/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto 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. */ #pragma once #include "Assert.h" #include "Types.h" #include "MathUtils.h" #include "Vec2.h" #include "Vec3.h" namespace crown { /// 2D point. class Point2 { public: int32_t x, y; public: Point2(); //!< Constructor, does nothing for efficiency Point2(int32_t nx, int32_t ny); //! Constructs from two components Point2(const int32_t a[2]); //! Constructs from the array Point2(const Point2& a); //! Copy constructor ~Point2(); //! Destructor int32_t operator[](uint32_t i) const; //! Random access by index int32_t& operator[](uint32_t i); //! Random access by index Point2 operator+(const Point2& a) const; //! Addition Point2& operator+=(const Point2& a); //! Addition Point2 operator-(const Point2& a) const; //! Subtraction Point2& operator-=(const Point2& a); //! Subtraction Point2 operator*(int32_t k) const; //! Multiplication by scalar Point2& operator*=(int32_t k); //! Multiplication by scalar Point2 operator/(int32_t k) const; //! Division by scalar Point2& operator/=(int32_t k); //! Division by scalar int32_t dot(const Point2& a); //! dot product friend Point2 operator*(int32_t k, const Point2& a); //! For simmetry bool operator==(const Point2& other) const; //! Equality operator bool operator!=(const Point2& other) const; //! Disequality operator bool operator<(const Point2& other) const; //! Returns whether all the components of this point32_t are smaller than all of the "other" point32_t bool operator>(const Point2& other) const; //! Returns whether all the components of this point32_t are greater than all of the "other" point32_t float length() const; //! Returns the point32_t's length int32_t squared_length() const; //! Returns the point32_t's squared length void negate(); //! Negates the point32_t (i.e. builds the inverse) float get_distance_to(const Point2& a); //!< Returns the distance float get_angle_between(const Point2& a); //!< Returns the angle in radians Point2 operator-() const; //! Negates the point32_t (i.e. builds the inverse) void zero(); //! Builds the zero point32_t int32_t* to_int_ptr(); //! Returns the point32_ter to the point32_t's data const int32_t* to_int_ptr() const; //! Returns the point32_ter to the point32_t's data Vec2 to_vec2() const; //! Returns a vector from this point32_t Vec3 to_vec3() const; //! Returns a vector from this point32_t static const Point2 ZERO; static const Point2 ONE; static const Point2 XAXIS; static const Point2 YAXIS; }; //----------------------------------------------------------------------------- inline Point2::Point2() : x(0), y(0) { } //----------------------------------------------------------------------------- inline Point2::Point2(int32_t nx, int32_t ny) : x(nx), y(ny) { } //----------------------------------------------------------------------------- inline Point2::Point2(const int32_t a[2]) : x(a[0]), y(a[1]) { } //----------------------------------------------------------------------------- inline Point2::Point2(const Point2& a) : x(a.x), y(a.y) { } //----------------------------------------------------------------------------- inline Point2::~Point2() { } //----------------------------------------------------------------------------- inline int32_t Point2::operator[](uint32_t i) const { CE_ASSERT(i < 2, "Index must be < 2"); return (&x)[i]; } //----------------------------------------------------------------------------- inline int32_t& Point2::operator[](uint32_t i) { CE_ASSERT(i < 2, "Index must be < 2"); return (&x)[i]; } //----------------------------------------------------------------------------- inline Point2 Point2::operator+(const Point2& a) const { return Point2(x + a.x, y + a.y); } //----------------------------------------------------------------------------- inline Point2& Point2::operator+=(const Point2& a) { x += a.x; y += a.y; return *this; } //----------------------------------------------------------------------------- inline Point2 Point2::operator-(const Point2& a) const { return Point2(x - a.x, y - a.y); } //----------------------------------------------------------------------------- inline Point2& Point2::operator-=(const Point2& a) { x -= a.x; y -= a.y; return *this; } //----------------------------------------------------------------------------- inline Point2 Point2::operator*(int32_t k) const { return Point2(x * k, y * k); } //----------------------------------------------------------------------------- inline Point2& Point2::operator*=(int32_t k) { x *= k; y *= k; return *this; } //----------------------------------------------------------------------------- inline Point2 Point2::operator/(int32_t k) const { CE_ASSERT(k != 0, "Division by zero"); return Point2(x / k, y / k); } //----------------------------------------------------------------------------- inline Point2& Point2::operator/=(int32_t k) { CE_ASSERT(k != 0, "Division by zero"); x /= k; y /= k; return *this; } //----------------------------------------------------------------------------- inline int32_t Point2::dot(const Point2& a) { return x * a.x + y * a.y; } //----------------------------------------------------------------------------- inline Point2 operator*(int32_t k, const Point2& a) { return a * k; } //----------------------------------------------------------------------------- inline bool Point2::operator==(const Point2& other) const { return x == other.x && y == other.y; } //----------------------------------------------------------------------------- inline bool Point2::operator!=(const Point2& other) const { return x != other.x || y != other.y; } //----------------------------------------------------------------------------- inline bool Point2::operator<(const Point2& other) const { return ((x < other.x) && (y < other.y)); } //----------------------------------------------------------------------------- inline bool Point2::operator>(const Point2& other) const { return ((x > other.x) && (y > other.y)); } //----------------------------------------------------------------------------- inline float Point2::length() const { return math::acos((float)(x * x + y * y)); } //----------------------------------------------------------------------------- inline int32_t Point2::squared_length() const { return x * x + y * y; } //----------------------------------------------------------------------------- inline void Point2::negate() { x = -x; y = -y; } //----------------------------------------------------------------------------- inline float Point2::get_distance_to(const Point2& a) { return (*this - a).length(); } //----------------------------------------------------------------------------- inline float Point2::get_angle_between(const Point2& a) { return math::acos(this->dot(a) / (this->length() * a.length())); } //----------------------------------------------------------------------------- inline Point2 Point2::operator-() const { return Point2(-x, -y); } //----------------------------------------------------------------------------- inline void Point2::zero() { x = y = 0; } //----------------------------------------------------------------------------- inline int32_t* Point2::to_int_ptr() { return &x; } //----------------------------------------------------------------------------- inline const int32_t* Point2::to_int_ptr() const { return &x; } //----------------------------------------------------------------------------- inline Vec2 Point2::to_vec2() const { return Vec2((float)x, (float)y); } //----------------------------------------------------------------------------- inline Vec3 Point2::to_vec3() const { return Vec3((float)x, (float)y, 0.0); } } // namespace crown