[5420] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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[6616] | 12 | main-programmer: Benjamin Grauer |
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[5420] | 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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[4578] | 16 | /*! |
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[6616] | 17 | * @file vector2D.h |
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| 18 | * A basic 2D Vector math framework |
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[5008] | 19 | * |
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| 20 | * Contains classes to handle vectors, lines, rotations and planes |
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[4578] | 21 | */ |
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[2043] | 22 | |
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[6615] | 23 | #ifndef __VECTOR2D_H_ |
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| 24 | #define __VECTOR2D_H_ |
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[2043] | 25 | |
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[7919] | 26 | #include <cmath> |
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[3860] | 27 | #include "compiler.h" |
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[2043] | 28 | |
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[5672] | 29 | //! small and performant 2D vector |
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| 30 | typedef float sVec2D[2]; |
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| 31 | |
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[6615] | 32 | //! 2D Vector2D |
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[2043] | 33 | /** |
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[6615] | 34 | * Class to handle 2D Vector2Ds |
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| 35 | */ |
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| 36 | class Vector2D { |
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[4476] | 37 | public: |
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[6615] | 38 | Vector2D (float x, float y) : x(x), y(y) {} //!< assignment constructor |
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| 39 | Vector2D () : x(0), y(0) {} |
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[2043] | 40 | |
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[5052] | 41 | /** @param v: the Vecor to compare with this one @returns true, if the Vecors are the same, false otherwise */ |
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[7919] | 42 | inline bool operator== (const Vector2D& v) const { return (this->x==v.x && this->y==v.y); }; |
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| 43 | /** @param v: the Vector to negative-compare with this one @returns true if the two vectors are different */ |
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| 44 | inline bool operator!= (const Vector2D& v) const { return (this->x!=v.x && this->y!=v.y); }; |
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[6615] | 45 | /** @param index The index of the "array" @returns the x/y coordinate */ |
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| 46 | inline float operator[] (float index) const { return ( index == 0)? this->x : this->y; } |
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[4992] | 47 | /** @param v The vector to add @returns the addition between two vectors (this + v) */ |
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[6615] | 48 | inline Vector2D operator+ (const Vector2D& v) const { return Vector2D(x + v.x, y + v.y); }; |
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[4992] | 49 | /** @param v The vector to add @returns the addition between two vectors (this + v) */ |
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[6615] | 50 | inline Vector2D operator+ (const sVec2D& v) const { return Vector2D(x + v[0], y + v[1]); }; |
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[4836] | 51 | /** @param v The vector to add @returns the addition between two vectors (this += v) */ |
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[6615] | 52 | inline const Vector2D& operator+= (const Vector2D& v) { this->x += v.x; this->y += v.y; return *this; }; |
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[4836] | 53 | /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ |
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[6615] | 54 | inline const Vector2D& operator+= (const sVec2D& v) { this->x += v[0]; this->y += v[1]; return *this; }; |
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[4836] | 55 | /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ |
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[6615] | 56 | inline Vector2D operator- (const Vector2D& v) const { return Vector2D(x - v.x, y - v.y); } |
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[4836] | 57 | /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ |
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[6615] | 58 | inline Vector2D operator- (const sVec2D& v) const { return Vector2D(x - v[0], y - v[1]); } |
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[4836] | 59 | /** @param v The vector to substract @returns the substraction between two vectors (this -= v) */ |
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[6615] | 60 | inline const Vector2D& operator-= (const Vector2D& v) { this->x -= v.x; this->y -= v.y; return *this; }; |
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[4836] | 61 | /** @param v The vector to substract @returns the substraction between two vectors (this -= v) */ |
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[6615] | 62 | inline const Vector2D& operator-= (const sVec2D& v) { this->x -= v[0]; this->y -= v[1]; return *this; }; |
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[4836] | 63 | /** @param v the second vector @returns The dotProduct between two vector (this (dot) v) */ |
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[6615] | 64 | inline float operator* (const Vector2D& v) const { return x * v.x + y * v.y; }; |
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[4836] | 65 | /** @todo strange */ |
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[6615] | 66 | inline const Vector2D& operator*= (const Vector2D& v) { this->x *= v.x; this->y *= v.y; return *this; }; |
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[4836] | 67 | /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this * f) */ |
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[6615] | 68 | inline Vector2D operator* (float f) const { return Vector2D(x * f, y * f); }; |
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[4836] | 69 | /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this *= f) */ |
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[6615] | 70 | inline const Vector2D& operator*= (float f) { this->x *= f; this->y *= f; return *this; }; |
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[4836] | 71 | /** @param f a factor to divide the vector with @returns the vector divided by f (this / f) */ |
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[6615] | 72 | inline Vector2D operator/ (float f) const { return (unlikely(f == 0.0)) ? Vector2D(0,0):Vector2D(this->x / f, this->y / f); }; |
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[4836] | 73 | /** @param f a factor to divide the vector with @returns the vector divided by f (this /= f) */ |
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[6615] | 74 | inline const Vector2D& operator/= (float f) {if (unlikely(f == 0.0)) {this->x=0;this->y=0;} else {this->x /= f; this->y /= f;} return *this; }; |
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[4992] | 75 | /** copy constructor @todo (i do not know it this is faster) @param v the vector to assign to this vector. @returns the vector v */ |
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[6615] | 76 | inline const Vector2D& operator= (const Vector2D& v) { this->x = v.x; this->y = v.y; return *this; }; |
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[4992] | 77 | /** copy constructor* @param v the sVec3D to assign to this vector. @returns the vector v */ |
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[6615] | 78 | inline const Vector2D& operator= (const sVec2D& v) { this->x = v[0]; this->y = v[1]; } |
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[4836] | 79 | /** @param v: the other vector \return the dot product of the vectors */ |
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[6615] | 80 | float dot (const Vector2D& v) const { return x*v.x+y*v.y; }; |
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[7919] | 81 | /** @param v multipy each entry with each other @returns this reference */ |
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| 82 | const Vector2D& internalMultipy(const Vector2D& v) { this->x *= v.x; this->y *= y; }; |
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[4992] | 83 | /** scales the this vector with v* @param v the vector to scale this with */ |
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[6615] | 84 | void scale(const Vector2D& v) { x *= v.x; y *= v.y; }; |
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[4836] | 85 | /** @returns the length of the vector */ |
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[6615] | 86 | inline float len() const { return sqrt (x*x+y*y); } |
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[4992] | 87 | /** normalizes the vector */ |
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[6615] | 88 | inline void normalize() { float l = len(); if( unlikely(l == 0.0))return; this->x=this->x/l; this->y=this->y/l; }; |
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| 89 | Vector2D getNormalized() const; |
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| 90 | Vector2D abs(); |
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[3541] | 91 | |
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[7919] | 92 | /** @param v the Vector to slerp to @param val 0 = stay 1 = at v */ |
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| 93 | void slerp(const Vector2D& v, float val) { *this += (*this - v) * val; } |
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| 94 | |
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[8035] | 95 | /** @returns a Vector of (0,0) */ |
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| 96 | static const Vector2D& nullVector() { static Vector2D nullVector; return nullVector; }; |
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| 97 | |
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[3966] | 98 | void debug() const; |
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[4476] | 99 | |
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| 100 | public: |
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[6615] | 101 | float x; //!< The x Coordinate of the Vector2D. |
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| 102 | float y; //!< The y Coordinate of the Vector2D. |
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[2043] | 103 | }; |
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| 104 | |
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| 105 | |
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[6615] | 106 | /** an easy way to create a Random Vector2D @param sideLength the length of the Vector2D (x not sqrt(x^2...)) */ |
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| 107 | #define VECTOR2D_RAND(sideLength) (Vector2D((float)rand()/RAND_MAX -.5, (float)rand()/RAND_MAX -.5) * sideLength) |
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[4476] | 108 | |
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[5008] | 109 | |
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[6615] | 110 | #endif /* __VECTOR2D_H_ */ |
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[5052] | 111 | |
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