Simple Vector Library 1.5 http://www.cs.cmu.edu/~ajw/doc/svl.html
Diff: Vec2.h
- Revision:
- 0:785cff1e5a7c
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Vec2.h Mon Jan 04 15:19:10 2016 +0000 @@ -0,0 +1,373 @@ +/* + File: Vec2.h + + Function: Defines a length-2 vector. + + Author(s): Andrew Willmott + + Copyright: (c) 1995-2001, Andrew Willmott + */ + +#ifndef __Vec2__ +#define __Vec2__ +#include "Constants.h" +#include "Basics.h" + +// --- Vec2 Class ------------------------------------------------------------- + + +class Vec2 +{ +public: + + // Constructors + + Vec2(); + Vec2(double x, double y); // (x, y) + Vec2(const Vec2 &v); // Copy constructor + Vec2(ZeroOrOne k); // v[i] = vl_zero + Vec2(Axis k); // v[k] = 1 + + // Accessor functions + + double &operator [] (Int i); + const double &operator [] (Int i) const; + + Int Elts() const { return(2); }; + double *Ref() const; // Return ptr to data + + // Assignment operators + + Vec2 &operator = (const Vec2 &a); + Vec2 &operator = (ZeroOrOne k); + Vec2 &operator = (Axis k); + + Vec2 &operator += (const Vec2 &a); + Vec2 &operator -= (const Vec2 &a); + Vec2 &operator *= (const Vec2 &a); + Vec2 &operator *= (double s); + Vec2 &operator /= (const Vec2 &a); + Vec2 &operator /= (double s); + + // Comparison operators + + bool operator == (const Vec2 &a) const; // v == a? + bool operator != (const Vec2 &a) const; // v != a? + + // Arithmetic operators + + Vec2 operator + (const Vec2 &a) const; // v + a + Vec2 operator - (const Vec2 &a) const; // v - a + Vec2 operator - () const; // -v + Vec2 operator * (const Vec2 &a) const; // v * a (vx * ax, ...) + Vec2 operator * (double s) const; // v * s + Vec2 operator / (const Vec2 &a) const; // v / a (vx / ax, ...) + Vec2 operator / (double s) const; // v / s + + // Initialisers + + Vec2 &MakeZero(); // Zero vector + Vec2 &MakeUnit(Int i, double k = vl_one); // I[i] + Vec2 &MakeBlock(double k = vl_one); // All-k vector + + Vec2 &Normalise(); // normalise vector + + // Private... + +protected: + + double elt[2]; +}; + + +// --- Vec operators ---------------------------------------------------------- + +inline Vec2 operator * (double s, const Vec2 &v); // s * v +inline double dot(const Vec2 &a, const Vec2 &b); // v . a +inline double len(const Vec2 &v); // || v || +inline double sqrlen(const Vec2 &v); // v . v +inline Vec2 norm(const Vec2 &v); // v / || v || +inline void normalise(Vec2 &v); // v = norm(v) +inline Vec2 cross(const Vec2 &v); // cross prod. + +//std::ostream &operator << (std::ostream &s, const Vec2 &v); +//std::istream &operator >> (std::istream &s, Vec2 &v); + +inline void printVec2(const Vec2 &v); + + +// --- Inlines ---------------------------------------------------------------- + +inline double &Vec2::operator [] (Int i) +{ + CheckRange(i, 0, 2, "(Vec2::[i]) index out of range"); + return(elt[i]); +} + +inline const double &Vec2::operator [] (Int i) const +{ + CheckRange(i, 0, 2, "(Vec2::[i]) index out of range"); + return(elt[i]); +} + +inline Vec2::Vec2() +{ +} + +inline Vec2::Vec2(double x, double y) +{ + elt[0] = x; + elt[1] = y; +} + +inline Vec2::Vec2(const Vec2 &v) +{ + elt[0] = v[0]; + elt[1] = v[1]; +} + +inline double *Vec2::Ref() const +{ + return((double *) elt); +} + +inline Vec2 &Vec2::operator = (const Vec2 &v) +{ + elt[0] = v[0]; + elt[1] = v[1]; + + return(SELF); +} + +inline Vec2 &Vec2::operator += (const Vec2 &v) +{ + elt[0] += v[0]; + elt[1] += v[1]; + + return(SELF); +} + +inline Vec2 &Vec2::operator -= (const Vec2 &v) +{ + elt[0] -= v[0]; + elt[1] -= v[1]; + + return(SELF); +} + +inline Vec2 &Vec2::operator *= (const Vec2 &v) +{ + elt[0] *= v[0]; + elt[1] *= v[1]; + + return(SELF); +} + +inline Vec2 &Vec2::operator *= (double s) +{ + elt[0] *= s; + elt[1] *= s; + + return(SELF); +} + +inline Vec2 &Vec2::operator /= (const Vec2 &v) +{ + elt[0] /= v[0]; + elt[1] /= v[1]; + + return(SELF); +} + +inline Vec2 &Vec2::operator /= (double s) +{ + elt[0] /= s; + elt[1] /= s; + + return(SELF); +} + +inline Vec2 Vec2::operator + (const Vec2 &a) const +{ + Vec2 result; + + result[0] = elt[0] + a[0]; + result[1] = elt[1] + a[1]; + + return(result); +} + +inline Vec2 Vec2::operator - (const Vec2 &a) const +{ + Vec2 result; + + result[0] = elt[0] - a[0]; + result[1] = elt[1] - a[1]; + + return(result); +} + +inline Vec2 Vec2::operator - () const +{ + Vec2 result; + + result[0] = -elt[0]; + result[1] = -elt[1]; + + return(result); +} + +inline Vec2 Vec2::operator * (const Vec2 &a) const +{ + Vec2 result; + + result[0] = elt[0] * a[0]; + result[1] = elt[1] * a[1]; + + return(result); +} + +inline Vec2 Vec2::operator * (double s) const +{ + Vec2 result; + + result[0] = elt[0] * s; + result[1] = elt[1] * s; + + return(result); +} + +inline Vec2 operator * (double s, const Vec2 &v) +{ + return(v * s); +} + +inline Vec2 Vec2::operator / (const Vec2 &a) const +{ + Vec2 result; + + result[0] = elt[0] / a[0]; + result[1] = elt[1] / a[1]; + + return(result); +} + +inline Vec2 Vec2::operator / (double s) const +{ + Vec2 result; + + result[0] = elt[0] / s; + result[1] = elt[1] / s; + + return(result); +} + +inline double dot(const Vec2 &a, const Vec2 &b) +{ + return(a[0] * b[0] + a[1] * b[1]); +} + +inline Vec2 cross(const Vec2 &a) +{ + Vec2 result; + + result[0] = a[1]; + result[1] = -a[0]; + + return(result); +} + +inline double len(const Vec2 &v) +{ + return(sqrt(dot(v, v))); +} + +inline double sqrlen(const Vec2 &v) +{ + return(dot(v, v)); +} + +inline Vec2 norm(const Vec2 &v) +{ + Assert(sqrlen(v) > 0.0, "normalising length-zero vector"); + return(v / len(v)); +} + +inline void normalise(Vec2 &v) +{ + v /= len(v); +} + +inline Vec2 &Vec2::MakeUnit(Int i, double k) +{ + if (i == 0) + { elt[0] = k; elt[1] = vl_zero; } + else if (i == 1) + { elt[0] = vl_zero; elt[1] = k; } + else + _Error("(Vec2::Unit) illegal unit vector"); + return(SELF); +} + +inline Vec2 &Vec2::MakeZero() +{ + elt[0] = vl_zero; elt[1] = vl_zero; + return(SELF); +} + +inline Vec2 &Vec2::MakeBlock(double k) +{ + elt[0] = k; elt[1] = k; + return(SELF); +} + +inline Vec2 &Vec2::Normalise() +{ + Assert(sqrlen(SELF) > 0.0, "normalising length-zero vector"); + SELF /= len(SELF); + return(SELF); +} + + +inline Vec2::Vec2(ZeroOrOne k) +{ + elt[0] = k; + elt[1] = k; +} + +inline Vec2::Vec2(Axis k) +{ + MakeUnit(k, vl_one); +} + +inline Vec2 &Vec2::operator = (ZeroOrOne k) +{ + elt[0] = k; elt[1] = k; + + return(SELF); +} + +inline Vec2 &Vec2::operator = (Axis k) +{ + MakeUnit(k, vl_1); + + return(SELF); +} + +inline bool Vec2::operator == (const Vec2 &a) const +{ + return(elt[0] == a[0] && elt[1] == a[1]); +} + +inline bool Vec2::operator != (const Vec2 &a) const +{ + return(elt[0] != a[0] || elt[1] != a[1]); +} + +inline void printVec2(const Vec2 &v) +{ + printf("[%10f %10f]",v[0],v[1]); +} + + +#endif