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/*
* $Id: vector.d,v 1.1.1.1 2006/11/19 07:54:55 kenta Exp $
*
* Copyright 2004 Kenta Cho. Some rights reserved.
*/
module abagames.util.vector;
private import std.math;
private import std.string;
private import std.conv;
/**
* 2D vector.
*/
public class Vector {
public:
float x, y;
private:
static Vector rsl;
public static this() {
rsl = new Vector;
}
public this() {
clear();
}
public this(float x, float y) {
this.x = x;
this.y = y;
}
public void clear() {
x = y = 0;
}
public float opMul(Vector v) {
return x * v.x + y * v.y;
}
public Vector getElement(Vector v) {
float ll = v * v;
if (ll > 0.1f) {
float mag = this * v;
rsl.x = mag * x / ll;
rsl.y = mag * y / ll;
} else {
rsl.x = rsl.y = 0;
}
return rsl;
}
public Vector getElement(Vector v, float min, float max) {
float ll = v * v;
if (ll > 0.1f) {
float mag = this * v;
mag /= ll;
rsl.x = mag * x;
rsl.y = mag * y;
} else {
rsl.x = rsl.y = 0;
}
float d = rsl.vctSize();
if (d > 0.1f && d < min)
rsl *= (min / d);
else if (d > max)
rsl *= (max / d);
return rsl;
}
public void opAddAssign(Vector v) {
x += v.x;
y += v.y;
}
public void opSubAssign(Vector v) {
x -= v.x;
y -= v.y;
}
public void opMulAssign(float a) {
x *= a;
y *= a;
}
public void opDivAssign(float a) {
x /= a;
y /= a;
}
public float checkSide(Vector pos1, Vector pos2) {
float xo = pos2.x - pos1.x;
float yo = pos2.y - pos1.y;
if (xo == 0) {
if (yo == 0)
return 0;
if (yo > 0)
return x - pos1.x;
else
return pos1.x - x;
} else if (yo == 0) {
if (xo > 0)
return pos1.y - y;
else
return y - pos1.y;
} else {
if (xo * yo > 0)
return (x - pos1.x) / xo - (y - pos1.y) / yo;
else
return -(x - pos1.x) / xo + (y - pos1.y) / yo;
}
}
public float checkSide(Vector pos1, Vector pos2, Vector ofs) {
float xo = pos2.x - pos1.x;
float yo = pos2.y - pos1.y;
float mx = x + ofs.x;
float my = y + ofs.y;
if (xo == 0) {
if (yo == 0)
return 0;
if (yo > 0)
return mx - pos1.x;
else
return pos1.x - mx;
} else if (yo == 0) {
if (xo > 0)
return pos1.y - my;
else
return my - pos1.y;
} else {
if (xo * yo > 0)
return (mx - pos1.x) / xo - (my - pos1.y) / yo;
else
return -(mx - pos1.x) / xo + (my - pos1.y) / yo;
}
}
public bool checkCross(Vector p, Vector p1, Vector p2, float width) {
float a1x, a1y, a2x, a2y;
if (x < p.x) {
a1x = x - width; a2x = p.x + width;
} else {
a1x = p.x - width; a2x = x + width;
}
if (y < p.y) {
a1y = y - width; a2y = p.y + width;
} else {
a1y = p.y - width; a2y = y + width;
}
float b1x, b1y, b2x, b2y;
if (p2.y < p1.y) {
b1y = p2.y - width; b2y = p1.y + width;
} else {
b1y = p1.y - width; b2y = p2.y + width;
}
if (a2y >= b1y && b2y >= a1y) {
if (p2.x < p1.x) {
b1x = p2.x - width; b2x = p1.x + width;
} else {
b1x = p1.x - width; b2x = p2.x + width;
}
if (a2x >= b1x && b2x >= a1x) {
float a = y - p.y;
float b = p.x - x;
float c = p.x * y - p.y * x;
float d = p2.y - p1.y;
float e = p1.x - p2.x;
float f = p1.x * p2.y - p1.y * p2.x;
float dnm = b * d - a * e;
if (dnm != 0) {
float x = (b*f - c*e) / dnm;
float y = (c*d - a*f) / dnm;
if (a1x <= x && x <= a2x && a1y <= y && y <= a2y &&
b1x <= x && x <= b2x && b1y <= y && y <= b2y)
return true;
}
}
}
return false;
}
public bool checkHitDist(Vector p, Vector pp, float dist) {
float bmvx, bmvy, inaa;
bmvx = pp.x;
bmvy = pp.y;
bmvx -= p.x;
bmvy -= p.y;
inaa = bmvx * bmvx + bmvy * bmvy;
if (inaa > 0.00001) {
float sofsx, sofsy, inab, hd;
sofsx = x;
sofsy = y;
sofsx -= p.x;
sofsy -= p.y;
inab = bmvx * sofsx + bmvy * sofsy;
if (inab >= 0 && inab <= inaa) {
hd = sofsx * sofsx + sofsy * sofsy - inab * inab / inaa;
if (hd >= 0 && hd <= dist)
return true;
}
}
return false;
}
public float vctSize() {
return sqrt(x * x + y * y);
}
public float dist(Vector v) {
return dist(v.x, v.y);
}
public float dist(float px = 0, float py = 0) {
float ax = fabs(x - px);
float ay = fabs(y - py);
if (ax > ay)
return ax + ay / 2;
else
return ay + ax / 2;
}
public float distAcc(Vector v) {
return sqrt((v.x - x) * (v.x - x) + (v.y - y) * (v.y - y));
}
public bool contains(Vector p, float r = 1) {
return contains(p.x, p.y, r);
}
public bool contains(float px, float py, float r = 1) {
if (px >= -x * r && px <= x * r && py >= -y * r && py <= y * r)
return true;
else
return false;
}
public void roll(float d) {
float tx = x * cos(d) - y * sin(d);
y = x * sin(d) + y * cos(d);
x = tx;
}
public override string toString() {
return "(" ~ to!string(x) ~ ", " ~ to!string(y) ~ ")";
}
}
/**
* 3D vector.
*/
public class Vector3 {
public:
float x, y, z;
private:
static Vector3 rsl;
public static this() {
rsl = new Vector3;
}
public this() {
clear();
}
public this(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
}
public void clear() {
x = y = z = 0;
}
public void rollX(float d) {
float ty = y * cos(d) - z * sin(d);
z = y * sin(d) + z * cos(d);
y = ty;
}
public void rollY(float d) {
float tx = x * cos(d) - z * sin(d);
z = x * sin(d) + z * cos(d);
x = tx;
}
public void rollZ(float d) {
float tx = x * cos(d) - y * sin(d);
y = x * sin(d) + y * cos(d);
x = tx;
}
public void blend(Vector3 v1, Vector3 v2, float ratio) {
x = v1.x * ratio + v2.x * (1 - ratio);
y = v1.y * ratio + v2.y * (1 - ratio);
z = v1.z * ratio + v2.z * (1 - ratio);
}
public float vctSize() {
return sqrt(x * x + y * y + z * z);
}
public float dist(Vector3 v) {
return dist(v.x, v.y, v.z);
}
public float dist(float px = 0, float py = 0, float pz = 0) {
float ax = fabs(x - px);
float ay = fabs(y - py);
float az = fabs(z - pz);
float axy;
if (ax > ay)
axy = ax + ay / 2;
else
axy = ay + ax / 2;
if (axy > az)
return axy + az / 2;
else
return az + axy / 2;
}
public Vector3 getElement(Vector3 v) {
float ll = v * v;
if (ll != 0) {
float mag = this * v;
rsl.x = mag * v.x / ll;
rsl.y = mag * v.y / ll;
rsl.z = mag * v.z / ll;
} else {
rsl.x = rsl.y = rsl.z = 0;
}
return rsl;
}
public float opMul(Vector3 v) {
return x * v.x + y * v.y + z * v.z;
}
public void opAddAssign(Vector3 v) {
x += v.x;
y += v.y;
z += v.z;
}
public void opSubAssign(Vector3 v) {
x -= v.x;
y -= v.y;
z -= v.z;
}
public void opMulAssign(float a) {
x *= a;
y *= a;
z *= a;
}
public void opDivAssign(float a) {
x /= a;
y /= a;
z /= a;
}
public override string toString() {
return "(" ~ to!string(x) ~ ", " ~ to!string(y) ~ ", " ~ to!string(z) ~ ")";
}
}
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