315 lines
10 KiB
C++
315 lines
10 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_VECTOR2_H
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#define REACTPHYSICS3D_VECTOR2_H
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// Libraries
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#include <cmath>
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#include <cassert>
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#include "mathematics_functions.h"
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#include "decimal.h"
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Class Vector2
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/**
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* This class represents a 2D vector.
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*/
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struct Vector2 {
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public:
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// -------------------- Attributes -------------------- //
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/// Component x
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decimal x;
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/// Component y
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decimal y;
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// -------------------- Methods -------------------- //
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/// Constructor of the class Vector3D
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Vector2();
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/// Constructor with arguments
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Vector2(decimal newX, decimal newY);
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/// Copy-constructor
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Vector2(const Vector2& vector);
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/// Destructor
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~Vector2();
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/// Set all the values of the vector
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void setAllValues(decimal newX, decimal newY);
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/// Set the vector to zero
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void setToZero();
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/// Return the length of the vector
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decimal length() const;
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/// Return the square of the length of the vector
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decimal lengthSquare() const;
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/// Return the corresponding unit vector
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Vector2 getUnit() const;
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/// Return one unit orthogonal vector of the current vector
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Vector2 getOneUnitOrthogonalVector() const;
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/// Return true if the vector is unit and false otherwise
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bool isUnit() const;
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/// Return true if the current vector is the zero vector
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bool isZero() const;
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/// Dot product of two vectors
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decimal dot(const Vector2& vector) const;
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/// Normalize the vector
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void normalize();
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/// Return the corresponding absolute value vector
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Vector2 getAbsoluteVector() const;
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/// Return the axis with the minimal value
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int getMinAxis() const;
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/// Return the axis with the maximal value
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int getMaxAxis() const;
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/// Overloaded operator for the equality condition
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bool operator== (const Vector2& vector) const;
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/// Overloaded operator for the is different condition
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bool operator!= (const Vector2& vector) const;
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/// Overloaded operator for addition with assignment
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Vector2& operator+=(const Vector2& vector);
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/// Overloaded operator for substraction with assignment
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Vector2& operator-=(const Vector2& vector);
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/// Overloaded operator for multiplication with a number with assignment
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Vector2& operator*=(decimal number);
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/// Overloaded operator for division by a number with assignment
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Vector2& operator/=(decimal number);
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/// Overloaded operator for value access
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decimal& operator[] (int index);
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/// Overloaded operator for value access
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const decimal& operator[] (int index) const;
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/// Overloaded operator
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Vector2& operator=(const Vector2& vector);
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/// Return a vector taking the minimum components of two vectors
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static Vector2 min(const Vector2& vector1, const Vector2& vector2);
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/// Return a vector taking the maximum components of two vectors
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static Vector2 max(const Vector2& vector1, const Vector2& vector2);
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// -------------------- Friends -------------------- //
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friend Vector2 operator+(const Vector2& vector1, const Vector2& vector2);
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friend Vector2 operator-(const Vector2& vector1, const Vector2& vector2);
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friend Vector2 operator-(const Vector2& vector);
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friend Vector2 operator*(const Vector2& vector, decimal number);
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friend Vector2 operator*(decimal number, const Vector2& vector);
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friend Vector2 operator/(const Vector2& vector, decimal number);
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};
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// Set the vector to zero
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inline void Vector2::setToZero() {
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x = 0;
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y = 0;
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}
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// Set all the values of the vector
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inline void Vector2::setAllValues(decimal newX, decimal newY) {
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x = newX;
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y = newY;
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}
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// Return the length of the vector
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inline decimal Vector2::length() const {
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return sqrt(x*x + y*y);
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}
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// Return the square of the length of the vector
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inline decimal Vector2::lengthSquare() const {
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return x*x + y*y;
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}
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// Scalar product of two vectors (inline)
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inline decimal Vector2::dot(const Vector2& vector) const {
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return (x*vector.x + y*vector.y);
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}
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// Normalize the vector
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inline void Vector2::normalize() {
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decimal l = length();
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assert(l > std::numeric_limits<decimal>::epsilon());
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x /= l;
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y /= l;
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}
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// Return the corresponding absolute value vector
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inline Vector2 Vector2::getAbsoluteVector() const {
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return Vector2(std::abs(x), std::abs(y));
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}
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// Return the axis with the minimal value
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inline int Vector2::getMinAxis() const {
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return (x < y ? 0 : 1);
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}
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// Return the axis with the maximal value
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inline int Vector2::getMaxAxis() const {
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return (x < y ? 1 : 0);
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}
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// Return true if the vector is unit and false otherwise
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inline bool Vector2::isUnit() const {
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return approxEqual(lengthSquare(), 1.0);
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}
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// Return true if the vector is the zero vector
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inline bool Vector2::isZero() const {
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return approxEqual(lengthSquare(), 0.0);
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}
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// Overloaded operator for the equality condition
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inline bool Vector2::operator== (const Vector2& vector) const {
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return (x == vector.x && y == vector.y);
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}
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// Overloaded operator for the is different condition
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inline bool Vector2::operator!= (const Vector2& vector) const {
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return !(*this == vector);
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}
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// Overloaded operator for addition with assignment
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inline Vector2& Vector2::operator+=(const Vector2& vector) {
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x += vector.x;
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y += vector.y;
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return *this;
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}
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// Overloaded operator for substraction with assignment
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inline Vector2& Vector2::operator-=(const Vector2& vector) {
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x -= vector.x;
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y -= vector.y;
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return *this;
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}
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// Overloaded operator for multiplication with a number with assignment
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inline Vector2& Vector2::operator*=(decimal number) {
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x *= number;
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y *= number;
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return *this;
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}
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// Overloaded operator for division by a number with assignment
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inline Vector2& Vector2::operator/=(decimal number) {
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assert(number > std::numeric_limits<decimal>::epsilon());
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x /= number;
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y /= number;
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return *this;
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}
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// Overloaded operator for value access
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inline decimal& Vector2::operator[] (int index) {
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return (&x)[index];
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}
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// Overloaded operator for value access
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inline const decimal& Vector2::operator[] (int index) const {
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return (&x)[index];
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}
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// Overloaded operator for addition
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inline Vector2 operator+(const Vector2& vector1, const Vector2& vector2) {
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return Vector2(vector1.x + vector2.x, vector1.y + vector2.y);
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}
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// Overloaded operator for substraction
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inline Vector2 operator-(const Vector2& vector1, const Vector2& vector2) {
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return Vector2(vector1.x - vector2.x, vector1.y - vector2.y);
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}
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// Overloaded operator for the negative of a vector
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inline Vector2 operator-(const Vector2& vector) {
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return Vector2(-vector.x, -vector.y);
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}
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// Overloaded operator for multiplication with a number
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inline Vector2 operator*(const Vector2& vector, decimal number) {
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return Vector2(number * vector.x, number * vector.y);
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}
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// Overloaded operator for division by a number
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inline Vector2 operator/(const Vector2& vector, decimal number) {
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assert(number > MACHINE_EPSILON);
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return Vector2(vector.x / number, vector.y / number);
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}
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// Overloaded operator for multiplication with a number
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inline Vector2 operator*(decimal number, const Vector2& vector) {
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return vector * number;
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}
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// Assignment operator
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inline Vector2& Vector2::operator=(const Vector2& vector) {
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if (&vector != this) {
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x = vector.x;
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y = vector.y;
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}
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return *this;
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}
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// Return a vector taking the minimum components of two vectors
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inline Vector2 Vector2::min(const Vector2& vector1, const Vector2& vector2) {
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return Vector2(std::min(vector1.x, vector2.x),
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std::min(vector1.y, vector2.y));
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}
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// Return a vector taking the maximum components of two vectors
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inline Vector2 Vector2::max(const Vector2& vector1, const Vector2& vector2) {
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return Vector2(std::max(vector1.x, vector2.x),
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std::max(vector1.y, vector2.y));
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}
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}
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#endif
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