OGRE: OgreVector2.h Source File - OGRE Documentation

# OgreVector2.h

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    00001 /*
    00002 -----------------------------------------------------------------------------
    00003 This source file is part of OGRE
    00004     (Object-oriented Graphics Rendering Engine)
    00005 For the latest info, see http://www.ogre3d.org/
    00006
    00007 Copyright (c) 2000-2009 Torus Knot Software Ltd
    00008
    00009 Permission is hereby granted, free of charge, to any person obtaining a copy
    00010 of this software and associated documentation files (the "Software"), to deal
    00011 in the Software without restriction, including without limitation the rights
    00012 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    00013 copies of the Software, and to permit persons to whom the Software is
    00014 furnished to do so, subject to the following conditions:
    00015
    00016 The above copyright notice and this permission notice shall be included in
    00017 all copies or substantial portions of the Software.
    00018
    00019 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    00020 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    00021 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    00022 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    00023 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    00024 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    00025 THE SOFTWARE.
    00026 -----------------------------------------------------------------------------
    00027 */
    00028 #ifndef __Vector2_H__
    00029 #define __Vector2_H__
    00030
    00031
    00032 #include "OgrePrerequisites.h"
    00033 #include "OgreMath.h"
    00034
    00035 namespace Ogre
    00036 {
    00037
    00051     class _OgreExport Vector2
    00052     {
    00053     public:
    00054         Real x, y;
    00055
    00056     public:
    00057         inline Vector2()
    00058         {
    00059         }
    00060
    00061         inline Vector2(const Real fX, const Real fY )
    00062             : x( fX ), y( fY )
    00063         {
    00064         }
    00065
    00066         inline explicit Vector2( const Real scaler )
    00067             : x( scaler), y( scaler )
    00068         {
    00069         }
    00070
    00071         inline explicit Vector2( const Real afCoordinate[2] )
    00072             : x( afCoordinate[0] ),
    00073               y( afCoordinate[1] )
    00074         {
    00075         }
    00076
    00077         inline explicit Vector2( const int afCoordinate[2] )
    00078         {
    00079             x = (Real)afCoordinate[0];
    00080             y = (Real)afCoordinate[1];
    00081         }
    00082
    00083         inline explicit Vector2( Real* const r )
    00084             : x( r[0] ), y( r[1] )
    00085         {
    00086         }
    00087
    00090         inline void swap(Vector2& other)
    00091         {
    00092             std::swap(x, other.x);
    00093             std::swap(y, other.y);
    00094         }
    00095
    00096         inline Real operator [] ( const size_t i ) const
    00097         {
    00098             assert( i < 2 );
    00099
    00100             return *(&x+i);
    00101         }
    00102
    00103         inline Real& operator [] ( const size_t i )
    00104         {
    00105             assert( i < 2 );
    00106
    00107             return *(&x+i);
    00108         }
    00109
    00111         inline Real* ptr()
    00112         {
    00113             return &x;
    00114         }
    00116         inline const Real* ptr() const
    00117         {
    00118             return &x;
    00119         }
    00120
    00125         inline Vector2& operator = ( const Vector2& rkVector )
    00126         {
    00127             x = rkVector.x;
    00128             y = rkVector.y;
    00129
    00130             return *this;
    00131         }
    00132
    00133         inline Vector2& operator = ( const Real fScalar)
    00134         {
    00135             x = fScalar;
    00136             y = fScalar;
    00137
    00138             return *this;
    00139         }
    00140
    00141         inline bool operator == ( const Vector2& rkVector ) const
    00142         {
    00143             return ( x == rkVector.x && y == rkVector.y );
    00144         }
    00145
    00146         inline bool operator != ( const Vector2& rkVector ) const
    00147         {
    00148             return ( x != rkVector.x || y != rkVector.y  );
    00149         }
    00150
    00151         // arithmetic operations
    00152         inline Vector2 operator + ( const Vector2& rkVector ) const
    00153         {
    00154             return Vector2(
    00155                 x + rkVector.x,
    00156                 y + rkVector.y);
    00157         }
    00158
    00159         inline Vector2 operator - ( const Vector2& rkVector ) const
    00160         {
    00161             return Vector2(
    00162                 x - rkVector.x,
    00163                 y - rkVector.y);
    00164         }
    00165
    00166         inline Vector2 operator * ( const Real fScalar ) const
    00167         {
    00168             return Vector2(
    00169                 x * fScalar,
    00170                 y * fScalar);
    00171         }
    00172
    00173         inline Vector2 operator * ( const Vector2& rhs) const
    00174         {
    00175             return Vector2(
    00176                 x * rhs.x,
    00177                 y * rhs.y);
    00178         }
    00179
    00180         inline Vector2 operator / ( const Real fScalar ) const
    00181         {
    00182             assert( fScalar != 0.0 );
    00183
    00184             Real fInv = 1.0f / fScalar;
    00185
    00186             return Vector2(
    00187                 x * fInv,
    00188                 y * fInv);
    00189         }
    00190
    00191         inline Vector2 operator / ( const Vector2& rhs) const
    00192         {
    00193             return Vector2(
    00194                 x / rhs.x,
    00195                 y / rhs.y);
    00196         }
    00197
    00198         inline const Vector2& operator + () const
    00199         {
    00200             return *this;
    00201         }
    00202
    00203         inline Vector2 operator - () const
    00204         {
    00205             return Vector2(-x, -y);
    00206         }
    00207
    00208         // overloaded operators to help Vector2
    00209         inline friend Vector2 operator * ( const Real fScalar, const Vector2& rkVector )
    00210         {
    00211             return Vector2(
    00212                 fScalar * rkVector.x,
    00213                 fScalar * rkVector.y);
    00214         }
    00215
    00216         inline friend Vector2 operator / ( const Real fScalar, const Vector2& rkVector )
    00217         {
    00218             return Vector2(
    00219                 fScalar / rkVector.x,
    00220                 fScalar / rkVector.y);
    00221         }
    00222
    00223         inline friend Vector2 operator + (const Vector2& lhs, const Real rhs)
    00224         {
    00225             return Vector2(
    00226                 lhs.x + rhs,
    00227                 lhs.y + rhs);
    00228         }
    00229
    00230         inline friend Vector2 operator + (const Real lhs, const Vector2& rhs)
    00231         {
    00232             return Vector2(
    00233                 lhs + rhs.x,
    00234                 lhs + rhs.y);
    00235         }
    00236
    00237         inline friend Vector2 operator - (const Vector2& lhs, const Real rhs)
    00238         {
    00239             return Vector2(
    00240                 lhs.x - rhs,
    00241                 lhs.y - rhs);
    00242         }
    00243
    00244         inline friend Vector2 operator - (const Real lhs, const Vector2& rhs)
    00245         {
    00246             return Vector2(
    00247                 lhs - rhs.x,
    00248                 lhs - rhs.y);
    00249         }
    00250         // arithmetic updates
    00251         inline Vector2& operator += ( const Vector2& rkVector )
    00252         {
    00253             x += rkVector.x;
    00254             y += rkVector.y;
    00255
    00256             return *this;
    00257         }
    00258
    00259         inline Vector2& operator += ( const Real fScaler )
    00260         {
    00261             x += fScaler;
    00262             y += fScaler;
    00263
    00264             return *this;
    00265         }
    00266
    00267         inline Vector2& operator -= ( const Vector2& rkVector )
    00268         {
    00269             x -= rkVector.x;
    00270             y -= rkVector.y;
    00271
    00272             return *this;
    00273         }
    00274
    00275         inline Vector2& operator -= ( const Real fScaler )
    00276         {
    00277             x -= fScaler;
    00278             y -= fScaler;
    00279
    00280             return *this;
    00281         }
    00282
    00283         inline Vector2& operator *= ( const Real fScalar )
    00284         {
    00285             x *= fScalar;
    00286             y *= fScalar;
    00287
    00288             return *this;
    00289         }
    00290
    00291         inline Vector2& operator *= ( const Vector2& rkVector )
    00292         {
    00293             x *= rkVector.x;
    00294             y *= rkVector.y;
    00295
    00296             return *this;
    00297         }
    00298
    00299         inline Vector2& operator /= ( const Real fScalar )
    00300         {
    00301             assert( fScalar != 0.0 );
    00302
    00303             Real fInv = 1.0f / fScalar;
    00304
    00305             x *= fInv;
    00306             y *= fInv;
    00307
    00308             return *this;
    00309         }
    00310
    00311         inline Vector2& operator /= ( const Vector2& rkVector )
    00312         {
    00313             x /= rkVector.x;
    00314             y /= rkVector.y;
    00315
    00316             return *this;
    00317         }
    00318
    00326         inline Real length () const
    00327         {
    00328             return Math::Sqrt( x * x + y * y );
    00329         }
    00330
    00341         inline Real squaredLength () const
    00342         {
    00343             return x * x + y * y;
    00344         }
    00352         inline Real distance(const Vector2& rhs) const
    00353         {
    00354             return (*this - rhs).length();
    00355         }
    00356
    00367         inline Real squaredDistance(const Vector2& rhs) const
    00368         {
    00369             return (*this - rhs).squaredLength();
    00370         }
    00371
    00386         inline Real dotProduct(const Vector2& vec) const
    00387         {
    00388             return x * vec.x + y * vec.y;
    00389         }
    00390
    00400         inline Real normalise()
    00401         {
    00402             Real fLength = Math::Sqrt( x * x + y * y);
    00403
    00404             // Will also work for zero-sized vectors, but will change nothing
    00405             if ( fLength > 1e-08 )
    00406             {
    00407                 Real fInvLength = 1.0f / fLength;
    00408                 x *= fInvLength;
    00409                 y *= fInvLength;
    00410             }
    00411
    00412             return fLength;
    00413         }
    00414
    00415
    00416
    00420         inline Vector2 midPoint( const Vector2& vec ) const
    00421         {
    00422             return Vector2(
    00423                 ( x + vec.x ) * 0.5f,
    00424                 ( y + vec.y ) * 0.5f );
    00425         }
    00426
    00430         inline bool operator < ( const Vector2& rhs ) const
    00431         {
    00432             if( x < rhs.x && y < rhs.y )
    00433                 return true;
    00434             return false;
    00435         }
    00436
    00440         inline bool operator > ( const Vector2& rhs ) const
    00441         {
    00442             if( x > rhs.x && y > rhs.y )
    00443                 return true;
    00444             return false;
    00445         }
    00446
    00454         inline void makeFloor( const Vector2& cmp )
    00455         {
    00456             if( cmp.x < x ) x = cmp.x;
    00457             if( cmp.y < y ) y = cmp.y;
    00458         }
    00459
    00467         inline void makeCeil( const Vector2& cmp )
    00468         {
    00469             if( cmp.x > x ) x = cmp.x;
    00470             if( cmp.y > y ) y = cmp.y;
    00471         }
    00472
    00480         inline Vector2 perpendicular(void) const
    00481         {
    00482             return Vector2 (-y, x);
    00483         }
    00487         inline Real crossProduct( const Vector2& rkVector ) const
    00488         {
    00489             return x * rkVector.y - y * rkVector.x;
    00490         }
    00510         inline Vector2 randomDeviant(
    00511             Real angle) const
    00512         {
    00513
    00514             angle *=  Math::UnitRandom() * Math::TWO_PI;
    00515             Real cosa = cos(angle);
    00516             Real sina = sin(angle);
    00517             return  Vector2(cosa * x - sina * y,
    00518                             sina * x + cosa * y);
    00519         }
    00520
    00522         inline bool isZeroLength(void) const
    00523         {
    00524             Real sqlen = (x * x) + (y * y);
    00525             return (sqlen < (1e-06 * 1e-06));
    00526
    00527         }
    00528
    00531         inline Vector2 normalisedCopy(void) const
    00532         {
    00533             Vector2 ret = *this;
    00534             ret.normalise();
    00535             return ret;
    00536         }
    00537
    00541         inline Vector2 reflect(const Vector2& normal) const
    00542         {
    00543             return Vector2( *this - ( 2 * this->dotProduct(normal) * normal ) );
    00544         }
    00546         inline bool isNaN() const
    00547         {
    00548             return Math::isNaN(x) || Math::isNaN(y);
    00549         }
    00550
    00551         // special points
    00552         static const Vector2 ZERO;
    00553         static const Vector2 UNIT_X;
    00554         static const Vector2 UNIT_Y;
    00555         static const Vector2 NEGATIVE_UNIT_X;
    00556         static const Vector2 NEGATIVE_UNIT_Y;
    00557         static const Vector2 UNIT_SCALE;
    00558
    00561         inline _OgreExport friend std::ostream& operator <<
    00562             ( std::ostream& o, const Vector2& v )
    00563         {
    00564             o << "Vector2(" << v.x << ", " << v.y <<  ")";
    00565             return o;
    00566         }
    00567
    00568     };
    00572 }
    00573 #endif

Copyright © 2008 Torus Knot Software Ltd
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Wed Nov 3 2010 19:24:52