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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org/
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- -----------------------------------------------------------------------------
- */
- #ifndef __Vector2_H__
- #define __Vector2_H__
- #include "CmPrerequisitesUtil.h"
- #include "CmMath.h"
- namespace CamelotFramework
- {
- /** \addtogroup Core
- * @{
- */
- /** \addtogroup Math
- * @{
- */
- /** Standard 2-dimensional vector.
- @remarks
- A direction in 2D space represented as distances along the 2
- orthogonal axes (x, y). Note that positions, directions and
- scaling factors can be represented by a vector, depending on how
- you interpret the values.
- */
- class CM_UTILITY_EXPORT Vector2
- {
- public:
- float x, y;
- public:
- inline Vector2()
- {
- }
- inline Vector2(const float fX, const float fY )
- : x( fX ), y( fY )
- {
- }
- inline explicit Vector2( const float scaler )
- : x( scaler), y( scaler )
- {
- }
- inline explicit Vector2( const float afCoordinate[2] )
- : x( afCoordinate[0] ),
- y( afCoordinate[1] )
- {
- }
- inline explicit Vector2( const int afCoordinate[2] )
- {
- x = (float)afCoordinate[0];
- y = (float)afCoordinate[1];
- }
- inline explicit Vector2( float* const r )
- : x( r[0] ), y( r[1] )
- {
- }
- /** Exchange the contents of this vector with another.
- */
- inline void swap(Vector2& other)
- {
- std::swap(x, other.x);
- std::swap(y, other.y);
- }
- inline float operator [] ( const size_t i ) const
- {
- assert( i < 2 );
- return *(&x+i);
- }
- inline float& operator [] ( const size_t i )
- {
- assert( i < 2 );
- return *(&x+i);
- }
- /// Pointer accessor for direct copying
- inline float* ptr()
- {
- return &x;
- }
- /// Pointer accessor for direct copying
- inline const float* ptr() const
- {
- return &x;
- }
- /** Assigns the value of the other vector.
- @param
- rkVector The other vector
- */
- inline Vector2& operator = ( const Vector2& rkVector )
- {
- x = rkVector.x;
- y = rkVector.y;
- return *this;
- }
- inline Vector2& operator = ( const float fScalar)
- {
- x = fScalar;
- y = fScalar;
- return *this;
- }
- inline bool operator == ( const Vector2& rkVector ) const
- {
- return ( x == rkVector.x && y == rkVector.y );
- }
- inline bool operator != ( const Vector2& rkVector ) const
- {
- return ( x != rkVector.x || y != rkVector.y );
- }
- // arithmetic operations
- inline Vector2 operator + ( const Vector2& rkVector ) const
- {
- return Vector2(
- x + rkVector.x,
- y + rkVector.y);
- }
- inline Vector2 operator - ( const Vector2& rkVector ) const
- {
- return Vector2(
- x - rkVector.x,
- y - rkVector.y);
- }
- inline Vector2 operator * ( const float fScalar ) const
- {
- return Vector2(
- x * fScalar,
- y * fScalar);
- }
- inline Vector2 operator * ( const Vector2& rhs) const
- {
- return Vector2(
- x * rhs.x,
- y * rhs.y);
- }
- inline Vector2 operator / ( const float fScalar ) const
- {
- assert( fScalar != 0.0 );
- float fInv = 1.0f / fScalar;
- return Vector2(
- x * fInv,
- y * fInv);
- }
- inline Vector2 operator / ( const Vector2& rhs) const
- {
- return Vector2(
- x / rhs.x,
- y / rhs.y);
- }
- inline const Vector2& operator + () const
- {
- return *this;
- }
- inline Vector2 operator - () const
- {
- return Vector2(-x, -y);
- }
- // overloaded operators to help Vector2
- inline friend Vector2 operator * ( const float fScalar, const Vector2& rkVector )
- {
- return Vector2(
- fScalar * rkVector.x,
- fScalar * rkVector.y);
- }
- inline friend Vector2 operator / ( const float fScalar, const Vector2& rkVector )
- {
- return Vector2(
- fScalar / rkVector.x,
- fScalar / rkVector.y);
- }
- inline friend Vector2 operator + (const Vector2& lhs, const float rhs)
- {
- return Vector2(
- lhs.x + rhs,
- lhs.y + rhs);
- }
- inline friend Vector2 operator + (const float lhs, const Vector2& rhs)
- {
- return Vector2(
- lhs + rhs.x,
- lhs + rhs.y);
- }
- inline friend Vector2 operator - (const Vector2& lhs, const float rhs)
- {
- return Vector2(
- lhs.x - rhs,
- lhs.y - rhs);
- }
- inline friend Vector2 operator - (const float lhs, const Vector2& rhs)
- {
- return Vector2(
- lhs - rhs.x,
- lhs - rhs.y);
- }
- // arithmetic updates
- inline Vector2& operator += ( const Vector2& rkVector )
- {
- x += rkVector.x;
- y += rkVector.y;
- return *this;
- }
- inline Vector2& operator += ( const float fScaler )
- {
- x += fScaler;
- y += fScaler;
- return *this;
- }
- inline Vector2& operator -= ( const Vector2& rkVector )
- {
- x -= rkVector.x;
- y -= rkVector.y;
- return *this;
- }
- inline Vector2& operator -= ( const float fScaler )
- {
- x -= fScaler;
- y -= fScaler;
- return *this;
- }
- inline Vector2& operator *= ( const float fScalar )
- {
- x *= fScalar;
- y *= fScalar;
- return *this;
- }
- inline Vector2& operator *= ( const Vector2& rkVector )
- {
- x *= rkVector.x;
- y *= rkVector.y;
- return *this;
- }
- inline Vector2& operator /= ( const float fScalar )
- {
- assert( fScalar != 0.0 );
- float fInv = 1.0f / fScalar;
- x *= fInv;
- y *= fInv;
- return *this;
- }
- inline Vector2& operator /= ( const Vector2& rkVector )
- {
- x /= rkVector.x;
- y /= rkVector.y;
- return *this;
- }
- /** Returns the length (magnitude) of the vector.
- @warning
- This operation requires a square root and is expensive in
- terms of CPU operations. If you don't need to know the exact
- length (e.g. for just comparing lengths) use squaredLength()
- instead.
- */
- inline float length () const
- {
- return Math::Sqrt( x * x + y * y );
- }
- /** Returns the square of the length(magnitude) of the vector.
- @remarks
- This method is for efficiency - calculating the actual
- length of a vector requires a square root, which is expensive
- in terms of the operations required. This method returns the
- square of the length of the vector, i.e. the same as the
- length but before the square root is taken. Use this if you
- want to find the longest / shortest vector without incurring
- the square root.
- */
- inline float squaredLength () const
- {
- return x * x + y * y;
- }
- /** Returns the distance to another vector.
- @warning
- This operation requires a square root and is expensive in
- terms of CPU operations. If you don't need to know the exact
- distance (e.g. for just comparing distances) use squaredDistance()
- instead.
- */
- inline float distance(const Vector2& rhs) const
- {
- return (*this - rhs).length();
- }
- /** Returns the square of the distance to another vector.
- @remarks
- This method is for efficiency - calculating the actual
- distance to another vector requires a square root, which is
- expensive in terms of the operations required. This method
- returns the square of the distance to another vector, i.e.
- the same as the distance but before the square root is taken.
- Use this if you want to find the longest / shortest distance
- without incurring the square root.
- */
- inline float squaredDistance(const Vector2& rhs) const
- {
- return (*this - rhs).squaredLength();
- }
- /** Calculates the dot (scalar) product of this vector with another.
- @remarks
- The dot product can be used to calculate the angle between 2
- vectors. If both are unit vectors, the dot product is the
- cosine of the angle; otherwise the dot product must be
- divided by the product of the lengths of both vectors to get
- the cosine of the angle. This result can further be used to
- calculate the distance of a point from a plane.
- @param
- vec Vector with which to calculate the dot product (together
- with this one).
- @returns
- A float representing the dot product value.
- */
- inline float dotProduct(const Vector2& vec) const
- {
- return x * vec.x + y * vec.y;
- }
- /** Normalises the vector.
- @remarks
- This method normalises the vector such that it's
- length / magnitude is 1. The result is called a unit vector.
- @note
- This function will not crash for zero-sized vectors, but there
- will be no changes made to their components.
- @returns The previous length of the vector.
- */
- inline float normalize()
- {
- float fLength = Math::Sqrt( x * x + y * y);
- // Will also work for zero-sized vectors, but will change nothing
- if ( fLength > 1e-08 )
- {
- float fInvLength = 1.0f / fLength;
- x *= fInvLength;
- y *= fInvLength;
- }
- return fLength;
- }
- /** Returns a vector at a point half way between this and the passed
- in vector.
- */
- inline Vector2 midPoint( const Vector2& vec ) const
- {
- return Vector2(
- ( x + vec.x ) * 0.5f,
- ( y + vec.y ) * 0.5f );
- }
- /** Returns true if the vector's scalar components are all greater
- that the ones of the vector it is compared against.
- */
- inline bool operator < ( const Vector2& rhs ) const
- {
- if( x < rhs.x && y < rhs.y )
- return true;
- return false;
- }
- /** Returns true if the vector's scalar components are all smaller
- that the ones of the vector it is compared against.
- */
- inline bool operator > ( const Vector2& rhs ) const
- {
- if( x > rhs.x && y > rhs.y )
- return true;
- return false;
- }
- /** Sets this vector's components to the minimum of its own and the
- ones of the passed in vector.
- @remarks
- 'Minimum' in this case means the combination of the lowest
- value of x, y and z from both vectors. Lowest is taken just
- numerically, not magnitude, so -1 < 0.
- */
- inline void makeFloor( const Vector2& cmp )
- {
- if( cmp.x < x ) x = cmp.x;
- if( cmp.y < y ) y = cmp.y;
- }
- /** Sets this vector's components to the maximum of its own and the
- ones of the passed in vector.
- @remarks
- 'Maximum' in this case means the combination of the highest
- value of x, y and z from both vectors. Highest is taken just
- numerically, not magnitude, so 1 > -3.
- */
- inline void makeCeil( const Vector2& cmp )
- {
- if( cmp.x > x ) x = cmp.x;
- if( cmp.y > y ) y = cmp.y;
- }
- /** Generates a vector perpendicular to this vector (eg an 'up' vector).
- @remarks
- This method will return a vector which is perpendicular to this
- vector. There are an infinite number of possibilities but this
- method will guarantee to generate one of them. If you need more
- control you should use the Quaternion class.
- */
- inline Vector2 perpendicular(void) const
- {
- return Vector2 (-y, x);
- }
- /** Calculates the 2 dimensional cross-product of 2 vectors, which results
- in a single floating point value which is 2 times the area of the triangle.
- */
- inline float crossProduct( const Vector2& rkVector ) const
- {
- return x * rkVector.y - y * rkVector.x;
- }
- /** Generates a new random vector which deviates from this vector by a
- given angle in a random direction.
- @remarks
- This method assumes that the random number generator has already
- been seeded appropriately.
- @param
- angle The angle at which to deviate in radians
- @param
- up Any vector perpendicular to this one (which could generated
- by cross-product of this vector and any other non-colinear
- vector). If you choose not to provide this the function will
- derive one on it's own, however if you provide one yourself the
- function will be faster (this allows you to reuse up vectors if
- you call this method more than once)
- @returns
- A random vector which deviates from this vector by angle. This
- vector will not be normalised, normalise it if you wish
- afterwards.
- */
- inline Vector2 randomDeviant(
- float angle) const
- {
- angle *= Math::UnitRandom() * Math::TWO_PI;
- float cosa = cos(angle);
- float sina = sin(angle);
- return Vector2(cosa * x - sina * y,
- sina * x + cosa * y);
- }
- /** Returns true if this vector is zero length. */
- inline bool isZeroLength(void) const
- {
- float sqlen = (x * x) + (y * y);
- return (sqlen < (1e-06 * 1e-06));
- }
- /** As normalise, except that this vector is unaffected and the
- normalised vector is returned as a copy. */
- inline Vector2 normalizedCopy(void) const
- {
- Vector2 ret = *this;
- ret.normalize();
- return ret;
- }
- /** Calculates a reflection vector to the plane with the given normal .
- @remarks NB assumes 'this' is pointing AWAY FROM the plane, invert if it is not.
- */
- inline Vector2 reflect(const Vector2& normal) const
- {
- return Vector2( *this - ( 2 * this->dotProduct(normal) * normal ) );
- }
- /// Check whether this vector contains valid values
- inline bool isNaN() const
- {
- return Math::isNaN(x) || Math::isNaN(y);
- }
- static Vector2 min(const Vector2& a, const Vector2& b)
- {
- return Vector2(std::min(a.x, b.x), std::min(a.y, b.y));
- }
- static Vector2 max(const Vector2& a, const Vector2& b)
- {
- return Vector2(std::max(a.x, b.x), std::max(a.y, b.y));
- }
- // special points
- static const Vector2 ZERO;
- static const Vector2 UNIT_X;
- static const Vector2 UNIT_Y;
- static const Vector2 NEGATIVE_UNIT_X;
- static const Vector2 NEGATIVE_UNIT_Y;
- static const Vector2 UNIT_SCALE;
- /** Function for writing to a stream.
- */
- inline CM_UTILITY_EXPORT friend std::ostream& operator <<
- ( std::ostream& o, const Vector2& v )
- {
- o << "Vector2(" << v.x << ", " << v.y << ")";
- return o;
- }
- };
- /** @} */
- /** @} */
- CM_ALLOW_MEMCPY_SERIALIZATION(Vector2);
- }
- #endif
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