Go to the documentation of this file.00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020 #ifndef __CS_VECTOR2_H__
00021 #define __CS_VECTOR2_H__
00022
00023 #include "csextern.h"
00024 #include "csqsqrt.h"
00025
00033 class csString;
00034
00038 class CS_CRYSTALSPACE_EXPORT csVector2
00039 {
00040 public:
00042 float x;
00044 float y;
00045
00047 csVector2 () {}
00048
00050 csVector2 (float v)
00051 : x (v), y (v)
00052 {}
00053
00055 csVector2 (float x, float y)
00056 : x (x), y (y)
00057 { }
00058
00060 csVector2 (const csVector2& o)
00061 : x (o.x), y (o.y)
00062 {}
00063
00065 csString Description() const;
00066
00068 inline void Set (float ix, float iy)
00069 { x = ix; y = iy; }
00070
00072 inline void Set (csVector2 const& v)
00073 { x = v.x; y = v.y; }
00074
00076 inline void Set (float const* v) { x = v[0]; y = v[1]; }
00077
00079 inline void Set (float v) { x = y = v; }
00080
00082 inline void Get (float* v) { v[0] = x; v[1] = y; }
00083
00085 inline static float Norm (csVector2 const& v)
00086 { return csQsqrt(v * v); }
00087
00089 inline float Norm () const
00090 { return csQsqrt(SquaredNorm()); }
00091
00093 inline float InverseNorm () const
00094 { return csQisqrt(SquaredNorm()); }
00095
00097 inline static csVector2 Unit (const csVector2& v)
00098 { return v.Unit(); }
00099
00105 inline csVector2 Unit () const
00106 { return (*this)*(this->InverseNorm()); }
00107
00109 inline void Normalize ()
00110 {
00111 float sqlen = SquaredNorm();
00112 if (sqlen < SMALL_EPSILON) return ;
00113
00114 float invlen = csQisqrt (sqlen);
00115 *this *= invlen;
00116 }
00117
00119 inline bool IsZero (float precision = SMALL_EPSILON) const
00120 {
00121 return (fabsf(x) < precision) && (fabsf(y) < precision);
00122 }
00123
00125 inline csVector2 UnitAxisClamped () const
00126 {
00127 if (IsZero())
00128 return csVector2(0, 0);
00129
00130 if (fabsf(x) > fabsf(y))
00131 return csVector2(x / fabsf (x), 0);
00132 else
00133 return csVector2(0, y / fabsf (y));
00134 }
00135
00137 inline float SquaredNorm () const
00138 { return x * x + y * y; }
00139
00141 void Rotate (float angle);
00142
00147 inline float IsLeft (const csVector2& p0, const csVector2& p1)
00148 {
00149 return (p1.x - p0.x)*(y - p0.y) - (x - p0.x)*(p1.y - p0.y);
00150 }
00151
00153 inline csVector2& operator+= (const csVector2& v)
00154 { x += v.x; y += v.y; return *this; }
00155
00157 inline csVector2& operator-= (const csVector2& v)
00158 { x -= v.x; y -= v.y; return *this; }
00159
00161 inline csVector2& operator*= (float f)
00162 { x *= f; y *= f; return *this; }
00163
00165 inline csVector2& operator/= (float f)
00166 {
00167 f = 1.0f / f;
00168 x *= f;
00169 y *= f;
00170 return *this;
00171 }
00172
00174 inline csVector2 operator+ () const
00175 { return *this; }
00176
00178 inline csVector2 operator- () const
00179 { return csVector2 (-x,-y); }
00180
00182 inline friend csVector2 operator+ (const csVector2& v1, const csVector2& v2)
00183 { return csVector2 (v1.x + v2.x, v1.y + v2.y); }
00184
00186 inline friend csVector2 operator- (const csVector2& v1, const csVector2& v2)
00187 { return csVector2 (v1.x - v2.x, v1.y - v2.y); }
00188
00190 inline friend float operator* (const csVector2& v1, const csVector2& v2)
00191 { return v1.x * v2.x + v1.y * v2.y; }
00192
00194 inline friend csVector2 operator* (const csVector2& v, float f)
00195 { return csVector2 (v.x * f, v.y * f); }
00196
00198 inline friend csVector2 operator* (float f, const csVector2& v)
00199 { return csVector2 (v.x * f, v.y * f); }
00200
00202 inline friend csVector2 operator/ (const csVector2& v, float f)
00203 {
00204 f = 1.0f / f;
00205 return csVector2 (v.x * f, v.y * f);
00206 }
00207
00209 inline friend bool operator== (const csVector2& v1, const csVector2& v2)
00210 { return (v1.x == v2.x) && (v1.y == v2.y); }
00211
00213 inline friend bool operator!= (const csVector2& v1, const csVector2& v2)
00214 { return (v1.x != v2.x) || (v1.y != v2.y); }
00215
00217 inline friend bool operator< (const csVector2& v, float f)
00218 { return ABS(v.x)<f && ABS(v.y)<f; }
00219
00221 inline friend bool operator> (float f, const csVector2& v)
00222 { return ABS(v.x)<f && ABS(v.y)<f; }
00223
00225 inline float operator[] (int n) const
00226 { return !n?x:y; }
00227
00229 inline float & operator[] (int n)
00230 { return !n?x:y; }
00231 };
00232
00235 #endif // __CS_VECTOR2_H__