/******************************************************************************** * * * S i n g 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 FXVEC2F_H #define FXVEC2F_H namespace FX { /// Single-precision 2-element vector class FXAPI FXVec2f { public: FXfloat x; FXfloat y; public: /// Default constructor; value is not initialized FXVec2f(){} /// Initialize from another vector FXVec2f(const FXVec2f& v):x(v.x),y(v.y){} /// Initialize from array of floats FXVec2f(const FXfloat v[]):x(v[0]),y(v[1]){} /// Initialize from components FXVec2f(FXfloat xx,FXfloat yy):x(xx),y(yy){} /// Return a non-const reference to the ith element FXfloat& operator[](FXint i){return (&x)[i];} /// Return a const reference to the ith element const FXfloat& operator[](FXint i) const {return (&x)[i];} /// Assignment FXVec2f& operator=(const FXVec2f& v){x=v.x;y=v.y;return *this;} /// Assignment from array of floats FXVec2f& operator=(const FXfloat v[]){x=v[0];y=v[1];return *this;} /// Set value from another vector FXVec2f& set(const FXVec2f& v){x=v.x;y=v.y;return *this;} /// Set value from array of floats FXVec2f& set(const FXfloat v[]){x=v[0];y=v[1];return *this;} /// Set value from components FXVec2f& set(FXfloat xx,FXfloat yy){x=xx;y=yy;return *this;} /// Assigning operators FXVec2f& operator*=(FXfloat n){ return set(x*n,y*n); } FXVec2f& operator/=(FXfloat n){ return set(x/n,y/n); } /// Element-wise assigning operators FXVec2f& operator+=(const FXVec2f& v){ return set(x+v.x,y+v.y); } FXVec2f& operator-=(const FXVec2f& v){ return set(x-v.x,y-v.y); } FXVec2f& operator%=(const FXVec2f& v){ return set(x*v.x,y*v.y); } FXVec2f& operator/=(const FXVec2f& v){ return set(x/v.x,y/v.y); } /// Conversions operator FXfloat*(){return &x;} operator const FXfloat*() const {return &x;} /// Test if zero FXbool operator!() const { return x==0.0f && y==0.0f; } /// Unary FXVec2f operator+() const { return *this; } FXVec2f operator-() const { return FXVec2f(-x,-y); } /// Length and square of length FXfloat length2() const { return y*y+x*x; } FXfloat length() const { return Math::sqrt(length2()); } /// Destructor ~FXVec2f(){} }; /// Dot product static inline FXfloat operator*(const FXVec2f& a,const FXVec2f& b){ return a.x*b.x+a.y*b.y; } /// Scaling static inline FXVec2f operator*(const FXVec2f& a,FXfloat n){return FXVec2f(a.x*n,a.y*n);} static inline FXVec2f operator*(FXfloat n,const FXVec2f& a){return FXVec2f(n*a.x,n*a.y);} static inline FXVec2f operator/(const FXVec2f& a,FXfloat n){return FXVec2f(a.x/n,a.y/n);} static inline FXVec2f operator/(FXfloat n,const FXVec2f& a){return FXVec2f(n/a.x,n/a.y);} /// Vector and vector addition static inline FXVec2f operator+(const FXVec2f& a,const FXVec2f& b){ return FXVec2f(a.x+b.x,a.y+b.y); } static inline FXVec2f operator-(const FXVec2f& a,const FXVec2f& b){ return FXVec2f(a.x-b.x,a.y-b.y); } /// Element-wise multiply and divide static inline FXVec2f operator%(const FXVec2f& a,const FXVec2f& b){ return FXVec2f(a.x*b.x,a.y*b.y); } static inline FXVec2f operator/(const FXVec2f& a,const FXVec2f& b){ return FXVec2f(a.x/b.x,a.y/b.y); } /// Equality tests static inline FXbool operator==(const FXVec2f& a,FXfloat n){return a.x==n && a.y==n;} static inline FXbool operator!=(const FXVec2f& a,FXfloat n){return a.x!=n || a.y!=n;} static inline FXbool operator==(FXfloat n,const FXVec2f& a){return n==a.x && n==a.y;} static inline FXbool operator!=(FXfloat n,const FXVec2f& a){return n!=a.x || n!=a.y;} /// Equality tests static inline FXbool operator==(const FXVec2f& a,const FXVec2f& b){ return a.x==b.x && a.y==b.y; } static inline FXbool operator!=(const FXVec2f& a,const FXVec2f& b){ return a.x!=b.x || a.y!=b.y; } /// Inequality tests static inline FXbool operator<(const FXVec2f& a,FXfloat n){return a.x(const FXVec2f& a,FXfloat n){return a.x>n && a.y>n;} static inline FXbool operator>=(const FXVec2f& a,FXfloat n){return a.x>=n && a.y>=n;} /// Inequality tests static inline FXbool operator<(FXfloat n,const FXVec2f& a){return n(FXfloat n,const FXVec2f& a){return n>a.x && n>a.y;} static inline FXbool operator>=(FXfloat n,const FXVec2f& a){return n>=a.x && n>=a.y;} /// Inequality tests static inline FXbool operator<(const FXVec2f& a,const FXVec2f& b){ return a.x(const FXVec2f& a,const FXVec2f& b){ return a.x>b.x && a.y>b.y; } static inline FXbool operator>=(const FXVec2f& a,const FXVec2f& b){ return a.x>=b.x && a.y>=b.y; } /// Lowest components static inline FXVec2f lo(const FXVec2f& a,const FXVec2f& b){return FXVec2f(Math::fmin(a.x,b.x),Math::fmin(a.y,b.y));} static inline FXVec2f lo(const FXVec2f& a,FXfloat n){return FXVec2f(Math::fmin(a.x,n),Math::fmin(a.y,n));} static inline FXVec2f lo(FXfloat n,const FXVec2f& b){return FXVec2f(Math::fmin(n,b.x),Math::fmin(n,b.y));} /// Highest components static inline FXVec2f hi(const FXVec2f& a,const FXVec2f& b){return FXVec2f(Math::fmax(a.x,b.x),Math::fmax(a.y,b.y));} static inline FXVec2f hi(const FXVec2f& a,FXfloat n){return FXVec2f(Math::fmax(a.x,n),Math::fmax(a.y,n));} static inline FXVec2f hi(FXfloat n,const FXVec2f& b){return FXVec2f(Math::fmax(n,b.x),Math::fmax(n,b.y));} /// Clamp components of vector between lower and upper limits static inline FXVec2f clamp(FXfloat lower,const FXVec2f& x,FXfloat upper){return hi(lo(x,upper),lower);} /// Clamp components of vector to [-limit...limit] static inline FXVec2f clamp(const FXVec2f& x,FXfloat limit){return hi(lo(x,limit),-limit);} /// Clamp components of vector between lower corner and upper corner static inline FXVec2f clamp(const FXVec2f& lower,const FXVec2f& x,const FXVec2f& upper){return hi(lo(x,upper),lower);} /// Clamp components of vector to [-limit...limit] corners static inline FXVec2f clamp(const FXVec2f& x,const FXVec2f& limit){return hi(lo(x,limit),-limit);} /// Return vector of absolute value of each element static inline FXVec2f abs(const FXVec2f& a){return FXVec2f(Math::fabs(a.x),Math::fabs(a.y));} /// Return maximum component of vector static inline FXfloat max(const FXVec2f& a){ return Math::fmax(a.x,a.y); } /// Return minimum component of vector static inline FXfloat min(const FXVec2f& a){ return Math::fmin(a.x,a.y); } /// Linearly interpolate static inline FXVec2f lerp(const FXVec2f& u,const FXVec2f& v,FXfloat f){return (v-u)*f+u;} /// Normalize vector extern FXAPI FXVec2f normalize(const FXVec2f& v); /// Save vector to a stream extern FXAPI FXStream& operator<<(FXStream& store,const FXVec2f& v); /// Load vector from a stream extern FXAPI FXStream& operator>>(FXStream& store,FXVec2f& v); } #endif