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224 lines
6.1 KiB
224 lines
6.1 KiB
// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: nil -*- |
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/* |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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*/ |
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// Copyright 2010 Michael Smith, all rights reserved. |
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// Derived closely from: |
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/**************************************** |
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* 2D Vector Classes |
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* By Bill Perone (billperone@yahoo.com) |
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* Original: 9-16-2002 |
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* Revised: 19-11-2003 |
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* 18-12-2003 |
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* 06-06-2004 |
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* |
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* © 2003, This code is provided "as is" and you can use it freely as long as |
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* credit is given to Bill Perone in the application it is used in |
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****************************************/ |
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#pragma once |
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#include <cmath> |
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template <typename T> |
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struct Vector2 |
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{ |
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T x, y; |
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// trivial ctor |
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constexpr Vector2<T>() |
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: x(0) |
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, y(0) {} |
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// setting ctor |
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constexpr Vector2<T>(const T x0, const T y0) |
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: x(x0) |
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, y(y0) {} |
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// function call operator |
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void operator ()(const T x0, const T y0) |
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{ |
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x= x0; y= y0; |
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} |
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// test for equality |
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bool operator ==(const Vector2<T> &v) const; |
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// test for inequality |
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bool operator !=(const Vector2<T> &v) const; |
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// negation |
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Vector2<T> operator -(void) const; |
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// addition |
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Vector2<T> operator +(const Vector2<T> &v) const; |
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// subtraction |
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Vector2<T> operator -(const Vector2<T> &v) const; |
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// uniform scaling |
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Vector2<T> operator *(const T num) const; |
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// uniform scaling |
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Vector2<T> operator /(const T num) const; |
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// addition |
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Vector2<T> &operator +=(const Vector2<T> &v); |
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// subtraction |
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Vector2<T> &operator -=(const Vector2<T> &v); |
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// uniform scaling |
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Vector2<T> &operator *=(const T num); |
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// uniform scaling |
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Vector2<T> &operator /=(const T num); |
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// dot product |
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T operator *(const Vector2<T> &v) const; |
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// cross product |
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T operator %(const Vector2<T> &v) const; |
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// computes the angle between this vector and another vector |
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float angle(const Vector2<T> &v2) const; |
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// computes the angle in radians between the origin and this vector |
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T angle(void) const; |
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// check if any elements are NAN |
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bool is_nan(void) const; |
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// check if any elements are infinity |
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bool is_inf(void) const; |
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// check if all elements are zero |
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bool is_zero(void) const { return (fabsf(x) < FLT_EPSILON) && (fabsf(y) < FLT_EPSILON); } |
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const T & operator[](uint8_t i) const { |
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const T *_v = &x; |
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#if MATH_CHECK_INDEXES |
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assert(i >= 0 && i < 2); |
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#endif |
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return _v[i]; |
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} |
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// zero the vector |
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void zero() |
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{ |
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x = y = 0; |
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} |
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// gets the length of this vector squared |
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T length_squared() const |
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{ |
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return (T)(*this * *this); |
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} |
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// gets the length of this vector |
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float length(void) const; |
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// normalizes this vector |
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void normalize() |
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{ |
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*this/=length(); |
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} |
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// returns the normalized vector |
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Vector2<T> normalized() const |
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{ |
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return *this/length(); |
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} |
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// reflects this vector about n |
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void reflect(const Vector2<T> &n) |
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{ |
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Vector2<T> orig(*this); |
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project(n); |
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*this= *this*2 - orig; |
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} |
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// projects this vector onto v |
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void project(const Vector2<T> &v) |
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{ |
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*this= v * (*this * v)/(v*v); |
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} |
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// returns this vector projected onto v |
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Vector2<T> projected(const Vector2<T> &v) |
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{ |
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return v * (*this * v)/(v*v); |
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} |
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// given a position p1 and a velocity v1 produce a vector |
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// perpendicular to v1 maximising distance from p1 |
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static Vector2<T> perpendicular(const Vector2<T> &pos_delta, const Vector2<T> &v1) |
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{ |
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Vector2<T> perpendicular1 = Vector2<T>(-v1[1], v1[0]); |
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Vector2<T> perpendicular2 = Vector2<T>(v1[1], -v1[0]); |
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T d1 = perpendicular1 * pos_delta; |
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T d2 = perpendicular2 * pos_delta; |
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if (d1 > d2) { |
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return perpendicular1; |
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} |
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return perpendicular2; |
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} |
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/* |
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* Returns the point closest to p on the line segment (v,w). |
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* |
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* Comments and implementation taken from |
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* http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment |
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*/ |
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static Vector2<T> closest_point(const Vector2<T> &p, const Vector2<T> &v, const Vector2<T> &w) |
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{ |
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// length squared of line segment |
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const float l2 = (v - w).length_squared(); |
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if (l2 < FLT_EPSILON) { |
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// v == w case |
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return v; |
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} |
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// Consider the line extending the segment, parameterized as v + t (w - v). |
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// We find projection of point p onto the line. |
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// It falls where t = [(p-v) . (w-v)] / |w-v|^2 |
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// We clamp t from [0,1] to handle points outside the segment vw. |
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const float t = ((p - v) * (w - v)) / l2; |
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if (t <= 0) { |
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return v; |
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} else if (t >= 1) { |
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return w; |
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} else { |
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return v + (w - v)*t; |
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} |
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} |
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// w defines a line segment from the origin |
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// p is a point |
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// returns the closest distance between the radial and the point |
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static float closest_distance_between_radial_and_point(const Vector2<T> &w, |
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const Vector2<T> &p) |
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{ |
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const Vector2<T> closest = closest_point(p, Vector2<T>(0,0), w); |
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const Vector2<T> delta = closest - p; |
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return delta.length(); |
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} |
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}; |
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typedef Vector2<int16_t> Vector2i; |
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typedef Vector2<uint16_t> Vector2ui; |
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typedef Vector2<int32_t> Vector2l; |
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typedef Vector2<uint32_t> Vector2ul; |
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typedef Vector2<float> Vector2f;
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