// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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 "MathDefs.h" #include "StringBase.h" /// Two-dimensional vector class Vector2 { public: /// Construct an undefined vector Vector2() { } /// Copy-construct from another vector Vector2(const Vector2& vector) : x_(vector.x_), y_(vector.y_) { } /// Construct from coordinates Vector2(float x, float y) : x_(x), y_(y) { } /// Construct from a float array Vector2(const float* data) : x_(data[0]), y_(data[1]) { } /// Assign from another vector Vector2& operator = (const Vector2& rhs) { x_ = rhs.x_; y_ = rhs.y_; return *this; } /// Test for equality with another vector bool operator == (const Vector2& rhs) const { return Equals(x_, rhs.x_) && Equals(y_, rhs.y_); } /// Test for inequality with another vector bool operator != (const Vector2& rhs) const { return !Equals(x_, rhs.x_) || !Equals(y_, rhs.y_); } /// Add a vector Vector2 operator + (const Vector2& rhs) const { return Vector2(x_ + rhs.x_, y_ + rhs.y_); } /// Return negation Vector2 operator - () const { return Vector2(-x_, -y_); } /// Subtract a vector Vector2 operator - (const Vector2& rhs) const { return Vector2(x_ - rhs.x_, y_ - rhs.y_); } /// Multiply with a scalar Vector2 operator * (float rhs) const { return Vector2(x_ * rhs, y_ * rhs); } /// Multiply with a vector Vector2 operator * (const Vector2& rhs) const { return Vector2(x_ * rhs.x_, y_ * rhs.y_); } /// Divide by a scalar Vector2 operator / (float rhs) const { return Vector2(x_ / rhs, y_ / rhs); } /// Divide by a vector Vector2 operator / (const Vector2& rhs) const { return Vector2(x_ / rhs.x_, y_ / rhs.y_); } /// Add-assign a vector Vector2& operator += (const Vector2& rhs) { x_ += rhs.x_; y_ += rhs.y_; return *this; } /// Subtract-assign a vector Vector2& operator -= (const Vector2& rhs) { x_ -= rhs.x_; y_ -= rhs.y_; return *this; } /// Multiply-assign a scalar Vector2& operator *= (float rhs) { x_ *= rhs; y_ *= rhs; return *this; } /// Multiply-assign a vector Vector2& operator *= (const Vector2& rhs) { x_ *= rhs.x_; y_ *= rhs.y_; return *this; } /// Divide-assign a scalar Vector2& operator /= (float rhs) { x_ /= rhs; y_ /= rhs; return *this; } /// Divide-assign a vector Vector2& operator /= (const Vector2& rhs) { x_ /= rhs.x_; y_ /= rhs.y_; return *this; } /// Normalize to unit length and return the previous length float Normalize() { float len = Length(); if (len < M_EPSILON) return len; float invLen = 1.0f / len; x_ *= invLen; y_ *= invLen; return len; } /// Normalize to unit length using fast inverse square root void NormalizeFast() { float invLen = FastInvSqrt(x_ * x_ + y_ * y_); x_ *= invLen; y_ *= invLen; } /// Return length float Length() const { return sqrtf(x_ * x_ + y_ * y_); } /// Return length using fast square root float LengthFast() const { return FastSqrt(x_ * x_ + y_ * y_); } /// Return squared length float LengthSquared() const { return x_ * x_ + y_ * y_; } /// Calculate dot product float DotProduct(const Vector2& rhs) const { return x_ * rhs.x_ + y_ * rhs.y_; } /// Calculate absolute dot product float AbsDotProduct(const Vector2& rhs) const { return fabsf(x_ * rhs.x_) + fabsf(y_ * rhs.y_); } /// Return absolute vector Vector2 Abs() const { return Vector2(fabsf(x_), fabsf(y_)); } /// Linear interpolation with another vector Vector2 Lerp(const Vector2& rhs, float t) const { return *this * (1.0f - t) + rhs * t; } /// Return normalized to unit length Vector2 Normalized() const { float len = Length(); if (len < M_EPSILON) return *this; float invLen = 1.0f / len; return *this * invLen; } /// Return normalized to unit length using fast inverse square root Vector2 NormalizedFast() const { float invLen = FastInvSqrt(x_ * x_ + y_ * y_); return *this * invLen; } /// Return float data const float* GetData() const { return &x_; } /// Return as string String ToString() const; /// X coordinate float x_; /// Y coordinate float y_; /// Zero vector static const Vector2 ZERO; /// (-1,0) vector static const Vector2 LEFT; /// (1,0) vector static const Vector2 RIGHT; /// (0,1) vector static const Vector2 UP; /// (0,-1) vector static const Vector2 DOWN; /// (1,1) vector static const Vector2 UNITY; }; /// Multiply Vector2 with a scalar inline Vector2 operator * (float lhs, const Vector2& rhs) { return rhs * lhs; } /// Two-dimensional vector with integer values class IntVector2 { public: /// Construct an undefined vector IntVector2() { } /// Construct from coordinates IntVector2(int x, int y) : x_(x), y_(y) { } /// Copy-construct from another vector IntVector2(const IntVector2& rhs) : x_(rhs.x_), y_(rhs.y_) { } /// Test for equality with another vector bool operator == (const IntVector2& rhs) const { return x_ == rhs.x_ && y_ == rhs.y_; } /// Test for inequality with another vector bool operator != (const IntVector2& rhs) const { return x_ != rhs.x_ || y_ != rhs.y_; } /// Add a vector IntVector2 operator + (const IntVector2& rhs) const { return IntVector2(x_ + rhs.x_, y_ + rhs.y_); } /// Return negation IntVector2 operator - () const { return IntVector2(-x_, -y_); } /// Subtract a vector IntVector2 operator - (const IntVector2& rhs) const { return IntVector2(x_ - rhs.x_, y_ - rhs.y_); } /// Multiply with a scalar IntVector2 operator * (int rhs) const { return IntVector2(x_ * rhs, y_ * rhs); } /// Divide by a scalar IntVector2 operator / (int rhs) const { return IntVector2(x_ / rhs, y_ / rhs); } /// Add-assign a vector IntVector2& operator += (const IntVector2& rhs) { x_ += rhs.x_; y_ += rhs.y_; return *this; } /// Subtract-assign a vector IntVector2& operator -= (const IntVector2& rhs) { x_ -= rhs.x_; y_ -= rhs.y_; return *this; } /// Multiply-assign a scalar IntVector2& operator *= (int rhs) { x_ *= rhs; y_ *= rhs; return *this; } /// Divide-assign a scalar IntVector2& operator /= (int rhs) { x_ /= rhs; y_ /= rhs; return *this; } /// Return integer data const int* GetData() const { return &x_; } /// Return as string String ToString() const; /// X coordinate int x_; /// Y coordinate int y_; /// Zero vector static const IntVector2 ZERO; }; /// Multiply IntVector2 with a scalar inline IntVector2 operator * (int lhs, const IntVector2& rhs) { return rhs * lhs; }