Converted ShatteredPD to Build from Gradle
Major Changes: - Shattered now builds effortlessly either from gradle CLI or android studio - Much better dependency management through gradle (although it's not really used atm) - Separate PD-classes repo is now SPD-classes module within main repo
This commit is contained in:
154
SPD-classes/src/main/java/com/watabou/utils/PointF.java
Normal file
154
SPD-classes/src/main/java/com/watabou/utils/PointF.java
Normal file
@@ -0,0 +1,154 @@
|
||||
/*
|
||||
* Pixel Dungeon
|
||||
* Copyright (C) 2012-2015 Oleg Dolya
|
||||
*
|
||||
* Shattered Pixel Dungeon
|
||||
* Copyright (C) 2014-2016 Evan Debenham
|
||||
*
|
||||
* 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 3 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, see <http://www.gnu.org/licenses/>
|
||||
*/
|
||||
|
||||
package com.watabou.utils;
|
||||
|
||||
import android.annotation.SuppressLint;
|
||||
import android.util.FloatMath;
|
||||
|
||||
@SuppressLint("FloatMath")
|
||||
public class PointF {
|
||||
|
||||
public static final float PI = 3.1415926f;
|
||||
public static final float PI2 = PI * 2;
|
||||
public static final float G2R = PI / 180;
|
||||
|
||||
public float x;
|
||||
public float y;
|
||||
|
||||
public PointF() {
|
||||
}
|
||||
|
||||
public PointF( float x, float y ) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public PointF( PointF p ) {
|
||||
this.x = p.x;
|
||||
this.y = p.y;
|
||||
}
|
||||
|
||||
public PointF( Point p ) {
|
||||
this.x = p.x;
|
||||
this.y = p.y;
|
||||
}
|
||||
|
||||
public PointF clone() {
|
||||
return new PointF( this );
|
||||
}
|
||||
|
||||
public PointF scale( float f ) {
|
||||
this.x *= f;
|
||||
this.y *= f;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PointF invScale( float f ) {
|
||||
this.x /= f;
|
||||
this.y /= f;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PointF set( float x, float y ) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PointF set( PointF p ) {
|
||||
this.x = p.x;
|
||||
this.y = p.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PointF set( float v ) {
|
||||
this.x = v;
|
||||
this.y = v;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PointF polar( float a, float l ) {
|
||||
this.x = l * (float)Math.cos( a );
|
||||
this.y = l * (float)Math.sin( a );
|
||||
return this;
|
||||
}
|
||||
|
||||
public PointF offset( float dx, float dy ) {
|
||||
x += dx;
|
||||
y += dy;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PointF offset( PointF p ) {
|
||||
x += p.x;
|
||||
y += p.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PointF negate() {
|
||||
x = -x;
|
||||
y = -y;
|
||||
return this;
|
||||
}
|
||||
|
||||
public PointF normalize() {
|
||||
float l = length();
|
||||
x /= l;
|
||||
y /= l;
|
||||
return this;
|
||||
}
|
||||
|
||||
public Point floor() {
|
||||
return new Point( (int)x, (int)y );
|
||||
}
|
||||
|
||||
public float length() {
|
||||
return (float)Math.sqrt( x * x + y * y );
|
||||
}
|
||||
|
||||
public static PointF sum( PointF a, PointF b ) {
|
||||
return new PointF( a.x + b.x, a.y + b.y );
|
||||
}
|
||||
|
||||
public static PointF diff( PointF a, PointF b ) {
|
||||
return new PointF( a.x - b.x, a.y - b.y );
|
||||
}
|
||||
|
||||
public static PointF inter( PointF a, PointF b, float d ) {
|
||||
return new PointF( a.x + (b.x - a.x) * d, a.y + (b.y - a.y) * d );
|
||||
}
|
||||
|
||||
public static float distance( PointF a, PointF b ) {
|
||||
float dx = a.x - b.x;
|
||||
float dy = a.y - b.y;
|
||||
return (float)Math.sqrt( dx * dx + dy * dy );
|
||||
}
|
||||
|
||||
public static float angle( PointF start, PointF end ) {
|
||||
return (float)Math.atan2( end.y - start.y, end.x - start.x );
|
||||
}
|
||||
|
||||
@Override
|
||||
public String toString() {
|
||||
return "" + x + ", " + y;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user