/********************************************************************************
* *
* 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