/*
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
*/
// Copyright 2010 Michael Smith, all rights reserved.
// Derived closely from:
/****************************************
* 2D Vector Classes
* By Bill Perone (billperone@yahoo.com)
* Original: 9-16-2002
* Revised: 19-11-2003
* 18-12-2003
* 06-06-2004
*
* Copyright 2003, This code is provided "as is" and you can use it freely as long as
* credit is given to Bill Perone in the application it is used in
****************************************/
#pragma once
#ifndef MATH_CHECK_INDEXES
#define MATH_CHECK_INDEXES 0
#endif
#include
#include
template
struct Vector2
{
T x, y;
// trivial ctor
constexpr Vector2()
: x(0)
, y(0) {}
// setting ctor
constexpr Vector2(const T x0, const T y0)
: x(x0)
, y(y0) {}
// test for equality
bool operator ==(const Vector2 &v) const;
// test for inequality
bool operator !=(const Vector2 &v) const;
// negation
Vector2 operator -(void) const;
// addition
Vector2 operator +(const Vector2 &v) const;
// subtraction
Vector2 operator -(const Vector2 &v) const;
// uniform scaling
Vector2 operator *(const T num) const;
// uniform scaling
Vector2 operator /(const T num) const;
// addition
Vector2 &operator +=(const Vector2 &v);
// subtraction
Vector2 &operator -=(const Vector2 &v);
// uniform scaling
Vector2 &operator *=(const T num);
// uniform scaling
Vector2 &operator /=(const T num);
// dot product
T operator *(const Vector2 &v) const;
// cross product
T operator %(const Vector2 &v) const;
// computes the angle between this vector and another vector
// returns 0 if the vectors are parallel, and M_PI if they are antiparallel
float angle(const Vector2 &v2) const;
// computes the angle of this vector in radians, from 0 to 2pi,
// from a unit vector(1,0); a (1,1) vector's angle is +M_PI/4
float angle(void) const;
// check if any elements are NAN
bool is_nan(void) const WARN_IF_UNUSED;
// check if any elements are infinity
bool is_inf(void) const WARN_IF_UNUSED;
// check if all elements are zero
bool is_zero(void) const WARN_IF_UNUSED {
return (fabsf(x) < FLT_EPSILON) && (fabsf(y) < FLT_EPSILON);
}
// allow a vector2 to be used as an array, 0 indexed
T & operator[](uint8_t i) {
T *_v = &x;
#if MATH_CHECK_INDEXES
assert(i >= 0 && i < 2);
#endif
return _v[i];
}
const T & operator[](uint8_t i) const {
const T *_v = &x;
#if MATH_CHECK_INDEXES
assert(i >= 0 && i < 2);
#endif
return _v[i];
}
// zero the vector
void zero()
{
x = y = 0;
}
// gets the length of this vector squared
float length_squared() const;
// gets the length of this vector
float length(void) const;
// limit vector to a given length. returns true if vector was limited
bool limit_length(float max_length);
// normalizes this vector
void normalize();
// returns the normalized vector
Vector2 normalized() const;
// reflects this vector about n
void reflect(const Vector2 &n);
// projects this vector onto v
void project(const Vector2 &v);
// returns this vector projected onto v
Vector2 projected(const Vector2 &v);
// adjust position by a given bearing (in degrees) and distance
void offset_bearing(float bearing, float distance);
// rotate vector by angle in radians
void rotate(float angle_rad);
/*
conversion to/from double
*/
Vector2 tofloat() const;
Vector2 todouble() const;
// given a position p1 and a velocity v1 produce a vector
// perpendicular to v1 maximising distance from p1
static Vector2 perpendicular(const Vector2 &pos_delta, const Vector2 &v1);
/*
* Returns the point closest to p on the line segment (v,w).
*
* Comments and implementation taken from
* http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment
*/
static Vector2 closest_point(const Vector2 &p, const Vector2 &v, const Vector2 &w);
/*
* Returns the point closest to p on the line segment (0,w).
*
* this is a simplification of closest point with a general segment, with v=(0,0)
*/
static Vector2 closest_point(const Vector2 &p, const Vector2 &w);
// w1 and w2 define a line segment
// p is a point
// returns the square of the closest distance between the line segment and the point
static float closest_distance_between_line_and_point_squared(const Vector2 &w1,
const Vector2 &w2,
const Vector2 &p);
// w1 and w2 define a line segment
// p is a point
// returns the closest distance between the line segment and the point
static float closest_distance_between_line_and_point(const Vector2 &w1,
const Vector2 &w2,
const Vector2 &p);
// a1->a2 and b2->v2 define two line segments
// returns the square of the closest distance between the two line segments
static float closest_distance_between_lines_squared(const Vector2 &a1,
const Vector2 &a2,
const Vector2 &b1,
const Vector2 &b2);
// w defines a line segment from the origin
// p is a point
// returns the square of the closest distance between the radial and the point
static float closest_distance_between_radial_and_point_squared(const Vector2 &w,
const Vector2 &p);
// w defines a line segment from the origin
// p is a point
// returns the closest distance between the radial and the point
static float closest_distance_between_radial_and_point(const Vector2 &w,
const Vector2 &p);
// find the intersection between two line segments
// returns true if they intersect, false if they do not
// the point of intersection is returned in the intersection argument
static bool segment_intersection(const Vector2& seg1_start, const Vector2& seg1_end, const Vector2& seg2_start, const Vector2& seg2_end, Vector2& intersection) WARN_IF_UNUSED;
// find the intersection between a line segment and a circle
// returns true if they intersect and intersection argument is updated with intersection closest to seg_start
static bool circle_segment_intersection(const Vector2& seg_start, const Vector2& seg_end, const Vector2& circle_center, float radius, Vector2& intersection) WARN_IF_UNUSED;
// check if a point falls on the line segment from seg_start to seg_end
static bool point_on_segment(const Vector2& point,
const Vector2& seg_start,
const Vector2& seg_end) WARN_IF_UNUSED {
const float expected_run = seg_end.x-seg_start.x;
const float intersection_run = point.x-seg_start.x;
// check slopes are identical:
if (fabsf(expected_run) < FLT_EPSILON) {
if (fabsf(intersection_run) > FLT_EPSILON) {
return false;
}
} else {
const float expected_slope = (seg_end.y-seg_start.y)/expected_run;
const float intersection_slope = (point.y-seg_start.y)/intersection_run;
if (fabsf(expected_slope - intersection_slope) > FLT_EPSILON) {
return false;
}
}
// check for presence in bounding box
if (seg_start.x < seg_end.x) {
if (point.x < seg_start.x || point.x > seg_end.x) {
return false;
}
} else {
if (point.x < seg_end.x || point.x > seg_start.x) {
return false;
}
}
if (seg_start.y < seg_end.y) {
if (point.y < seg_start.y || point.y > seg_end.y) {
return false;
}
} else {
if (point.y < seg_end.y || point.y > seg_start.y) {
return false;
}
}
return true;
}
};
typedef Vector2 Vector2i;
typedef Vector2 Vector2ui;
typedef Vector2 Vector2l;
typedef Vector2 Vector2ul;
typedef Vector2 Vector2f;
typedef Vector2 Vector2d;