/**
 * =========================================================================
 * File        : Vector2D.h
 * Project     : 0 A.D.
 * Description : Provides an interface for a vector in R2 and
 *               allows vector and scalar operations on it
 * =========================================================================
 */

#ifndef INCLUDED_VECTOR2D
#define INCLUDED_VECTOR2D


#include <math.h>

///////////////////////////////////////////////////////////////////////////////
// CVector2D_Maths:
class CVector2D_Maths
{
public:
    CVector2D_Maths() {}
    CVector2D_Maths(float x,float y) { X=x; Y=y; }
    CVector2D_Maths(const CVector2D_Maths& p) { X=p.X; Y=p.Y; }

    operator float*() {
        return &X;
    }

    operator const float*() const {
        return &X;
    }

    CVector2D_Maths operator-() const {
        return CVector2D_Maths(-X, -Y);
    }

    CVector2D_Maths operator+(const CVector2D_Maths& t) const {
        return CVector2D_Maths(X+t.X, Y+t.Y);
    }

    CVector2D_Maths operator-(const CVector2D_Maths& t) const {
        return CVector2D_Maths(X-t.X, Y-t.Y);
    }

    CVector2D_Maths operator*(float f) const {
        return CVector2D_Maths(X*f, Y*f);
    }

    CVector2D_Maths operator/(float f) const {
        float inv=1.0f/f;
        return CVector2D_Maths(X*inv, Y*inv);
    }

    CVector2D_Maths& operator+=(const CVector2D_Maths& t) {
        X+=t.X; Y+=t.Y;
        return *this;
    }

    CVector2D_Maths& operator-=(const CVector2D_Maths& t) {
        X-=t.X; Y-=t.Y;
        return *this;
    }

    CVector2D_Maths& operator*=(float f) {
        X*=f; Y*=f;
        return *this;
    }

    CVector2D_Maths& operator/=(float f) {
        float invf=1.0f/f;
        X*=invf; Y*=invf;
        return *this;
    }

    float Dot(const CVector2D_Maths& a) const {
        return X*a.X + Y*a.Y;
    }

    float LengthSquared() const {
        return Dot(*this);
    }

    float Length() const {
        return (float) sqrt(LengthSquared());
    }

    void Normalize() {
        float mag=Length();
        X/=mag; Y/=mag;
    }

public:
    float X, Y;
};
//////////////////////////////////////////////////////////////////////////////////


#endif