[1812] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #ifndef __Vector2_H__
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| 26 | #define __Vector2_H__
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| 27 |
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| 28 |
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| 29 | #include "OgrePrerequisites.h"
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| 30 | #include "OgreMath.h"
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| 31 |
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| 32 | namespace Ogre
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| 33 | {
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| 34 |
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| 35 | /** Standard 2-dimensional vector.
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| 36 | @remarks
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| 37 | A direction in 2D space represented as distances along the 2
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| 38 | orthoganal axes (x, y). Note that positions, directions and
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| 39 | scaling factors can be represented by a vector, depending on how
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| 40 | you interpret the values.
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| 41 | */
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| 42 | class _OgreExport Vector2
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| 43 | {
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| 44 | public:
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| 45 | union {
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| 46 | struct {
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| 47 | Real x, y;
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| 48 | };
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| 49 | Real val[2];
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| 50 | };
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| 51 |
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| 52 | public:
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| 53 | inline Vector2()
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| 54 | {
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| 55 | }
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| 56 |
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| 57 | inline Vector2(const Real fX, const Real fY )
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| 58 | : x( fX ), y( fY )
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| 59 | {
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| 60 | }
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| 61 |
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| 62 | inline explicit Vector2( const Real scaler )
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| 63 | : x( scaler), y( scaler )
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| 64 | {
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| 65 | }
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| 66 |
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| 67 | inline explicit Vector2( const Real afCoordinate[2] )
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| 68 | : x( afCoordinate[0] ),
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| 69 | y( afCoordinate[1] )
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| 70 | {
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| 71 | }
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| 72 |
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| 73 | inline explicit Vector2( const int afCoordinate[2] )
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| 74 | {
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| 75 | x = (Real)afCoordinate[0];
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| 76 | y = (Real)afCoordinate[1];
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| 77 | }
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| 78 |
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| 79 | inline explicit Vector2( Real* const r )
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| 80 | : x( r[0] ), y( r[1] )
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| 81 | {
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| 82 | }
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| 83 |
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| 84 | inline Vector2( const Vector2& rkVector )
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| 85 | : x( rkVector.x ), y( rkVector.y )
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| 86 | {
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| 87 | }
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| 88 |
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| 89 | inline Real operator [] ( const size_t i ) const
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| 90 | {
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| 91 | assert( i < 2 );
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| 92 |
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| 93 | return *(&x+i);
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| 94 | }
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| 95 |
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| 96 | inline Real& operator [] ( const size_t i )
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| 97 | {
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| 98 | assert( i < 2 );
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| 99 |
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| 100 | return *(&x+i);
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| 101 | }
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| 102 |
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| 103 | /** Assigns the value of the other vector.
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| 104 | @param
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| 105 | rkVector The other vector
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| 106 | */
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| 107 | inline Vector2& operator = ( const Vector2& rkVector )
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| 108 | {
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| 109 | x = rkVector.x;
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| 110 | y = rkVector.y;
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| 111 |
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| 112 | return *this;
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| 113 | }
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| 114 |
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| 115 | inline Vector2& operator = ( const Real fScalar)
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| 116 | {
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| 117 | x = fScalar;
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| 118 | y = fScalar;
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| 119 |
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| 120 | return *this;
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| 121 | }
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| 122 |
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| 123 | inline bool operator == ( const Vector2& rkVector ) const
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| 124 | {
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| 125 | return ( x == rkVector.x && y == rkVector.y );
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| 126 | }
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| 127 |
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| 128 | inline bool operator != ( const Vector2& rkVector ) const
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| 129 | {
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| 130 | return ( x != rkVector.x || y != rkVector.y );
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| 131 | }
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| 132 |
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| 133 | // arithmetic operations
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| 134 | inline Vector2 operator + ( const Vector2& rkVector ) const
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| 135 | {
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| 136 | return Vector2(
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| 137 | x + rkVector.x,
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| 138 | y + rkVector.y);
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| 139 | }
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| 140 |
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| 141 | inline Vector2 operator - ( const Vector2& rkVector ) const
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| 142 | {
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| 143 | return Vector2(
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| 144 | x - rkVector.x,
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| 145 | y - rkVector.y);
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| 146 | }
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| 147 |
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| 148 | inline Vector2 operator * ( const Real fScalar ) const
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| 149 | {
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| 150 | return Vector2(
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| 151 | x * fScalar,
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| 152 | y * fScalar);
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| 153 | }
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| 154 |
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| 155 | inline Vector2 operator * ( const Vector2& rhs) const
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| 156 | {
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| 157 | return Vector2(
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| 158 | x * rhs.x,
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| 159 | y * rhs.y);
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| 160 | }
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| 161 |
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| 162 | inline Vector2 operator / ( const Real fScalar ) const
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| 163 | {
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| 164 | assert( fScalar != 0.0 );
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| 165 |
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| 166 | Real fInv = 1.0 / fScalar;
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| 167 |
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| 168 | return Vector2(
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| 169 | x * fInv,
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| 170 | y * fInv);
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| 171 | }
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| 172 |
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| 173 | inline Vector2 operator / ( const Vector2& rhs) const
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| 174 | {
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| 175 | return Vector2(
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| 176 | x / rhs.x,
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| 177 | y / rhs.y);
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| 178 | }
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| 179 |
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| 180 | inline const Vector2& operator + () const
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| 181 | {
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| 182 | return *this;
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| 183 | }
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| 184 |
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| 185 | inline Vector2 operator - () const
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| 186 | {
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| 187 | return Vector2(-x, -y);
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| 188 | }
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| 189 |
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| 190 | // overloaded operators to help Vector2
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| 191 | inline friend Vector2 operator * ( const Real fScalar, const Vector2& rkVector )
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| 192 | {
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| 193 | return Vector2(
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| 194 | fScalar * rkVector.x,
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| 195 | fScalar * rkVector.y);
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| 196 | }
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| 197 |
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| 198 | inline friend Vector2 operator / ( const Real fScalar, const Vector2& rkVector )
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| 199 | {
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| 200 | return Vector2(
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| 201 | fScalar / rkVector.x,
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| 202 | fScalar / rkVector.y);
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| 203 | }
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| 204 |
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| 205 | inline friend Vector2 operator + (const Vector2& lhs, const Real rhs)
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| 206 | {
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| 207 | return Vector2(
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| 208 | lhs.x + rhs,
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| 209 | lhs.y + rhs);
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| 210 | }
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| 211 |
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| 212 | inline friend Vector2 operator + (const Real lhs, const Vector2& rhs)
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| 213 | {
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| 214 | return Vector2(
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| 215 | lhs + rhs.x,
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| 216 | lhs + rhs.y);
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| 217 | }
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| 218 |
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| 219 | inline friend Vector2 operator - (const Vector2& lhs, const Real rhs)
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| 220 | {
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| 221 | return Vector2(
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| 222 | lhs.x - rhs,
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| 223 | lhs.y - rhs);
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| 224 | }
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| 225 |
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| 226 | inline friend Vector2 operator - (const Real lhs, const Vector2& rhs)
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| 227 | {
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| 228 | return Vector2(
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| 229 | lhs - rhs.x,
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| 230 | lhs - rhs.y);
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| 231 | }
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| 232 | // arithmetic updates
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| 233 | inline Vector2& operator += ( const Vector2& rkVector )
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| 234 | {
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| 235 | x += rkVector.x;
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| 236 | y += rkVector.y;
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| 237 |
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| 238 | return *this;
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| 239 | }
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| 240 |
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| 241 | inline Vector2& operator += ( const Real fScaler )
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| 242 | {
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| 243 | x += fScaler;
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| 244 | y += fScaler;
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| 245 |
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| 246 | return *this;
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| 247 | }
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| 248 |
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| 249 | inline Vector2& operator -= ( const Vector2& rkVector )
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| 250 | {
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| 251 | x -= rkVector.x;
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| 252 | y -= rkVector.y;
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| 253 |
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| 254 | return *this;
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| 255 | }
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| 256 |
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| 257 | inline Vector2& operator -= ( const Real fScaler )
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| 258 | {
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| 259 | x -= fScaler;
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| 260 | y -= fScaler;
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| 261 |
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| 262 | return *this;
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| 263 | }
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| 264 |
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| 265 | inline Vector2& operator *= ( const Real fScalar )
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| 266 | {
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| 267 | x *= fScalar;
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| 268 | y *= fScalar;
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| 269 |
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| 270 | return *this;
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| 271 | }
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| 272 |
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| 273 | inline Vector2& operator *= ( const Vector2& rkVector )
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| 274 | {
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| 275 | x *= rkVector.x;
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| 276 | y *= rkVector.y;
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| 277 |
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| 278 | return *this;
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| 279 | }
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| 280 |
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| 281 | inline Vector2& operator /= ( const Real fScalar )
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| 282 | {
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| 283 | assert( fScalar != 0.0 );
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| 284 |
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| 285 | Real fInv = 1.0 / fScalar;
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| 286 |
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| 287 | x *= fInv;
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| 288 | y *= fInv;
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| 289 |
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| 290 | return *this;
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| 291 | }
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| 292 |
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| 293 | inline Vector2& operator /= ( const Vector2& rkVector )
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| 294 | {
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| 295 | x /= rkVector.x;
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| 296 | y /= rkVector.y;
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| 297 |
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| 298 | return *this;
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| 299 | }
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| 300 |
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| 301 | /** Returns the length (magnitude) of the vector.
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| 302 | @warning
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| 303 | This operation requires a square root and is expensive in
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| 304 | terms of CPU operations. If you don't need to know the exact
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| 305 | length (e.g. for just comparing lengths) use squaredLength()
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| 306 | instead.
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| 307 | */
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| 308 | inline Real length () const
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| 309 | {
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| 310 | return Math::Sqrt( x * x + y * y );
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| 311 | }
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| 312 |
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| 313 | /** Returns the square of the length(magnitude) of the vector.
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| 314 | @remarks
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| 315 | This method is for efficiency - calculating the actual
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| 316 | length of a vector requires a square root, which is expensive
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| 317 | in terms of the operations required. This method returns the
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| 318 | square of the length of the vector, i.e. the same as the
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| 319 | length but before the square root is taken. Use this if you
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| 320 | want to find the longest / shortest vector without incurring
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| 321 | the square root.
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| 322 | */
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| 323 | inline Real squaredLength () const
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| 324 | {
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| 325 | return x * x + y * y;
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| 326 | }
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| 327 |
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| 328 | /** Calculates the dot (scalar) product of this vector with another.
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| 329 | @remarks
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| 330 | The dot product can be used to calculate the angle between 2
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| 331 | vectors. If both are unit vectors, the dot product is the
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| 332 | cosine of the angle; otherwise the dot product must be
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| 333 | divided by the product of the lengths of both vectors to get
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| 334 | the cosine of the angle. This result can further be used to
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| 335 | calculate the distance of a point from a plane.
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| 336 | @param
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| 337 | vec Vector with which to calculate the dot product (together
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| 338 | with this one).
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| 339 | @returns
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| 340 | A float representing the dot product value.
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| 341 | */
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| 342 | inline Real dotProduct(const Vector2& vec) const
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| 343 | {
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| 344 | return x * vec.x + y * vec.y;
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| 345 | }
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| 346 |
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| 347 | /** Normalises the vector.
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| 348 | @remarks
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| 349 | This method normalises the vector such that it's
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| 350 | length / magnitude is 1. The result is called a unit vector.
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| 351 | @note
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| 352 | This function will not crash for zero-sized vectors, but there
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| 353 | will be no changes made to their components.
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| 354 | @returns The previous length of the vector.
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| 355 | */
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| 356 | inline Real normalise()
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| 357 | {
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| 358 | Real fLength = Math::Sqrt( x * x + y * y);
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| 359 |
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| 360 | // Will also work for zero-sized vectors, but will change nothing
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| 361 | if ( fLength > 1e-08 )
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| 362 | {
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| 363 | Real fInvLength = 1.0 / fLength;
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| 364 | x *= fInvLength;
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| 365 | y *= fInvLength;
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| 366 | }
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| 367 |
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| 368 | return fLength;
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| 369 | }
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| 370 |
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| 371 |
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| 372 |
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| 373 | /** Returns a vector at a point half way between this and the passed
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| 374 | in vector.
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| 375 | */
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| 376 | inline Vector2 midPoint( const Vector2& vec ) const
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| 377 | {
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| 378 | return Vector2(
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| 379 | ( x + vec.x ) * 0.5,
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| 380 | ( y + vec.y ) * 0.5 );
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| 381 | }
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| 382 |
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| 383 | /** Returns true if the vector's scalar components are all greater
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| 384 | that the ones of the vector it is compared against.
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| 385 | */
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| 386 | inline bool operator < ( const Vector2& rhs ) const
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| 387 | {
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| 388 | if( x < rhs.x && y < rhs.y )
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| 389 | return true;
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| 390 | return false;
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| 391 | }
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| 392 |
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| 393 | /** Returns true if the vector's scalar components are all smaller
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| 394 | that the ones of the vector it is compared against.
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| 395 | */
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| 396 | inline bool operator > ( const Vector2& rhs ) const
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| 397 | {
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| 398 | if( x > rhs.x && y > rhs.y )
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| 399 | return true;
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| 400 | return false;
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| 401 | }
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| 402 |
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| 403 | /** Sets this vector's components to the minimum of its own and the
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| 404 | ones of the passed in vector.
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| 405 | @remarks
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| 406 | 'Minimum' in this case means the combination of the lowest
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| 407 | value of x, y and z from both vectors. Lowest is taken just
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| 408 | numerically, not magnitude, so -1 < 0.
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| 409 | */
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| 410 | inline void makeFloor( const Vector2& cmp )
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| 411 | {
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| 412 | if( cmp.x < x ) x = cmp.x;
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| 413 | if( cmp.y < y ) y = cmp.y;
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| 414 | }
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| 415 |
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| 416 | /** Sets this vector's components to the maximum of its own and the
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| 417 | ones of the passed in vector.
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| 418 | @remarks
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| 419 | 'Maximum' in this case means the combination of the highest
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| 420 | value of x, y and z from both vectors. Highest is taken just
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| 421 | numerically, not magnitude, so 1 > -3.
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| 422 | */
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| 423 | inline void makeCeil( const Vector2& cmp )
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| 424 | {
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| 425 | if( cmp.x > x ) x = cmp.x;
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| 426 | if( cmp.y > y ) y = cmp.y;
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| 427 | }
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| 428 |
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| 429 | /** Generates a vector perpendicular to this vector (eg an 'up' vector).
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| 430 | @remarks
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| 431 | This method will return a vector which is perpendicular to this
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| 432 | vector. There are an infinite number of possibilities but this
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| 433 | method will guarantee to generate one of them. If you need more
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| 434 | control you should use the Quaternion class.
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| 435 | */
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| 436 | inline Vector2 perpendicular(void) const
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| 437 | {
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| 438 | return Vector2 (-y, x);
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| 439 | }
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| 440 | /** Calculates the 2 dimensional cross-product of 2 vectors, which results
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| 441 | in a single floating point value which is 2 times the area of the triangle.
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| 442 | */
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| 443 | inline Real crossProduct( const Vector2& rkVector ) const
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| 444 | {
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| 445 | return x * rkVector.y - y * rkVector.x;
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| 446 | }
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| 447 | /** Generates a new random vector which deviates from this vector by a
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| 448 | given angle in a random direction.
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| 449 | @remarks
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| 450 | This method assumes that the random number generator has already
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| 451 | been seeded appropriately.
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| 452 | @param
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| 453 | angle The angle at which to deviate in radians
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| 454 | @param
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| 455 | up Any vector perpendicular to this one (which could generated
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| 456 | by cross-product of this vector and any other non-colinear
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| 457 | vector). If you choose not to provide this the function will
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| 458 | derive one on it's own, however if you provide one yourself the
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| 459 | function will be faster (this allows you to reuse up vectors if
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| 460 | you call this method more than once)
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| 461 | @returns
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| 462 | A random vector which deviates from this vector by angle. This
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| 463 | vector will not be normalised, normalise it if you wish
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| 464 | afterwards.
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| 465 | */
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| 466 | inline Vector2 randomDeviant(
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| 467 | Real angle) const
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| 468 | {
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| 469 |
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| 470 | angle *= Math::UnitRandom() * Math::TWO_PI;
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| 471 | Real cosa = cos(angle);
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| 472 | Real sina = sin(angle);
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| 473 | return Vector2(cosa * x - sina * y,
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| 474 | sina * x + cosa * y);
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| 475 | }
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| 476 |
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| 477 | /** Returns true if this vector is zero length. */
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| 478 | inline bool isZeroLength(void) const
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| 479 | {
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| 480 | Real sqlen = (x * x) + (y * y);
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| 481 | return (sqlen < (1e-06 * 1e-06));
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| 482 |
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| 483 | }
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| 484 |
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| 485 | /** As normalise, except that this vector is unaffected and the
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| 486 | normalised vector is returned as a copy. */
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| 487 | inline Vector2 normalisedCopy(void) const
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| 488 | {
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| 489 | Vector2 ret = *this;
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| 490 | ret.normalise();
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| 491 | return ret;
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| 492 | }
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| 493 |
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| 494 | /** Calculates a reflection vector to the plane with the given normal .
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| 495 | @remarks NB assumes 'this' is pointing AWAY FROM the plane, invert if it is not.
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| 496 | */
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| 497 | inline Vector2 reflect(const Vector2& normal) const
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| 498 | {
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| 499 | return Vector2( *this - ( 2 * this->dotProduct(normal) * normal ) );
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| 500 | }
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| 501 |
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| 502 | // special points
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| 503 | static const Vector2 ZERO;
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| 504 | static const Vector2 UNIT_X;
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| 505 | static const Vector2 UNIT_Y;
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| 506 | static const Vector2 NEGATIVE_UNIT_X;
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| 507 | static const Vector2 NEGATIVE_UNIT_Y;
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| 508 | static const Vector2 UNIT_SCALE;
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| 509 |
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| 510 | /** Function for writing to a stream.
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| 511 | */
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| 512 | inline _OgreExport friend std::ostream& operator <<
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| 513 | ( std::ostream& o, const Vector2& v )
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| 514 | {
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| 515 | o << "Vector2(" << v.x << ", " << v.y << ")";
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| 516 | return o;
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| 517 | }
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| 518 |
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| 519 | };
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| 520 |
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| 521 | }
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| 522 | #endif
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