.y; +} + +template <class T> +T Vector2<T>::distance(const Vector2<T> & other) const { + return (*this - other).length(); +} + +template <class T> +T Vector2<T>::distance_squared(const Vector2<T> & other) const { + return (*this - other).length_squared(); +} + +template <class T> +Vector2<T> Vector2<T>::perpendicular() const { + return {-y, x}; +} + } // namespace crepe |