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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magic Software - www.magic-software.com
*/
#include "Core/precomp.h"
#include "API/Core/Math/vector2.h"
#include <math.h>
#include <float.h>
const CL_Vector2 CL_Vector2::ZERO(0.0f,0.0f);
const CL_Vector2 CL_Vector2::UNIT_X(1.0f,0.0f);
const CL_Vector2 CL_Vector2::UNIT_Y(0.0f,1.0f);
float CL_Vector2::FUZZ = 0.0f;
CL_Vector2::CL_Vector2(float fX, float fY)
{
x = fX;
y = fY;
}
CL_Vector2::CL_Vector2(float afCoordinate[2])
{
x = afCoordinate[0];
y = afCoordinate[1];
}
CL_Vector2::CL_Vector2(const CL_Vector2& rkVector)
{
x = rkVector.x;
y = rkVector.y;
}
CL_Vector2& CL_Vector2::operator=(const CL_Vector2& rkVector)
{
x = rkVector.x;
y = rkVector.y;
return *this;
}
bool CL_Vector2::operator==(const CL_Vector2& rkVector) const
{
if ( FUZZ == 0.0f )
return x == rkVector.x && y == rkVector.y;
else
return fabs(x-rkVector.x) <= FUZZ && fabs(y-rkVector.y) <= FUZZ;
}
bool CL_Vector2::operator!=(const CL_Vector2& rkVector) const
{
if ( FUZZ == 0.0f )
return x != rkVector.x || y != rkVector.y;
else
return fabs(x-rkVector.x) > FUZZ || fabs(y-rkVector.y) > FUZZ;
}
bool CL_Vector2::operator<(const CL_Vector2& rkVector) const
{
float fXTmp = rkVector.x, fYTmp = rkVector.y;
if ( FUZZ > 0.0f )
{
if ( fabs(x - fXTmp) <= FUZZ )
fXTmp = x;
if ( fabs(y - fYTmp) <= FUZZ )
fYTmp = y;
}
// compare y values
unsigned int uiTest0 = *(unsigned int*)&y;
unsigned int uiTest1 = *(unsigned int*)&fYTmp;
if ( uiTest0 < uiTest1 )
return true;
if ( uiTest0 > uiTest1 )
return false;
// compare x values
uiTest0 = *(unsigned int*)&x;
uiTest1 = *(unsigned int*)&fXTmp;
return uiTest0 < uiTest1;
}
bool CL_Vector2::operator<=(const CL_Vector2& rkVector) const
{
float fXTmp = rkVector.x, fYTmp = rkVector.y;
if ( FUZZ > 0.0f )
{
if ( fabs(x - fXTmp) <= FUZZ )
fXTmp = x;
if ( fabs(y - fYTmp) <= FUZZ )
fYTmp = y;
}
// compare y values
unsigned int uiTest0 = *(unsigned int*)&y;
unsigned int uiTest1 = *(unsigned int*)&fYTmp;
if ( uiTest0 < uiTest1 )
return true;
if ( uiTest0 > uiTest1 )
return false;
// compare x values
uiTest0 = *(unsigned int*)&x;
uiTest1 = *(unsigned int*)&fXTmp;
return uiTest0 <= uiTest1;
}
bool CL_Vector2::operator>(const CL_Vector2& rkVector) const
{
float fXTmp = rkVector.x, fYTmp = rkVector.y;
if ( FUZZ > 0.0f )
{
if ( fabs(x - fXTmp) <= FUZZ )
fXTmp = x;
if ( fabs(y - fYTmp) <= FUZZ )
fYTmp = y;
}
// compare y values
unsigned int uiTest0 = *(unsigned int*)&y;
unsigned int uiTest1 = *(unsigned int*)&fYTmp;
if ( uiTest0 > uiTest1 )
return true;
if ( uiTest0 < uiTest1 )
return false;
// compare x values
uiTest0 = *(unsigned int*)&x;
uiTest1 = *(unsigned int*)&fXTmp;
return uiTest0 > uiTest1;
}
bool CL_Vector2::operator>=(const CL_Vector2& rkVector) const
{
float fXTmp = rkVector.x, fYTmp = rkVector.y;
if ( FUZZ > 0.0f )
{
if ( fabs(x - fXTmp) <= FUZZ )
fXTmp = x;
if ( fabs(y - fYTmp) <= FUZZ )
fYTmp = y;
}
// compare y values
unsigned int uiTest0 = *(unsigned int*)&y;
unsigned int uiTest1 = *(unsigned int*)&fYTmp;
if ( uiTest0 > uiTest1 )
return true;
if ( uiTest0 < uiTest1 )
return false;
// compare x values
uiTest0 = *(unsigned int*)&x;
uiTest1 = *(unsigned int*)&fXTmp;
return uiTest0 >= uiTest1;
}
CL_Vector2 CL_Vector2::operator+(const CL_Vector2& rkVector) const
{
return CL_Vector2(x+rkVector.x,y+rkVector.y);
}
CL_Vector2 CL_Vector2::operator-(const CL_Vector2& rkVector) const
{
return CL_Vector2(x-rkVector.x,y-rkVector.y);
}
CL_Vector2 CL_Vector2::operator*(float fScalar) const
{
return CL_Vector2(fScalar*x,fScalar*y);
}
CL_Vector2 CL_Vector2::operator-() const
{
return CL_Vector2(-x,-y);
}
/*
CL_Vector2 Mgc::operator* (float fScalar, const CL_Vector2& rkVector)
{
return CL_Vector2(fScalar*rkVector.x,fScalar*rkVector.y);
}
*/
CL_Vector2 CL_Vector2::operator/(float fScalar) const
{
CL_Vector2 kQuot;
if ( fScalar != 0.0f )
{
float fInvScalar = 1.0f/fScalar;
kQuot.x = fInvScalar*x;
kQuot.y = fInvScalar*y;
return kQuot;
}
else
{
return CL_Vector2(FLT_MAX,FLT_MAX);
}
}
CL_Vector2& CL_Vector2::operator+=(const CL_Vector2& rkVector)
{
x += rkVector.x;
y += rkVector.y;
return *this;
}
CL_Vector2& CL_Vector2::operator-=(const CL_Vector2& rkVector)
{
x -= rkVector.x;
y -= rkVector.y;
return *this;
}
CL_Vector2& CL_Vector2::operator*=(float fScalar)
{
x *= fScalar;
y *= fScalar;
return *this;
}
CL_Vector2& CL_Vector2::operator/=(float fScalar)
{
if ( fScalar != 0.0f )
{
float fInvScalar = 1.0f/fScalar;
x *= fInvScalar;
y *= fInvScalar;
}
else
{
x = FLT_MAX;
y = FLT_MAX;
}
return *this;
}
float CL_Vector2::dot(const CL_Vector2& rkVector) const
{
return x*rkVector.x + y*rkVector.y;
}
float CL_Vector2::length() const
{
#ifdef __APPLE__
return sqrt(x*x +y*y);
#else
return sqrtf(x*x +y*y);
#endif
}
CL_Vector2 CL_Vector2::cross() const
{
return CL_Vector2(y,-x);
}
CL_Vector2 CL_Vector2::unit_cross() const
{
CL_Vector2 kCross(y,-x);
kCross.unitize();
return kCross;
}
float CL_Vector2::unitize(float fTolerance)
{
float fLength = length();
if ( fLength > fTolerance )
{
float fInvLength = 1.0f/fLength;
x *= fInvLength;
y *= fInvLength;
}
else
{
fLength = 0.0f;
}
return fLength;
}
/*
void CL_Vector2::Orthonormalize (CL_Vector2 akVector[2]) // CL_Vector2 akVector[2]
{
// If the input vectors are v0 and v1, then the Gram-Schmidt
// orthonormalization produces vectors u0 and u1 as follows,
//
// u0 = v0/|v0|
// u1 = (v1-(u0*v1)u0)/|v1-(u0*v1)u0|
//
// where |A| indicates length of vector A and A*B indicates dot
// product of vectors A and B.
// compute u0
akVector[0].Unitize();
// compute u1
float fDot0 = akVector[0].Dot(akVector[1]);
akVector[1] -= fDot0*akVector[0];
akVector[1].Unitize();
}
*/
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