/**************************************************************************** Copyright (c) 2007,RadonLabs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #pragma once #ifndef MATH_FLOAT2_H #define MATH_FLOAT2_H //------------------------------------------------------------------------------ /** @class Math::float2 A 2-component float vector class. */ #include "core/types.h" #include "math/scalar.h" //------------------------------------------------------------------------------ namespace Math { class float2 { public: /// default constructor, NOTE: does NOT setup components! float2(); /// construct from values float2(scalar x, scalar y); /// copy constructor float2(const float2& rhs); /// assignment operator void operator=(const float2& rhs); /// flip sign float2 operator-() const; /// inplace add void operator+=(const float2& rhs); /// inplace sub void operator-=(const float2& rhs); /// inplace scalar multiply void operator*=(scalar s); /// add 2 vectors float2 operator+(const float2& rhs) const; /// subtract 2 vectors float2 operator-(const float2& rhs) const; /// multiply with scalar float2 operator*(scalar s) const; /// equality operator bool operator==(const float2& rhs) const; /// inequality operator bool operator!=(const float2& rhs) const; /// set content void set(scalar x, scalar y); /// read/write access to x component scalar& x(); /// read/write access to y component scalar& y(); /// read-only access to x component scalar x() const; /// read-only access to y component scalar y() const; /// return length of vector scalar length() const; /// return squared length of vector scalar lengthsq() const; /// return compononent-wise absolute float2 abs() const; /// return true if any components are non-zero bool any() const; /// return true if all components are non-zero bool all() const; /// return vector made up of largest components of 2 vectors static float2 maximize(const float2& v0, const float2& v1); /// return vector made up of smallest components of 2 vectors static float2 minimize(const float2& v0, const float2& v1); /// return normalized version of vector static float2 normalize(const float2& v); /// set less-then components to non-zero static float2 lt(const float2& v0, const float2& v1); /// set less-or-equal components to non-zero static float2 le(const float2& v0, const float2& v1); /// set greater-then components to non-zero static float2 gt(const float2& v0, const float2& v1); /// set greater-or-equal components to non-zero static float2 ge(const float2& v0, const float2& v1); /// convert to anything template T as() const; protected: scalar X; scalar Y; }; //------------------------------------------------------------------------------ /** */ inline float2::float2() : X(0.0f),Y(0.0f) { // empty } //------------------------------------------------------------------------------ /** */ inline float2::float2(scalar x, scalar y) : X(x), Y(y) { // empty } //------------------------------------------------------------------------------ /** */ inline float2::float2(const float2& rhs) : X(rhs.X), Y(rhs.Y) { // empty } //------------------------------------------------------------------------------ /** */ inline void float2::operator=(const float2& rhs) { this->X = rhs.X; this->Y = rhs.Y; } //------------------------------------------------------------------------------ /** */ inline bool float2::operator==(const float2& rhs) const { return (this->X == rhs.X) && (this->Y == rhs.Y); } //------------------------------------------------------------------------------ /** */ inline bool float2::operator!=(const float2& rhs) const { return (this->X != rhs.X) || (this->Y != rhs.Y); } //------------------------------------------------------------------------------ /** */ inline float2 float2::operator-() const { return float2(-this->X, -this->Y); } //------------------------------------------------------------------------------ /** */ inline float2 float2::operator*(scalar t) const { return float2(this->X * t, this->Y * t); } //------------------------------------------------------------------------------ /** */ inline void float2::operator+=(const float2& rhs) { this->X += rhs.X; this->Y += rhs.Y; } //------------------------------------------------------------------------------ /** */ inline void float2::operator-=(const float2& rhs) { this->X -= rhs.X; this->Y -= rhs.Y; } //------------------------------------------------------------------------------ /** */ inline void float2::operator*=(scalar s) { this->X *= s; this->Y *= s; } //------------------------------------------------------------------------------ /** */ inline float2 float2::operator+(const float2& rhs) const { return float2(this->X + rhs.X, this->Y + rhs.Y); } //------------------------------------------------------------------------------ /** */ inline float2 float2::operator-(const float2& rhs) const { //return float2(this->X + rhs.X, this->Y + rhs.Y); return float2(this->X - rhs.X, this->Y - rhs.Y); } //------------------------------------------------------------------------------ /** */ inline void float2::set(scalar x, scalar y) { this->X = x; this->Y = y; } //------------------------------------------------------------------------------ /** */ inline scalar& float2::x() { return this->X; } //------------------------------------------------------------------------------ /** */ inline scalar float2::x() const { return this->X; } //------------------------------------------------------------------------------ /** */ inline scalar& float2::y() { return this->Y; } //------------------------------------------------------------------------------ /** */ inline scalar float2::y() const { return this->Y; } //------------------------------------------------------------------------------ /** */ inline scalar float2::length() const { return n_sqrt(this->X * this->X + this->Y * this->Y); } //------------------------------------------------------------------------------ /** */ inline scalar float2::lengthsq() const { return this->X * this->X + this->Y * this->Y; } //------------------------------------------------------------------------------ /** */ inline float2 float2::abs() const { return float2(n_abs(this->X), n_abs(this->Y)); } //------------------------------------------------------------------------------ /** */ inline bool float2::any() const { return (this->X != 0.0f) || (this->Y != 0.0f); } //------------------------------------------------------------------------------ /** */ inline bool float2::all() const { return (this->X != 0.0f) && (this->Y != 0.0f); } //------------------------------------------------------------------------------ /** */ inline float2 float2::lt(const float2& v0, const float2& v1) { float2 res; res.X = (v0.X < v1.X) ? 1.0f : 0.0f; res.Y = (v0.Y < v1.Y) ? 1.0f : 0.0f; return res; } //------------------------------------------------------------------------------ /** */ inline float2 float2::le(const float2& v0, const float2& v1) { float2 res; res.X = (v0.X <= v1.X) ? 1.0f : 0.0f; res.Y = (v0.Y <= v1.Y) ? 1.0f : 0.0f; return res; } //------------------------------------------------------------------------------ /** */ inline float2 float2::gt(const float2& v0, const float2& v1) { float2 res; res.X = (v0.X > v1.X) ? 1.0f : 0.0f; res.Y = (v0.Y > v1.Y) ? 1.0f : 0.0f; return res; } //------------------------------------------------------------------------------ /** */ inline float2 float2::ge(const float2& v0, const float2& v1) { float2 res; res.X = (v0.X >= v1.X) ? 1.0f : 0.0f; res.Y = (v0.Y >= v1.Y) ? 1.0f : 0.0f; return res; } //------------------------------------------------------------------------------ /** */ inline float2 float2::normalize(const float2& v) { scalar l = v.length(); if (l > 0.0f) { return float2(v.X / l, v.Y / l); } else { return float2(1.0f, 0.0f); } } //------------------------------------------------------------------------------ /** */ inline float2 float2::maximize(const float2& v0, const float2& v1) { return float2(n_max(v0.X, v1.X), n_max(v0.Y, v1.Y)); } //------------------------------------------------------------------------------ /** */ inline float2 float2::minimize(const float2& v0, const float2& v1) { return float2(n_min(v0.X, v1.X), n_min(v0.Y, v1.Y)); } } // namespace Math //------------------------------------------------------------------------------ #endif