/******************************************************************************** * * * D o u b l e - P r e c i s i o n 2 - E l e m e n t V e c t o r * * * ********************************************************************************* * Copyright (C) 1994,2024 by Jeroen van der Zijp. All Rights Reserved. * ********************************************************************************* * This library is free software; you can redistribute it and/or modify * * it under the terms of the GNU Lesser General Public License as published by * * the Free Software Foundation; either version 3 of the License, or * * (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public License * * along with this program. If not, see * ********************************************************************************/ #ifndef FXVEC2D_H #define FXVEC2D_H namespace FX { /// Double-precision 2-element vector class FXAPI FXVec2d { public: FXdouble x; FXdouble y; public: /// Default constructor; value is not initialized FXVec2d(){} /// Initialize from another vector FXVec2d(const FXVec2d& v):x(v.x),y(v.y){} /// Initialize from array of doubles FXVec2d(const FXdouble v[]):x(v[0]),y(v[1]){} /// Initialize from components FXVec2d(FXdouble xx,FXdouble yy):x(xx),y(yy){} /// Return a non-const reference to the ith element FXdouble& operator[](FXint i){return (&x)[i];} /// Return a const reference to the ith element const FXdouble& operator[](FXint i) const {return (&x)[i];} /// Assignment FXVec2d& operator=(const FXVec2d& v){x=v.x;y=v.y;return *this;} /// Assignment from array of doubles FXVec2d& operator=(const FXdouble v[]){x=v[0];y=v[1];return *this;} /// Set value from another vector FXVec2d& set(const FXVec2d& v){x=v.x;y=v.y;return *this;} /// Set value from array of doubles FXVec2d& set(const FXdouble v[]){x=v[0];y=v[1];return *this;} /// Set value from components FXVec2d& set(FXdouble xx,FXdouble yy){x=xx;y=yy;return *this;} /// Assigning operators FXVec2d& operator*=(FXdouble n){ return set(x*n,y*n); } FXVec2d& operator/=(FXdouble n){ return set(x/n,y/n); } /// Element-wise assigning operators FXVec2d& operator+=(const FXVec2d& v){ return set(x+v.x,y+v.y); } FXVec2d& operator-=(const FXVec2d& v){ return set(x-v.x,y-v.y); } FXVec2d& operator%=(const FXVec2d& v){ return set(x*v.x,y*v.y); } FXVec2d& operator/=(const FXVec2d& v){ return set(x/v.x,y/v.y); } /// Conversions operator FXdouble*(){return &x;} operator const FXdouble*() const {return &x;} /// Test if zero FXbool operator!() const { return x==0.0 && y==0.0;} /// Unary FXVec2d operator+() const { return *this; } FXVec2d operator-() const { return FXVec2d(-x,-y); } /// Length and square of length FXdouble length2() const { return y*y+x*x; } FXdouble length() const { return Math::sqrt(length2()); } /// Destructor ~FXVec2d(){} }; /// Dot product static inline FXdouble operator*(const FXVec2d& a,const FXVec2d& b){ return a.x*b.x+a.y*b.y; } /// Scaling static inline FXVec2d operator*(const FXVec2d& a,FXdouble n){return FXVec2d(a.x*n,a.y*n);} static inline FXVec2d operator*(FXdouble n,const FXVec2d& a){return FXVec2d(n*a.x,n*a.y);} static inline FXVec2d operator/(const FXVec2d& a,FXdouble n){return FXVec2d(a.x/n,a.y/n);} static inline FXVec2d operator/(FXdouble n,const FXVec2d& a){return FXVec2d(n/a.x,n/a.y);} /// Vector and vector addition static inline FXVec2d operator+(const FXVec2d& a,const FXVec2d& b){ return FXVec2d(a.x+b.x,a.y+b.y); } static inline FXVec2d operator-(const FXVec2d& a,const FXVec2d& b){ return FXVec2d(a.x-b.x,a.y-b.y); } /// Element-wise multiply and divide static inline FXVec2d operator%(const FXVec2d& a,const FXVec2d& b){ return FXVec2d(a.x*b.x,a.y*b.y); } static inline FXVec2d operator/(const FXVec2d& a,const FXVec2d& b){ return FXVec2d(a.x/b.x,a.y/b.y); } /// Equality tests static inline FXbool operator==(const FXVec2d& a,FXdouble n){return a.x==n && a.y==n;} static inline FXbool operator!=(const FXVec2d& a,FXdouble n){return a.x!=n || a.y!=n;} static inline FXbool operator==(FXdouble n,const FXVec2d& a){return n==a.x && n==a.y;} static inline FXbool operator!=(FXdouble n,const FXVec2d& a){return n!=a.x || n!=a.y;} /// Equality tests static inline FXbool operator==(const FXVec2d& a,const FXVec2d& b){ return a.x==b.x && a.y==b.y; } static inline FXbool operator!=(const FXVec2d& a,const FXVec2d& b){ return a.x!=b.x || a.y!=b.y; } /// Inequality tests static inline FXbool operator<(const FXVec2d& a,FXdouble n){return a.x(const FXVec2d& a,FXdouble n){return a.x>n && a.y>n;} static inline FXbool operator>=(const FXVec2d& a,FXdouble n){return a.x>=n && a.y>=n;} /// Inequality tests static inline FXbool operator<(FXdouble n,const FXVec2d& a){return n(FXdouble n,const FXVec2d& a){return n>a.x && n>a.y;} static inline FXbool operator>=(FXdouble n,const FXVec2d& a){return n>=a.x && n>=a.y;} /// Inequality tests static inline FXbool operator<(const FXVec2d& a,const FXVec2d& b){ return a.x(const FXVec2d& a,const FXVec2d& b){ return a.x>b.x && a.y>b.y; } static inline FXbool operator>=(const FXVec2d& a,const FXVec2d& b){ return a.x>=b.x && a.y>=b.y; } /// Lowest components static inline FXVec2d lo(const FXVec2d& a,const FXVec2d& b){return FXVec2d(Math::fmin(a.x,b.x),Math::fmin(a.y,b.y));} static inline FXVec2d lo(const FXVec2d& a,FXdouble n){return FXVec2d(Math::fmin(a.x,n),Math::fmin(a.y,n));} static inline FXVec2d lo(FXdouble n,const FXVec2d& b){return FXVec2d(Math::fmin(n,b.x),Math::fmin(n,b.y));} /// Highest components static inline FXVec2d hi(const FXVec2d& a,const FXVec2d& b){return FXVec2d(Math::fmax(a.x,b.x),Math::fmax(a.y,b.y));} static inline FXVec2d hi(const FXVec2d& a,FXdouble n){return FXVec2d(Math::fmax(a.x,n),Math::fmax(a.y,n));} static inline FXVec2d hi(FXdouble n,const FXVec2d& b){return FXVec2d(Math::fmax(n,b.x),Math::fmax(n,b.y));} /// Clamp components of vector between lower and upper limits static inline FXVec2d clamp(FXdouble lower,const FXVec2d& x,FXdouble upper){return hi(lo(x,upper),lower);} /// Clamp components of vector to [-limit...limit] static inline FXVec2d clamp(const FXVec2d& x,FXdouble limit){return hi(lo(x,limit),-limit);} /// Clamp components of vector between lower corner and upper corner static inline FXVec2d clamp(const FXVec2d& lower,const FXVec2d& x,const FXVec2d& upper){return hi(lo(x,upper),lower);} /// Clamp components of vector to [-limit...limit] corners static inline FXVec2d clamp(const FXVec2d& x,const FXVec2d& limit){return hi(lo(x,limit),-limit);} /// Return vector of absolute value of each element static inline FXVec2d abs(const FXVec2d& a){return FXVec2d(Math::fabs(a.x),Math::fabs(a.y));} /// Return maximum component of vector static inline FXdouble max(const FXVec2d& a){ return Math::fmax(a.x,a.y); } /// Return minimum component of vector static inline FXdouble min(const FXVec2d& a){ return Math::fmin(a.x,a.y); } /// Linearly interpolate static inline FXVec2d lerp(const FXVec2d& u,const FXVec2d& v,FXdouble f){return (v-u)*f+u;} /// Normalize vector extern FXAPI FXVec2d normalize(const FXVec2d& v); /// Save vector to a stream extern FXAPI FXStream& operator<<(FXStream& store,const FXVec2d& v); /// Load vector from a stream extern FXAPI FXStream& operator>>(FXStream& store,FXVec2d& v); } #endif