1 | /** |
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2 | @file Vector2.h |
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3 | |
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4 | 2D vector class |
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5 | |
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6 | @maintainer Morgan McGuire, matrix@graphics3d.com |
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7 | |
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8 | @created 2001-06-02 |
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9 | @edited 2006-01-14 |
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10 | Copyright 2000-2006, Morgan McGuire. |
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11 | All rights reserved. |
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12 | */ |
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13 | |
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14 | #ifndef G3D_VECTOR2_H |
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15 | #define G3D_VECTOR2_H |
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16 | |
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17 | #include "G3D/platform.h" |
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18 | #include "G3D/g3dmath.h" |
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19 | #include "Vector2int16.h" |
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20 | #include <string> |
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21 | |
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22 | namespace G3D { |
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23 | |
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24 | class Vector2; |
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25 | class Vector3; |
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26 | class Vector4; |
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27 | |
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28 | /** |
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29 | Do not subclass-- this implementation makes assumptions about the |
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30 | memory layout. |
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31 | */ |
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32 | class Vector2 { |
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33 | private: |
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34 | // Hidden operators |
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35 | bool operator<(const Vector2&) const; |
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36 | bool operator>(const Vector2&) const; |
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37 | bool operator<=(const Vector2&) const; |
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38 | bool operator>=(const Vector2&) const; |
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39 | |
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40 | public: |
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41 | // coordinates |
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42 | float x, y; |
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43 | |
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44 | // construction |
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45 | Vector2(); |
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46 | Vector2(float x, float y); |
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47 | Vector2(float coordinate[2]); |
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48 | Vector2(double coordinate[2]); |
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49 | Vector2(const Vector2& rkVector); |
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50 | Vector2(const class Vector2int16& v); |
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51 | |
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52 | float& operator[] (int i); |
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53 | const float& operator[] (int i) const; |
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54 | operator float* (); |
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55 | operator const float* () const; |
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56 | |
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57 | // assignment and comparison |
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58 | Vector2& operator= (const Vector2& rkVector); |
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59 | bool operator== (const Vector2& rkVector) const; |
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60 | bool operator!= (const Vector2& rkVector) const; |
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61 | unsigned int hashCode() const; |
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62 | bool fuzzyEq(const Vector2& other) const; |
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63 | bool fuzzyNe(const Vector2& other) const; |
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64 | /** Returns true if this vector has finite length */ |
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65 | bool isFinite() const; |
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66 | |
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67 | /** Returns true if this vector has length == 0 */ |
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68 | bool isZero() const; |
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69 | |
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70 | /** Returns true if this vector has length == 1 */ |
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71 | bool isUnit() const; |
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72 | |
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73 | // arithmetic operations |
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74 | Vector2 operator+ (const Vector2& rkVector) const; |
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75 | Vector2 operator- (const Vector2& rkVector) const; |
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76 | Vector2 operator* (float fScalar) const; |
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77 | Vector2 operator* (const Vector2& rkVector) const; |
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78 | Vector2 operator/ (const Vector2& rkVector) const; |
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79 | Vector2 operator/ (float fScalar) const; |
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80 | Vector2 operator- () const; |
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81 | |
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82 | inline float sum() const { |
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83 | return x + y; |
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84 | } |
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85 | |
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86 | /** |
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87 | Linear interpolation |
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88 | */ |
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89 | inline Vector2 lerp(const Vector2& v, float alpha) const { |
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90 | return (*this) + (v - *this) * alpha; |
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91 | } |
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92 | |
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93 | inline Vector2 clamp(const Vector2& low, const Vector2& high) const { |
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94 | return Vector2( |
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95 | G3D::clamp(x, low.x, high.x), |
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96 | G3D::clamp(y, low.y, high.y)); |
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97 | } |
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98 | |
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99 | inline Vector2 clamp(float low, float high) const { |
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100 | return Vector2( |
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101 | (float)G3D::clamp(x, low, high), |
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102 | (float)G3D::clamp(y, low, high)); |
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103 | } |
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104 | |
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105 | // arithmetic updates |
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106 | Vector2& operator+= (const Vector2& rkVector); |
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107 | Vector2& operator-= (const Vector2& rkVector); |
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108 | Vector2& operator*= (float fScalar); |
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109 | Vector2& operator/= (float fScalar); |
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110 | Vector2& operator*= (const Vector2& rkVector); |
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111 | Vector2& operator/= (const Vector2& rkVector); |
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112 | |
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113 | // vector operations |
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114 | float length() const; |
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115 | Vector2 direction() const; |
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116 | /** |
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117 | Potentially less accurate but faster than direction(). |
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118 | Only works if System::hasSSE is true. |
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119 | */ |
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120 | Vector2 fastDirection() const { |
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121 | return direction(); |
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122 | } |
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123 | |
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124 | float squaredLength () const; |
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125 | float dot (const Vector2& rkVector) const; |
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126 | float unitize (float fTolerance = 1e-06); |
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127 | |
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128 | Vector2 min(const Vector2 &v) const; |
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129 | Vector2 max(const Vector2 &v) const; |
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130 | |
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131 | // Random unit vector |
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132 | static Vector2 random(); |
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133 | |
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134 | // Special values. |
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135 | // Intentionally not inlined: see Matrix3::identity() for details. |
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136 | static const Vector2& zero(); |
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137 | inline static const Vector2& one() { static const Vector2 v(1, 1); return v; } |
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138 | static const Vector2& unitX(); |
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139 | static const Vector2& unitY(); |
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140 | static const Vector2& inf(); |
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141 | static const Vector2& nan(); |
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142 | /** smallest (most negative) representable vector */ |
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143 | static const Vector2& minFinite(); |
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144 | /** Largest representable vector */ |
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145 | static const Vector2& maxFinite(); |
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146 | |
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147 | |
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148 | |
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149 | // Deprecated. See Matrix3::identity() for details. |
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150 | /** @deprecated Use Vector2::zero() */ |
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151 | static const Vector2 ZERO; |
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152 | /** @deprecated Use Vector2::unitX() */ |
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153 | static const Vector2 UNIT_S; |
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154 | /** @deprecated Use Vector2::unitY() */ |
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155 | static const Vector2 UNIT_T; |
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156 | |
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157 | std::string toString() const; |
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158 | |
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159 | // 2-char swizzles |
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160 | |
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161 | Vector2 xx() const; |
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162 | Vector2 yx() const; |
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163 | Vector2 xy() const; |
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164 | Vector2 yy() const; |
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165 | |
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166 | // 3-char swizzles |
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167 | |
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168 | Vector3 xxx() const; |
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169 | Vector3 yxx() const; |
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170 | Vector3 xyx() const; |
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171 | Vector3 yyx() const; |
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172 | Vector3 xxy() const; |
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173 | Vector3 yxy() const; |
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174 | Vector3 xyy() const; |
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175 | Vector3 yyy() const; |
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176 | |
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177 | // 4-char swizzles |
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178 | |
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179 | Vector4 xxxx() const; |
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180 | Vector4 yxxx() const; |
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181 | Vector4 xyxx() const; |
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182 | Vector4 yyxx() const; |
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183 | Vector4 xxyx() const; |
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184 | Vector4 yxyx() const; |
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185 | Vector4 xyyx() const; |
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186 | Vector4 yyyx() const; |
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187 | Vector4 xxxy() const; |
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188 | Vector4 yxxy() const; |
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189 | Vector4 xyxy() const; |
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190 | Vector4 yyxy() const; |
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191 | Vector4 xxyy() const; |
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192 | Vector4 yxyy() const; |
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193 | Vector4 xyyy() const; |
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194 | Vector4 yyyy() const; |
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195 | |
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196 | }; |
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197 | |
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198 | inline Vector2 operator*(double s, const Vector2& v) { |
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199 | return v * (float)s; |
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200 | } |
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201 | |
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202 | inline Vector2 operator*(float s, const Vector2& v) { |
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203 | return v * s; |
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204 | } |
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205 | |
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206 | inline Vector2 operator*(int s, const Vector2& v) { |
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207 | return v * (float)s; |
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208 | } |
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209 | |
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210 | |
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211 | inline unsigned int hashCode(const G3D::Vector2& v) { |
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212 | return v.hashCode(); |
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213 | } |
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214 | |
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215 | |
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216 | inline Vector2::Vector2 () : x(0.0f), y(0.0f) { |
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217 | } |
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218 | |
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219 | |
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220 | inline Vector2::Vector2(float _x, float _y) : x(_x), y(_y) { |
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221 | } |
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222 | |
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223 | |
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224 | inline Vector2::Vector2 (float afCoordinate[2]) { |
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225 | x = afCoordinate[0]; |
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226 | y = afCoordinate[1]; |
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227 | } |
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228 | |
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229 | |
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230 | |
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231 | inline Vector2::Vector2 (double afCoordinate[2]) { |
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232 | x = (float)afCoordinate[0]; |
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233 | y = (float)afCoordinate[1]; |
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234 | } |
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235 | |
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236 | |
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237 | inline Vector2::Vector2 (const Vector2& rkVector) { |
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238 | x = rkVector.x; |
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239 | y = rkVector.y; |
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240 | } |
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241 | |
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242 | |
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243 | inline Vector2::Vector2 (const Vector2int16& v) : x(v.x), y(v.y) { |
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244 | } |
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245 | |
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246 | |
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247 | inline float& Vector2::operator[] (int i) { |
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248 | return ((float*)this)[i]; |
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249 | } |
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250 | |
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251 | |
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252 | inline const float& Vector2::operator[] (int i) const { |
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253 | return ((float*)this)[i]; |
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254 | } |
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255 | |
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256 | |
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257 | inline Vector2::operator float* () { |
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258 | return (float*)this; |
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259 | } |
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260 | |
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261 | inline Vector2::operator const float* () const { |
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262 | return (float*)this; |
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263 | } |
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264 | |
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265 | |
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266 | inline Vector2& Vector2::operator= (const Vector2& rkVector) { |
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267 | x = rkVector.x; |
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268 | y = rkVector.y; |
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269 | return *this; |
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270 | } |
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271 | |
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272 | |
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273 | inline bool Vector2::operator== (const Vector2& rkVector) const { |
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274 | return ( x == rkVector.x && y == rkVector.y); |
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275 | } |
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276 | |
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277 | |
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278 | inline bool Vector2::operator!= (const Vector2& rkVector) const { |
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279 | return ( x != rkVector.x || y != rkVector.y); |
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280 | } |
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281 | |
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282 | |
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283 | inline Vector2 Vector2::operator+ (const Vector2& rkVector) const { |
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284 | return Vector2(x + rkVector.x, y + rkVector.y); |
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285 | } |
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286 | |
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287 | |
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288 | inline Vector2 Vector2::operator- (const Vector2& rkVector) const { |
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289 | return Vector2(x - rkVector.x, y - rkVector.y); |
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290 | } |
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291 | |
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292 | |
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293 | inline Vector2 Vector2::operator* (float fScalar) const { |
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294 | return Vector2(fScalar*x, fScalar*y); |
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295 | } |
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296 | |
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297 | |
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298 | |
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299 | inline Vector2 Vector2::operator- () const { |
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300 | return Vector2( -x, -y); |
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301 | } |
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302 | |
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303 | |
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304 | |
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305 | inline Vector2& Vector2::operator+= (const Vector2& rkVector) { |
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306 | x += rkVector.x; |
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307 | y += rkVector.y; |
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308 | return *this; |
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309 | } |
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310 | |
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311 | |
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312 | |
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313 | inline Vector2& Vector2::operator-= (const Vector2& rkVector) { |
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314 | x -= rkVector.x; |
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315 | y -= rkVector.y; |
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316 | return *this; |
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317 | } |
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318 | |
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319 | |
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320 | |
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321 | inline Vector2& Vector2::operator*= (float fScalar) { |
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322 | x *= fScalar; |
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323 | y *= fScalar; |
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324 | return *this; |
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325 | } |
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326 | |
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327 | |
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328 | |
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329 | |
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330 | inline Vector2& Vector2::operator*= (const Vector2& rkVector) { |
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331 | x *= rkVector.x; |
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332 | y *= rkVector.y; |
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333 | return *this; |
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334 | } |
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335 | |
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336 | |
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337 | |
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338 | inline Vector2& Vector2::operator/= (const Vector2& rkVector) { |
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339 | x /= rkVector.x; |
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340 | y /= rkVector.y; |
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341 | return *this; |
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342 | } |
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343 | |
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344 | |
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345 | inline Vector2 Vector2::operator* (const Vector2& rkVector) const { |
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346 | return Vector2(x * rkVector.x, y * rkVector.y); |
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347 | } |
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348 | |
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349 | |
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350 | |
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351 | inline Vector2 Vector2::operator/ (const Vector2& rkVector) const { |
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352 | return Vector2(x / rkVector.x, y / rkVector.y); |
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353 | } |
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354 | |
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355 | |
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356 | inline float Vector2::squaredLength () const { |
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357 | return x*x + y*y; |
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358 | } |
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359 | |
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360 | |
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361 | inline float Vector2::length () const { |
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362 | return sqrtf(x*x + y*y); |
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363 | } |
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364 | |
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365 | |
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366 | inline Vector2 Vector2::direction () const { |
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367 | float lenSquared = x * x + y * y; |
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368 | |
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369 | if (lenSquared != 1.0f) { |
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370 | return *this / sqrtf(lenSquared); |
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371 | } else { |
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372 | return *this; |
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373 | } |
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374 | } |
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375 | |
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376 | |
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377 | |
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378 | inline float Vector2::dot (const Vector2& rkVector) const { |
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379 | return x*rkVector.x + y*rkVector.y; |
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380 | } |
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381 | |
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382 | |
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383 | |
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384 | inline Vector2 Vector2::min(const Vector2 &v) const { |
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385 | return Vector2(G3D::min(v.x, x), G3D::min(v.y, y)); |
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386 | } |
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387 | |
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388 | |
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389 | |
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390 | inline Vector2 Vector2::max(const Vector2 &v) const { |
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391 | return Vector2(G3D::max(v.x, x), G3D::max(v.y, y)); |
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392 | } |
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393 | |
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394 | |
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395 | |
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396 | inline bool Vector2::fuzzyEq(const Vector2& other) const { |
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397 | return G3D::fuzzyEq((*this - other).squaredLength(), 0); |
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398 | } |
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399 | |
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400 | |
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401 | |
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402 | inline bool Vector2::fuzzyNe(const Vector2& other) const { |
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403 | return G3D::fuzzyNe((*this - other).squaredLength(), 0); |
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404 | } |
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405 | |
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406 | |
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407 | |
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408 | inline bool Vector2::isFinite() const { |
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409 | return G3D::isFinite(x) && G3D::isFinite(y); |
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410 | } |
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411 | |
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412 | |
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413 | |
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414 | inline bool Vector2::isZero() const { |
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415 | return (x == 0.0f) && (y == 0.0f); |
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416 | } |
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417 | |
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418 | |
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419 | |
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420 | inline bool Vector2::isUnit() const { |
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421 | return squaredLength() == 1.0f; |
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422 | } |
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423 | |
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424 | } |
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425 | |
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426 | // Intentionally outside namespace to avoid operator overloading confusion |
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427 | inline G3D::Vector2 operator*(double s, const G3D::Vector2& v) { |
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428 | return v * (float)s; |
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429 | } |
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430 | inline G3D::Vector2 operator*(int s, const G3D::Vector2& v) { |
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431 | return v * (float)s; |
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432 | } |
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433 | |
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434 | |
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435 | inline unsigned int hashCode(const G3D::Vector2& v); |
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436 | |
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437 | |
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438 | #endif |
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