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- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #pragma once
- #include "irrMath.h"
- #include "dimension2d.h"
- #include <functional>
- namespace irr
- {
- namespace core
- {
- //! 2d vector template class with lots of operators and methods.
- /** As of Irrlicht 1.6, this class supersedes position2d, which should
- be considered deprecated. */
- template <class T>
- class vector2d
- {
- public:
- //! Default constructor (null vector)
- constexpr vector2d() :
- X(0), Y(0) {}
- //! Constructor with two different values
- constexpr vector2d(T nx, T ny) :
- X(nx), Y(ny) {}
- //! Constructor with the same value for both members
- explicit constexpr vector2d(T n) :
- X(n), Y(n) {}
- constexpr vector2d(const dimension2d<T> &other) :
- X(other.Width), Y(other.Height) {}
- // operators
- vector2d<T> operator-() const { return vector2d<T>(-X, -Y); }
- vector2d<T> &operator=(const dimension2d<T> &other)
- {
- X = other.Width;
- Y = other.Height;
- return *this;
- }
- vector2d<T> operator+(const vector2d<T> &other) const { return vector2d<T>(X + other.X, Y + other.Y); }
- vector2d<T> operator+(const dimension2d<T> &other) const { return vector2d<T>(X + other.Width, Y + other.Height); }
- vector2d<T> &operator+=(const vector2d<T> &other)
- {
- X += other.X;
- Y += other.Y;
- return *this;
- }
- vector2d<T> operator+(const T v) const { return vector2d<T>(X + v, Y + v); }
- vector2d<T> &operator+=(const T v)
- {
- X += v;
- Y += v;
- return *this;
- }
- vector2d<T> &operator+=(const dimension2d<T> &other)
- {
- X += other.Width;
- Y += other.Height;
- return *this;
- }
- vector2d<T> operator-(const vector2d<T> &other) const { return vector2d<T>(X - other.X, Y - other.Y); }
- vector2d<T> operator-(const dimension2d<T> &other) const { return vector2d<T>(X - other.Width, Y - other.Height); }
- vector2d<T> &operator-=(const vector2d<T> &other)
- {
- X -= other.X;
- Y -= other.Y;
- return *this;
- }
- vector2d<T> operator-(const T v) const { return vector2d<T>(X - v, Y - v); }
- vector2d<T> &operator-=(const T v)
- {
- X -= v;
- Y -= v;
- return *this;
- }
- vector2d<T> &operator-=(const dimension2d<T> &other)
- {
- X -= other.Width;
- Y -= other.Height;
- return *this;
- }
- vector2d<T> operator*(const vector2d<T> &other) const { return vector2d<T>(X * other.X, Y * other.Y); }
- vector2d<T> &operator*=(const vector2d<T> &other)
- {
- X *= other.X;
- Y *= other.Y;
- return *this;
- }
- vector2d<T> operator*(const T v) const { return vector2d<T>(X * v, Y * v); }
- vector2d<T> &operator*=(const T v)
- {
- X *= v;
- Y *= v;
- return *this;
- }
- vector2d<T> operator/(const vector2d<T> &other) const { return vector2d<T>(X / other.X, Y / other.Y); }
- vector2d<T> &operator/=(const vector2d<T> &other)
- {
- X /= other.X;
- Y /= other.Y;
- return *this;
- }
- vector2d<T> operator/(const T v) const { return vector2d<T>(X / v, Y / v); }
- vector2d<T> &operator/=(const T v)
- {
- X /= v;
- Y /= v;
- return *this;
- }
- T &operator[](u32 index)
- {
- _IRR_DEBUG_BREAK_IF(index > 1) // access violation
- return *(&X + index);
- }
- const T &operator[](u32 index) const
- {
- _IRR_DEBUG_BREAK_IF(index > 1) // access violation
- return *(&X + index);
- }
- //! sort in order X, Y.
- constexpr bool operator<=(const vector2d<T> &other) const
- {
- return !(*this > other);
- }
- //! sort in order X, Y.
- constexpr bool operator>=(const vector2d<T> &other) const
- {
- return !(*this < other);
- }
- //! sort in order X, Y.
- constexpr bool operator<(const vector2d<T> &other) const
- {
- return X < other.X || (X == other.X && Y < other.Y);
- }
- //! sort in order X, Y.
- constexpr bool operator>(const vector2d<T> &other) const
- {
- return X > other.X || (X == other.X && Y > other.Y);
- }
- constexpr bool operator==(const vector2d<T> &other) const
- {
- return X == other.X && Y == other.Y;
- }
- constexpr bool operator!=(const vector2d<T> &other) const
- {
- return !(*this == other);
- }
- // functions
- //! Checks if this vector equals the other one.
- /** Takes floating point rounding errors into account.
- \param other Vector to compare with.
- \return True if the two vector are (almost) equal, else false. */
- bool equals(const vector2d<T> &other) const
- {
- return core::equals(X, other.X) && core::equals(Y, other.Y);
- }
- vector2d<T> &set(T nx, T ny)
- {
- X = nx;
- Y = ny;
- return *this;
- }
- vector2d<T> &set(const vector2d<T> &p)
- {
- X = p.X;
- Y = p.Y;
- return *this;
- }
- //! Gets the length of the vector.
- /** \return The length of the vector. */
- T getLength() const { return core::squareroot(X * X + Y * Y); }
- //! Get the squared length of this vector
- /** This is useful because it is much faster than getLength().
- \return The squared length of the vector. */
- T getLengthSQ() const { return X * X + Y * Y; }
- //! Get the dot product of this vector with another.
- /** \param other Other vector to take dot product with.
- \return The dot product of the two vectors. */
- T dotProduct(const vector2d<T> &other) const
- {
- return X * other.X + Y * other.Y;
- }
- //! check if this vector is parallel to another vector
- bool nearlyParallel(const vector2d<T> &other, const T factor = relativeErrorFactor<T>()) const
- {
- // https://eagergames.wordpress.com/2017/04/01/fast-parallel-lines-and-vectors-test/
- // if a || b then a.x/a.y = b.x/b.y (similar triangles)
- // if a || b then either both x are 0 or both y are 0.
- return equalsRelative(X * other.Y, other.X * Y, factor) && // a bit counterintuitive, but makes sure that
- // only y or only x are 0, and at same time deals
- // with the case where one vector is zero vector.
- (X * other.X + Y * other.Y) != 0;
- }
- //! Gets distance from another point.
- /** Here, the vector is interpreted as a point in 2-dimensional space.
- \param other Other vector to measure from.
- \return Distance from other point. */
- T getDistanceFrom(const vector2d<T> &other) const
- {
- return vector2d<T>(X - other.X, Y - other.Y).getLength();
- }
- //! Returns squared distance from another point.
- /** Here, the vector is interpreted as a point in 2-dimensional space.
- \param other Other vector to measure from.
- \return Squared distance from other point. */
- T getDistanceFromSQ(const vector2d<T> &other) const
- {
- return vector2d<T>(X - other.X, Y - other.Y).getLengthSQ();
- }
- //! rotates the point anticlockwise around a center by an amount of degrees.
- /** \param degrees Amount of degrees to rotate by, anticlockwise.
- \param center Rotation center.
- \return This vector after transformation. */
- vector2d<T> &rotateBy(f64 degrees, const vector2d<T> ¢er = vector2d<T>())
- {
- degrees *= DEGTORAD64;
- const f64 cs = cos(degrees);
- const f64 sn = sin(degrees);
- X -= center.X;
- Y -= center.Y;
- set((T)(X * cs - Y * sn), (T)(X * sn + Y * cs));
- X += center.X;
- Y += center.Y;
- return *this;
- }
- //! Normalize the vector.
- /** The null vector is left untouched.
- \return Reference to this vector, after normalization. */
- vector2d<T> &normalize()
- {
- f32 length = (f32)(X * X + Y * Y);
- if (length == 0)
- return *this;
- length = core::reciprocal_squareroot(length);
- X = (T)(X * length);
- Y = (T)(Y * length);
- return *this;
- }
- //! Calculates the angle of this vector in degrees in the trigonometric sense.
- /** 0 is to the right (3 o'clock), values increase counter-clockwise.
- This method has been suggested by Pr3t3nd3r.
- \return Returns a value between 0 and 360. */
- f64 getAngleTrig() const
- {
- if (Y == 0)
- return X < 0 ? 180 : 0;
- else if (X == 0)
- return Y < 0 ? 270 : 90;
- if (Y > 0)
- if (X > 0)
- return atan((irr::f64)Y / (irr::f64)X) * RADTODEG64;
- else
- return 180.0 - atan((irr::f64)Y / -(irr::f64)X) * RADTODEG64;
- else if (X > 0)
- return 360.0 - atan(-(irr::f64)Y / (irr::f64)X) * RADTODEG64;
- else
- return 180.0 + atan(-(irr::f64)Y / -(irr::f64)X) * RADTODEG64;
- }
- //! Calculates the angle of this vector in degrees in the counter trigonometric sense.
- /** 0 is to the right (3 o'clock), values increase clockwise.
- \return Returns a value between 0 and 360. */
- inline f64 getAngle() const
- {
- if (Y == 0) // corrected thanks to a suggestion by Jox
- return X < 0 ? 180 : 0;
- else if (X == 0)
- return Y < 0 ? 90 : 270;
- // don't use getLength here to avoid precision loss with s32 vectors
- // avoid floating-point trouble as sqrt(y*y) is occasionally larger than y, so clamp
- const f64 tmp = core::clamp(Y / sqrt((f64)(X * X + Y * Y)), -1.0, 1.0);
- const f64 angle = atan(core::squareroot(1 - tmp * tmp) / tmp) * RADTODEG64;
- if (X > 0 && Y > 0)
- return angle + 270;
- else if (X > 0 && Y < 0)
- return angle + 90;
- else if (X < 0 && Y < 0)
- return 90 - angle;
- else if (X < 0 && Y > 0)
- return 270 - angle;
- return angle;
- }
- //! Calculates the angle between this vector and another one in degree.
- /** \param b Other vector to test with.
- \return Returns a value between 0 and 90. */
- inline f64 getAngleWith(const vector2d<T> &b) const
- {
- f64 tmp = (f64)(X * b.X + Y * b.Y);
- if (tmp == 0.0)
- return 90.0;
- tmp = tmp / core::squareroot((f64)((X * X + Y * Y) * (b.X * b.X + b.Y * b.Y)));
- if (tmp < 0.0)
- tmp = -tmp;
- if (tmp > 1.0) // avoid floating-point trouble
- tmp = 1.0;
- return atan(sqrt(1 - tmp * tmp) / tmp) * RADTODEG64;
- }
- //! Returns if this vector interpreted as a point is on a line between two other points.
- /** It is assumed that the point is on the line.
- \param begin Beginning vector to compare between.
- \param end Ending vector to compare between.
- \return True if this vector is between begin and end, false if not. */
- bool isBetweenPoints(const vector2d<T> &begin, const vector2d<T> &end) const
- {
- // . end
- // /
- // /
- // /
- // . begin
- // -
- // -
- // . this point (am I inside or outside)?
- //
- if (begin.X != end.X) {
- return ((begin.X <= X && X <= end.X) ||
- (begin.X >= X && X >= end.X));
- } else {
- return ((begin.Y <= Y && Y <= end.Y) ||
- (begin.Y >= Y && Y >= end.Y));
- }
- }
- //! Creates an interpolated vector between this vector and another vector.
- /** \param other The other vector to interpolate with.
- \param d Interpolation value between 0.0f (all the other vector) and 1.0f (all this vector).
- Note that this is the opposite direction of interpolation to getInterpolated_quadratic()
- \return An interpolated vector. This vector is not modified. */
- vector2d<T> getInterpolated(const vector2d<T> &other, f64 d) const
- {
- const f64 inv = 1.0f - d;
- return vector2d<T>((T)(other.X * inv + X * d), (T)(other.Y * inv + Y * d));
- }
- //! Creates a quadratically interpolated vector between this and two other vectors.
- /** \param v2 Second vector to interpolate with.
- \param v3 Third vector to interpolate with (maximum at 1.0f)
- \param d Interpolation value between 0.0f (all this vector) and 1.0f (all the 3rd vector).
- Note that this is the opposite direction of interpolation to getInterpolated() and interpolate()
- \return An interpolated vector. This vector is not modified. */
- vector2d<T> getInterpolated_quadratic(const vector2d<T> &v2, const vector2d<T> &v3, f64 d) const
- {
- // this*(1-d)*(1-d) + 2 * v2 * (1-d) + v3 * d * d;
- const f64 inv = 1.0f - d;
- const f64 mul0 = inv * inv;
- const f64 mul1 = 2.0f * d * inv;
- const f64 mul2 = d * d;
- return vector2d<T>((T)(X * mul0 + v2.X * mul1 + v3.X * mul2),
- (T)(Y * mul0 + v2.Y * mul1 + v3.Y * mul2));
- }
- /*! Test if this point and another 2 points taken as triplet
- are colinear, clockwise, anticlockwise. This can be used also
- to check winding order in triangles for 2D meshes.
- \return 0 if points are colinear, 1 if clockwise, 2 if anticlockwise
- */
- s32 checkOrientation(const vector2d<T> &b, const vector2d<T> &c) const
- {
- // Example of clockwise points
- //
- // ^ Y
- // | A
- // | . .
- // | . .
- // | C.....B
- // +---------------> X
- T val = (b.Y - Y) * (c.X - b.X) -
- (b.X - X) * (c.Y - b.Y);
- if (val == 0)
- return 0; // colinear
- return (val > 0) ? 1 : 2; // clock or counterclock wise
- }
- /*! Returns true if points (a,b,c) are clockwise on the X,Y plane*/
- inline bool areClockwise(const vector2d<T> &b, const vector2d<T> &c) const
- {
- T val = (b.Y - Y) * (c.X - b.X) -
- (b.X - X) * (c.Y - b.Y);
- return val > 0;
- }
- /*! Returns true if points (a,b,c) are counterclockwise on the X,Y plane*/
- inline bool areCounterClockwise(const vector2d<T> &b, const vector2d<T> &c) const
- {
- T val = (b.Y - Y) * (c.X - b.X) -
- (b.X - X) * (c.Y - b.Y);
- return val < 0;
- }
- //! Sets this vector to the linearly interpolated vector between a and b.
- /** \param a first vector to interpolate with, maximum at 1.0f
- \param b second vector to interpolate with, maximum at 0.0f
- \param d Interpolation value between 0.0f (all vector b) and 1.0f (all vector a)
- Note that this is the opposite direction of interpolation to getInterpolated_quadratic()
- */
- vector2d<T> &interpolate(const vector2d<T> &a, const vector2d<T> &b, f64 d)
- {
- X = (T)((f64)b.X + ((a.X - b.X) * d));
- Y = (T)((f64)b.Y + ((a.Y - b.Y) * d));
- return *this;
- }
- //! X coordinate of vector.
- T X;
- //! Y coordinate of vector.
- T Y;
- };
- //! Typedef for f32 2d vector.
- typedef vector2d<f32> vector2df;
- //! Typedef for integer 2d vector.
- typedef vector2d<s32> vector2di;
- template <class S, class T>
- vector2d<T> operator*(const S scalar, const vector2d<T> &vector)
- {
- return vector * scalar;
- }
- // These methods are declared in dimension2d, but need definitions of vector2d
- template <class T>
- dimension2d<T>::dimension2d(const vector2d<T> &other) :
- Width(other.X), Height(other.Y)
- {
- }
- template <class T>
- bool dimension2d<T>::operator==(const vector2d<T> &other) const
- {
- return Width == other.X && Height == other.Y;
- }
- } // end namespace core
- } // end namespace irr
- namespace std
- {
- template <class T>
- struct hash<irr::core::vector2d<T>>
- {
- size_t operator()(const irr::core::vector2d<T> &vec) const
- {
- size_t h1 = hash<T>()(vec.X);
- size_t h2 = hash<T>()(vec.Y);
- return (h1 << (4 * sizeof(h1)) | h1 >> (4 * sizeof(h1))) ^ h2;
- }
- };
- }
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