/** @file Vector2.h 2D vector class @maintainer Morgan McGuire, matrix@graphics3d.com @created 2001-06-02 @edited 2006-01-14 Copyright 2000-2006, Morgan McGuire. All rights reserved. */ #ifndef G3D_VECTOR2_H #define G3D_VECTOR2_H #include "G3D/platform.h" #include "G3D/g3dmath.h" #include "Vector2int16.h" #include namespace G3D { class Vector2; class Vector3; class Vector4; /** Do not subclass-- this implementation makes assumptions about the memory layout. */ class Vector2 { private: // Hidden operators bool operator<(const Vector2&) const; bool operator>(const Vector2&) const; bool operator<=(const Vector2&) const; bool operator>=(const Vector2&) const; public: // coordinates float x, y; // construction Vector2(); Vector2(float x, float y); Vector2(float coordinate[2]); Vector2(double coordinate[2]); Vector2(const Vector2& rkVector); Vector2(const class Vector2int16& v); float& operator[] (int i); const float& operator[] (int i) const; operator float* (); operator const float* () const; // assignment and comparison Vector2& operator= (const Vector2& rkVector); bool operator== (const Vector2& rkVector) const; bool operator!= (const Vector2& rkVector) const; unsigned int hashCode() const; bool fuzzyEq(const Vector2& other) const; bool fuzzyNe(const Vector2& other) const; /** Returns true if this vector has finite length */ bool isFinite() const; /** Returns true if this vector has length == 0 */ bool isZero() const; /** Returns true if this vector has length == 1 */ bool isUnit() const; // arithmetic operations Vector2 operator+ (const Vector2& rkVector) const; Vector2 operator- (const Vector2& rkVector) const; Vector2 operator* (float fScalar) const; Vector2 operator* (const Vector2& rkVector) const; Vector2 operator/ (const Vector2& rkVector) const; Vector2 operator/ (float fScalar) const; Vector2 operator- () const; inline float sum() const { return x + y; } /** Linear interpolation */ inline Vector2 lerp(const Vector2& v, float alpha) const { return (*this) + (v - *this) * alpha; } inline Vector2 clamp(const Vector2& low, const Vector2& high) const { return Vector2( G3D::clamp(x, low.x, high.x), G3D::clamp(y, low.y, high.y)); } inline Vector2 clamp(float low, float high) const { return Vector2( (float)G3D::clamp(x, low, high), (float)G3D::clamp(y, low, high)); } // arithmetic updates Vector2& operator+= (const Vector2& rkVector); Vector2& operator-= (const Vector2& rkVector); Vector2& operator*= (float fScalar); Vector2& operator/= (float fScalar); Vector2& operator*= (const Vector2& rkVector); Vector2& operator/= (const Vector2& rkVector); // vector operations float length() const; Vector2 direction() const; /** Potentially less accurate but faster than direction(). Only works if System::hasSSE is true. */ Vector2 fastDirection() const { return direction(); } float squaredLength () const; float dot (const Vector2& rkVector) const; float unitize (float fTolerance = 1e-06); Vector2 min(const Vector2 &v) const; Vector2 max(const Vector2 &v) const; // Random unit vector static Vector2 random(); // Special values. // Intentionally not inlined: see Matrix3::identity() for details. static const Vector2& zero(); inline static const Vector2& one() { static const Vector2 v(1, 1); return v; } static const Vector2& unitX(); static const Vector2& unitY(); static const Vector2& inf(); static const Vector2& nan(); /** smallest (most negative) representable vector */ static const Vector2& minFinite(); /** Largest representable vector */ static const Vector2& maxFinite(); // Deprecated. See Matrix3::identity() for details. /** @deprecated Use Vector2::zero() */ static const Vector2 ZERO; /** @deprecated Use Vector2::unitX() */ static const Vector2 UNIT_S; /** @deprecated Use Vector2::unitY() */ static const Vector2 UNIT_T; std::string toString() const; // 2-char swizzles Vector2 xx() const; Vector2 yx() const; Vector2 xy() const; Vector2 yy() const; // 3-char swizzles Vector3 xxx() const; Vector3 yxx() const; Vector3 xyx() const; Vector3 yyx() const; Vector3 xxy() const; Vector3 yxy() const; Vector3 xyy() const; Vector3 yyy() const; // 4-char swizzles Vector4 xxxx() const; Vector4 yxxx() const; Vector4 xyxx() const; Vector4 yyxx() const; Vector4 xxyx() const; Vector4 yxyx() const; Vector4 xyyx() const; Vector4 yyyx() const; Vector4 xxxy() const; Vector4 yxxy() const; Vector4 xyxy() const; Vector4 yyxy() const; Vector4 xxyy() const; Vector4 yxyy() const; Vector4 xyyy() const; Vector4 yyyy() const; }; inline Vector2 operator*(double s, const Vector2& v) { return v * (float)s; } inline Vector2 operator*(float s, const Vector2& v) { return v * s; } inline Vector2 operator*(int s, const Vector2& v) { return v * (float)s; } inline unsigned int hashCode(const G3D::Vector2& v) { return v.hashCode(); } inline Vector2::Vector2 () : x(0.0f), y(0.0f) { } inline Vector2::Vector2(float _x, float _y) : x(_x), y(_y) { } inline Vector2::Vector2 (float afCoordinate[2]) { x = afCoordinate[0]; y = afCoordinate[1]; } inline Vector2::Vector2 (double afCoordinate[2]) { x = (float)afCoordinate[0]; y = (float)afCoordinate[1]; } inline Vector2::Vector2 (const Vector2& rkVector) { x = rkVector.x; y = rkVector.y; } inline Vector2::Vector2 (const Vector2int16& v) : x(v.x), y(v.y) { } inline float& Vector2::operator[] (int i) { return ((float*)this)[i]; } inline const float& Vector2::operator[] (int i) const { return ((float*)this)[i]; } inline Vector2::operator float* () { return (float*)this; } inline Vector2::operator const float* () const { return (float*)this; } inline Vector2& Vector2::operator= (const Vector2& rkVector) { x = rkVector.x; y = rkVector.y; return *this; } inline bool Vector2::operator== (const Vector2& rkVector) const { return ( x == rkVector.x && y == rkVector.y); } inline bool Vector2::operator!= (const Vector2& rkVector) const { return ( x != rkVector.x || y != rkVector.y); } inline Vector2 Vector2::operator+ (const Vector2& rkVector) const { return Vector2(x + rkVector.x, y + rkVector.y); } inline Vector2 Vector2::operator- (const Vector2& rkVector) const { return Vector2(x - rkVector.x, y - rkVector.y); } inline Vector2 Vector2::operator* (float fScalar) const { return Vector2(fScalar*x, fScalar*y); } inline Vector2 Vector2::operator- () const { return Vector2( -x, -y); } inline Vector2& Vector2::operator+= (const Vector2& rkVector) { x += rkVector.x; y += rkVector.y; return *this; } inline Vector2& Vector2::operator-= (const Vector2& rkVector) { x -= rkVector.x; y -= rkVector.y; return *this; } inline Vector2& Vector2::operator*= (float fScalar) { x *= fScalar; y *= fScalar; return *this; } inline Vector2& Vector2::operator*= (const Vector2& rkVector) { x *= rkVector.x; y *= rkVector.y; return *this; } inline Vector2& Vector2::operator/= (const Vector2& rkVector) { x /= rkVector.x; y /= rkVector.y; return *this; } inline Vector2 Vector2::operator* (const Vector2& rkVector) const { return Vector2(x * rkVector.x, y * rkVector.y); } inline Vector2 Vector2::operator/ (const Vector2& rkVector) const { return Vector2(x / rkVector.x, y / rkVector.y); } inline float Vector2::squaredLength () const { return x*x + y*y; } inline float Vector2::length () const { return sqrtf(x*x + y*y); } inline Vector2 Vector2::direction () const { float lenSquared = x * x + y * y; if (lenSquared != 1.0f) { return *this / sqrtf(lenSquared); } else { return *this; } } inline float Vector2::dot (const Vector2& rkVector) const { return x*rkVector.x + y*rkVector.y; } inline Vector2 Vector2::min(const Vector2 &v) const { return Vector2(G3D::min(v.x, x), G3D::min(v.y, y)); } inline Vector2 Vector2::max(const Vector2 &v) const { return Vector2(G3D::max(v.x, x), G3D::max(v.y, y)); } inline bool Vector2::fuzzyEq(const Vector2& other) const { return G3D::fuzzyEq((*this - other).squaredLength(), 0); } inline bool Vector2::fuzzyNe(const Vector2& other) const { return G3D::fuzzyNe((*this - other).squaredLength(), 0); } inline bool Vector2::isFinite() const { return G3D::isFinite(x) && G3D::isFinite(y); } inline bool Vector2::isZero() const { return (x == 0.0f) && (y == 0.0f); } inline bool Vector2::isUnit() const { return squaredLength() == 1.0f; } } // Intentionally outside namespace to avoid operator overloading confusion inline G3D::Vector2 operator*(double s, const G3D::Vector2& v) { return v * (float)s; } inline G3D::Vector2 operator*(int s, const G3D::Vector2& v) { return v * (float)s; } inline unsigned int hashCode(const G3D::Vector2& v); #endif