1 | //////////////////////////////////////////////////////////////////////////////////////////
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2 | // VECTOR2D.h
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3 | // Class declaration for a 2d vector
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4 | // You may use this code however you wish, but if you do, please credit me and
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5 | // provide a link to my website in a readme file or similar
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6 | // Downloaded from: www.paulsprojects.net
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7 | // Created: 6th November 2002
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8 | // Modified: 7th January 2003 - Added QuadraticInterpolate
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9 | //////////////////////////////////////////////////////////////////////////////////////////
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10 |
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11 | #ifndef VECTOR2D_H
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12 | #define VECTOR2D_H
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13 |
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14 | class VECTOR2D
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15 | {
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16 | public:
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17 | //constructors
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18 | VECTOR2D(void) : x(0.0f), y(0.0f)
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19 | {}
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20 |
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21 | VECTOR2D(float newX, float newY): x(newX), y(newY)
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22 | {}
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23 |
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24 | VECTOR2D(const float * rhs) : x(*rhs), y((*rhs)+1)
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25 | {}
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26 |
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27 | VECTOR2D(const VECTOR2D & rhs) : x(rhs.x), y(rhs.y)
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28 | {}
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29 |
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30 | ~VECTOR2D() {} //empty
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31 |
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32 | void Set(float newX, float newY)
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33 | { x=newX; y=newY; }
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34 |
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35 | //Accessors kept for compatibility
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36 | void SetX(float newX) {x = newX;}
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37 | void SetY(float newY) {y = newY;}
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38 |
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39 | float GetX() const {return x;} //public accessor functions
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40 | float GetY() const {return y;} //inline, const
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41 |
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42 | void LoadZero(void);
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43 | void LoadOne(void); //fill with (1, 1)
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44 |
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45 | void Normalize();
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46 | VECTOR2D GetNormalized() const;
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47 |
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48 | float GetLength() const
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49 | { return (float)sqrt((x*x)+(y*y)); }
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50 |
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51 | float GetSquaredLength() const
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52 | { return (x*x)+(y*y); }
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53 |
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54 | //linear interpolate
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55 | VECTOR2D lerp(const VECTOR2D & v2, float factor) const
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56 | { return (*this)*(1.0f-factor) + v2*factor; }
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57 |
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58 | VECTOR2D QuadraticInterpolate(const VECTOR2D & v2, const VECTOR2D & v3, float factor) const
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59 | { return (*this)*(1.0f-factor)*(1.0f-factor) + 2*v2*factor*(1.0f-factor) + v3*factor*factor;}
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60 |
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61 | //overloaded operators
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62 | //binary operators
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63 | VECTOR2D operator+(const VECTOR2D & rhs) const
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64 | { return VECTOR2D(x + rhs.x, y + rhs.y); }
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65 |
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66 | VECTOR2D operator-(const VECTOR2D & rhs) const
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67 | { return VECTOR2D(x - rhs.x, y - rhs.y); }
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68 |
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69 | VECTOR2D operator*(const float rhs) const
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70 | { return VECTOR2D(x*rhs, y*rhs); }
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71 |
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72 | VECTOR2D operator/(const float rhs) const
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73 | { return (rhs==0) ? VECTOR2D(0.0f, 0.0f) : VECTOR2D(x / rhs, y / rhs); }
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74 |
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75 | //multiply by a float, eg 3*v
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76 | friend VECTOR2D operator*(float scaleFactor, const VECTOR2D & rhs);
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77 |
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78 | bool operator==(const VECTOR2D & rhs) const;
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79 | bool operator!=(const VECTOR2D & rhs) const
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80 | { return !((*this)==rhs); }
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81 |
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82 | //self-add etc
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83 | void operator+=(const VECTOR2D & rhs)
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84 | { x+=rhs.x; y+=rhs.y;}
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85 |
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86 | void operator-=(const VECTOR2D & rhs)
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87 | { x-=rhs.x; y-=rhs.y;}
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88 |
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89 | void operator*=(const float rhs)
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90 | { x*=rhs; y*=rhs; }
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91 |
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92 | void operator/=(const float rhs)
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93 | { if(rhs==0.0f)
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94 | return;
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95 | else
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96 | { x/=rhs; y/=rhs; }
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97 | }
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98 |
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99 |
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100 | //unary operators
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101 | VECTOR2D operator-(void) const {return VECTOR2D(-x, -y);}
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102 | VECTOR2D operator+(void) const {return *this;}
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103 |
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104 | //cast to pointer to a (float *) for glVertex3fv etc
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105 | operator float* () const {return (float*) this;}
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106 | operator const float* () const {return (const float*) this;}
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107 |
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108 | //member variables
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109 | float x;
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110 | float y;
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111 | };
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112 |
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113 | #endif //VECTOR2D_H |
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