Laser Sensing Display for UI interfaces in the real world
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myVectorClass.h@12:0de9cd2bced5, 2012-04-12 (annotated)
- Committer:
- mbedalvaro
- Date:
- Thu Apr 12 08:38:44 2012 +0000
- Revision:
- 12:0de9cd2bced5
- Parent:
- 2:34157ebbf56b
- Child:
- 18:d72935b13858
1) template class vector works fine. This way, I have more memory (by defining a rigid scafold using unsigned shorts). I can now make an elastic blob of at least 50 points. ; ; To do: double buffering (this will again take memory, but it may be ok becaus...
Who changed what in which revision?
User | Revision | Line number | New contents of line |
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mbedalvaro | 0:345b3bc7a0ea | 1 | // class vector2D (for the time being, only 2d): |
mbedalvaro | 0:345b3bc7a0ea | 2 | |
mbedalvaro | 0:345b3bc7a0ea | 3 | #include "mbed.h" |
mbedalvaro | 0:345b3bc7a0ea | 4 | |
mbedalvaro | 0:345b3bc7a0ea | 5 | #ifndef vector2D_H |
mbedalvaro | 0:345b3bc7a0ea | 6 | #define vector2D_H |
mbedalvaro | 0:345b3bc7a0ea | 7 | |
mbedalvaro | 0:345b3bc7a0ea | 8 | #ifndef DEG_TO_RAD |
mbedalvaro | 0:345b3bc7a0ea | 9 | #define DEG_TO_RAD (PI/180.0) |
mbedalvaro | 0:345b3bc7a0ea | 10 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 11 | |
mbedalvaro | 0:345b3bc7a0ea | 12 | #ifndef RAD_TO_DEG |
mbedalvaro | 0:345b3bc7a0ea | 13 | #define RAD_TO_DEG (180.0/PI) |
mbedalvaro | 0:345b3bc7a0ea | 14 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 15 | |
mbedalvaro | 0:345b3bc7a0ea | 16 | #ifndef CW |
mbedalvaro | 0:345b3bc7a0ea | 17 | #define CW 1.0 |
mbedalvaro | 0:345b3bc7a0ea | 18 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 19 | |
mbedalvaro | 0:345b3bc7a0ea | 20 | #ifndef CCW |
mbedalvaro | 0:345b3bc7a0ea | 21 | #define CCW -1.0 |
mbedalvaro | 0:345b3bc7a0ea | 22 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 23 | |
mbedalvaro | 0:345b3bc7a0ea | 24 | #ifndef PI |
mbedalvaro | 0:345b3bc7a0ea | 25 | #define PI 3.14159265889 |
mbedalvaro | 0:345b3bc7a0ea | 26 | #endif |
mbedalvaro | 0:345b3bc7a0ea | 27 | |
mbedalvaro | 12:0de9cd2bced5 | 28 | template <class T> |
mbedalvaro | 0:345b3bc7a0ea | 29 | class vector2D { |
mbedalvaro | 0:345b3bc7a0ea | 30 | |
mbedalvaro | 0:345b3bc7a0ea | 31 | public: |
mbedalvaro | 0:345b3bc7a0ea | 32 | |
mbedalvaro | 0:345b3bc7a0ea | 33 | // Overloaded constructor with parameters: |
mbedalvaro | 12:0de9cd2bced5 | 34 | vector2D( T _x=0.0f, T _y=0.0f ); |
mbedalvaro | 0:345b3bc7a0ea | 35 | |
mbedalvaro | 0:345b3bc7a0ea | 36 | // Explicit setting: |
mbedalvaro | 12:0de9cd2bced5 | 37 | void set( T _x, T _y ); |
mbedalvaro | 0:345b3bc7a0ea | 38 | void set( const vector2D& vec ); |
mbedalvaro | 0:345b3bc7a0ea | 39 | |
mbedalvaro | 0:345b3bc7a0ea | 40 | // Comparison: |
mbedalvaro | 0:345b3bc7a0ea | 41 | bool operator==( const vector2D& vec ); |
mbedalvaro | 0:345b3bc7a0ea | 42 | bool operator!=( const vector2D& vec ); |
mbedalvaro | 0:345b3bc7a0ea | 43 | bool match( const vector2D& vec, float tollerance=0.0001 ); |
mbedalvaro | 0:345b3bc7a0ea | 44 | |
mbedalvaro | 0:345b3bc7a0ea | 45 | // Overloaded operators: |
mbedalvaro | 0:345b3bc7a0ea | 46 | // |
mbedalvaro | 0:345b3bc7a0ea | 47 | void operator=( const vector2D& vec ); // I cannot declare this if we want also operator chaining? |
mbedalvaro | 0:345b3bc7a0ea | 48 | //vector2D & operator=( const vector2D& vec ); // this is to enable operator chaining (vec1=vec2=vec3). |
mbedalvaro | 0:345b3bc7a0ea | 49 | vector2D operator+( const vector2D& vec ) const; |
mbedalvaro | 0:345b3bc7a0ea | 50 | vector2D& operator+=( const vector2D& vec ); // why it has an output? for doing vec1=vec2+=vec3? YES!!! (operator chaining). |
mbedalvaro | 0:345b3bc7a0ea | 51 | vector2D operator-( const vector2D& vec ) const; |
mbedalvaro | 0:345b3bc7a0ea | 52 | vector2D& operator-=( const vector2D& vec ); |
mbedalvaro | 0:345b3bc7a0ea | 53 | vector2D operator*( const vector2D& vec ) const; |
mbedalvaro | 0:345b3bc7a0ea | 54 | vector2D& operator*=( const vector2D& vec ); |
mbedalvaro | 0:345b3bc7a0ea | 55 | vector2D operator/( const vector2D& vec ) const; |
mbedalvaro | 0:345b3bc7a0ea | 56 | vector2D& operator/=( const vector2D& vec ); |
mbedalvaro | 0:345b3bc7a0ea | 57 | |
mbedalvaro | 0:345b3bc7a0ea | 58 | //operator overloading for float: |
mbedalvaro | 12:0de9cd2bced5 | 59 | void operator=( const T f); // I cannot declare this if we want also operator chaining? |
mbedalvaro | 0:345b3bc7a0ea | 60 | //vector2D & operator=( const float& val ); // to allow operator chaining |
mbedalvaro | 12:0de9cd2bced5 | 61 | vector2D operator+( const T f ) const; |
mbedalvaro | 12:0de9cd2bced5 | 62 | vector2D& operator+=( const T f ); |
mbedalvaro | 12:0de9cd2bced5 | 63 | vector2D operator-( const T f ) const; |
mbedalvaro | 12:0de9cd2bced5 | 64 | vector2D& operator-=( const T f ); |
mbedalvaro | 0:345b3bc7a0ea | 65 | vector2D operator-() const; |
mbedalvaro | 12:0de9cd2bced5 | 66 | |
mbedalvaro | 12:0de9cd2bced5 | 67 | |
mbedalvaro | 12:0de9cd2bced5 | 68 | // multiplication by a scalar: |
mbedalvaro | 12:0de9cd2bced5 | 69 | vector2D operator*( const T f ) const; |
mbedalvaro | 12:0de9cd2bced5 | 70 | vector2D& operator*=( const T f ); |
mbedalvaro | 12:0de9cd2bced5 | 71 | vector2D operator/( const T f ) const; |
mbedalvaro | 12:0de9cd2bced5 | 72 | vector2D& operator/=( const T f ); |
mbedalvaro | 0:345b3bc7a0ea | 73 | |
mbedalvaro | 0:345b3bc7a0ea | 74 | // Distance (between end points of two vector2Ds): |
mbedalvaro | 0:345b3bc7a0ea | 75 | float distance( const vector2D& pnt) const; |
mbedalvaro | 0:345b3bc7a0ea | 76 | float squareDistance( const vector2D& pnt ) const; |
mbedalvaro | 0:345b3bc7a0ea | 77 | |
mbedalvaro | 0:345b3bc7a0ea | 78 | // Length of vector2D (norm): |
mbedalvaro | 0:345b3bc7a0ea | 79 | float length() const; |
mbedalvaro | 0:345b3bc7a0ea | 80 | float squareLength() const; // faster, no sqrt |
mbedalvaro | 0:345b3bc7a0ea | 81 | |
mbedalvaro | 0:345b3bc7a0ea | 82 | // Scaling: |
mbedalvaro | 0:345b3bc7a0ea | 83 | vector2D getScaled( const float length ) const; |
mbedalvaro | 0:345b3bc7a0ea | 84 | vector2D& scale( const float length ); |
mbedalvaro | 0:345b3bc7a0ea | 85 | |
mbedalvaro | 0:345b3bc7a0ea | 86 | // Normalization: |
mbedalvaro | 0:345b3bc7a0ea | 87 | vector2D getNormalized() const; |
mbedalvaro | 0:345b3bc7a0ea | 88 | vector2D& normalize(); |
mbedalvaro | 0:345b3bc7a0ea | 89 | |
mbedalvaro | 0:345b3bc7a0ea | 90 | // Perpendicular normalized vector2D. |
mbedalvaro | 0:345b3bc7a0ea | 91 | vector2D getPerpendicularNormed(int orientation) const; |
mbedalvaro | 0:345b3bc7a0ea | 92 | vector2D& perpendicular(int orientation); |
mbedalvaro | 0:345b3bc7a0ea | 93 | |
mbedalvaro | 0:345b3bc7a0ea | 94 | // Rotation |
mbedalvaro | 0:345b3bc7a0ea | 95 | vector2D getRotatedDeg( float angle ) const; |
mbedalvaro | 0:345b3bc7a0ea | 96 | vector2D getRotatedRad( float angle ) const; |
mbedalvaro | 0:345b3bc7a0ea | 97 | vector2D& rotateDeg( float angle ); |
mbedalvaro | 0:345b3bc7a0ea | 98 | vector2D& rotateRad( float angle ); |
mbedalvaro | 0:345b3bc7a0ea | 99 | |
mbedalvaro | 0:345b3bc7a0ea | 100 | //vector2D product (for 3d vector2Ds - for 2d vector2Ds, something like this is just the "angle" between them): |
mbedalvaro | 0:345b3bc7a0ea | 101 | //vector2D getvector2DProduct(const vector2D& vec) const; |
mbedalvaro | 0:345b3bc7a0ea | 102 | //vector2D& vector2DProduct(const vector2D& vec) const; |
mbedalvaro | 0:345b3bc7a0ea | 103 | |
mbedalvaro | 0:345b3bc7a0ea | 104 | //Angle (deg) between two vector2Ds (using atan2, so between -180 and 180) |
mbedalvaro | 0:345b3bc7a0ea | 105 | float angleDeg( const vector2D& vec ) const; |
mbedalvaro | 0:345b3bc7a0ea | 106 | float angleRad( const vector2D& vec ) const; |
mbedalvaro | 0:345b3bc7a0ea | 107 | float angleDegHoriz( ) const; // particular case when the second vector is just (1,0) |
mbedalvaro | 0:345b3bc7a0ea | 108 | |
mbedalvaro | 0:345b3bc7a0ea | 109 | //Dot Product: |
mbedalvaro | 0:345b3bc7a0ea | 110 | float dot( const vector2D& vec ) const; |
mbedalvaro | 0:345b3bc7a0ea | 111 | |
mbedalvaro | 0:345b3bc7a0ea | 112 | // ================================================================= |
mbedalvaro | 0:345b3bc7a0ea | 113 | |
mbedalvaro | 0:345b3bc7a0ea | 114 | // Actual variables: |
mbedalvaro | 12:0de9cd2bced5 | 115 | T x, y; // or make a class "point" |
mbedalvaro | 0:345b3bc7a0ea | 116 | |
mbedalvaro | 0:345b3bc7a0ea | 117 | }; |
mbedalvaro | 0:345b3bc7a0ea | 118 | |
mbedalvaro | 0:345b3bc7a0ea | 119 | ///////////////// |
mbedalvaro | 0:345b3bc7a0ea | 120 | // Implementation |
mbedalvaro | 0:345b3bc7a0ea | 121 | ///////////////// |
mbedalvaro | 0:345b3bc7a0ea | 122 | |
mbedalvaro | 12:0de9cd2bced5 | 123 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 124 | inline vector2D<T>::vector2D( T _x, T _y ) { |
mbedalvaro | 12:0de9cd2bced5 | 125 | x = _x; y = _y; |
mbedalvaro | 0:345b3bc7a0ea | 126 | } |
mbedalvaro | 0:345b3bc7a0ea | 127 | |
mbedalvaro | 12:0de9cd2bced5 | 128 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 129 | inline void vector2D<T>::set( T _x, T _y ) { |
mbedalvaro | 12:0de9cd2bced5 | 130 | x = _x; y = _y; |
mbedalvaro | 0:345b3bc7a0ea | 131 | } |
mbedalvaro | 0:345b3bc7a0ea | 132 | |
mbedalvaro | 12:0de9cd2bced5 | 133 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 134 | inline void vector2D<T>::set( const vector2D<T>& vec ) { |
mbedalvaro | 12:0de9cd2bced5 | 135 | x=vec.x; y=vec.y; |
mbedalvaro | 0:345b3bc7a0ea | 136 | } |
mbedalvaro | 0:345b3bc7a0ea | 137 | |
mbedalvaro | 12:0de9cd2bced5 | 138 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 139 | inline bool vector2D<T>::operator==( const vector2D<T>& vec ) { |
mbedalvaro | 0:345b3bc7a0ea | 140 | return (x == vec.x) && (y == vec.y); |
mbedalvaro | 0:345b3bc7a0ea | 141 | } |
mbedalvaro | 0:345b3bc7a0ea | 142 | |
mbedalvaro | 12:0de9cd2bced5 | 143 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 144 | inline bool vector2D<T>::operator!=( const vector2D<T>& vec ) { |
mbedalvaro | 0:345b3bc7a0ea | 145 | return (x != vec.x) || (y != vec.y); |
mbedalvaro | 0:345b3bc7a0ea | 146 | } |
mbedalvaro | 0:345b3bc7a0ea | 147 | |
mbedalvaro | 12:0de9cd2bced5 | 148 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 149 | inline bool vector2D<T>::match( const vector2D<T>& vec, float tolerance ) { |
mbedalvaro | 12:0de9cd2bced5 | 150 | return (abs(x - vec.x) < tolerance)&& (abs(y - vec.y) < tolerance); |
mbedalvaro | 0:345b3bc7a0ea | 151 | } |
mbedalvaro | 0:345b3bc7a0ea | 152 | |
mbedalvaro | 0:345b3bc7a0ea | 153 | |
mbedalvaro | 0:345b3bc7a0ea | 154 | /* |
mbedalvaro | 0:345b3bc7a0ea | 155 | inline vector2D & operator=( const vector2D& vec ){ // returning a reference to the vector2D object for allowing operator chaining |
mbedalvaro | 0:345b3bc7a0ea | 156 | x = vec.x; |
mbedalvaro | 0:345b3bc7a0ea | 157 | y = vec.y; |
mbedalvaro | 0:345b3bc7a0ea | 158 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 159 | } |
mbedalvaro | 0:345b3bc7a0ea | 160 | */ |
mbedalvaro | 0:345b3bc7a0ea | 161 | |
mbedalvaro | 12:0de9cd2bced5 | 162 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 163 | inline void vector2D<T>::operator=( const vector2D<T>& vec ){ |
mbedalvaro | 12:0de9cd2bced5 | 164 | x = vec.x; y = vec.y; |
mbedalvaro | 0:345b3bc7a0ea | 165 | } |
mbedalvaro | 0:345b3bc7a0ea | 166 | |
mbedalvaro | 12:0de9cd2bced5 | 167 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 168 | inline vector2D<T> vector2D<T>::operator+( const vector2D<T>& vec ) const { |
mbedalvaro | 12:0de9cd2bced5 | 169 | return vector2D<T>( x+vec.x, y+vec.y); |
mbedalvaro | 0:345b3bc7a0ea | 170 | } |
mbedalvaro | 0:345b3bc7a0ea | 171 | |
mbedalvaro | 12:0de9cd2bced5 | 172 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 173 | inline vector2D<T>& vector2D<T>::operator+=( const vector2D<T>& vec ) { |
mbedalvaro | 0:345b3bc7a0ea | 174 | x += vec.x; |
mbedalvaro | 0:345b3bc7a0ea | 175 | y += vec.y; |
mbedalvaro | 0:345b3bc7a0ea | 176 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 177 | } |
mbedalvaro | 0:345b3bc7a0ea | 178 | |
mbedalvaro | 12:0de9cd2bced5 | 179 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 180 | inline vector2D<T> vector2D<T>::operator-( const vector2D<T>& vec ) const { |
mbedalvaro | 12:0de9cd2bced5 | 181 | return vector2D<T>(x-vec.x, y-vec.y); |
mbedalvaro | 0:345b3bc7a0ea | 182 | } |
mbedalvaro | 0:345b3bc7a0ea | 183 | |
mbedalvaro | 12:0de9cd2bced5 | 184 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 185 | inline vector2D<T>& vector2D<T>::operator-=( const vector2D<T>& vec ) { |
mbedalvaro | 0:345b3bc7a0ea | 186 | x -= vec.x; |
mbedalvaro | 0:345b3bc7a0ea | 187 | y -= vec.y; |
mbedalvaro | 0:345b3bc7a0ea | 188 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 189 | } |
mbedalvaro | 0:345b3bc7a0ea | 190 | |
mbedalvaro | 12:0de9cd2bced5 | 191 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 192 | inline vector2D<T> vector2D<T>::operator*( const vector2D<T>& vec ) const { |
mbedalvaro | 12:0de9cd2bced5 | 193 | return vector2D<T>(x*vec.x, y*vec.y); |
mbedalvaro | 0:345b3bc7a0ea | 194 | } |
mbedalvaro | 0:345b3bc7a0ea | 195 | |
mbedalvaro | 12:0de9cd2bced5 | 196 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 197 | inline vector2D<T>& vector2D<T>::operator*=( const vector2D<T>& vec ) { |
mbedalvaro | 0:345b3bc7a0ea | 198 | x*=vec.x; |
mbedalvaro | 0:345b3bc7a0ea | 199 | y*=vec.y; |
mbedalvaro | 0:345b3bc7a0ea | 200 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 201 | } |
mbedalvaro | 0:345b3bc7a0ea | 202 | |
mbedalvaro | 12:0de9cd2bced5 | 203 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 204 | inline vector2D<T> vector2D<T>::operator/( const vector2D<T>& vec ) const { |
mbedalvaro | 12:0de9cd2bced5 | 205 | return vector2D<T>( vec.x!=0 ? x/vec.x : x , vec.y!=0 ? y/vec.y : y); |
mbedalvaro | 0:345b3bc7a0ea | 206 | } |
mbedalvaro | 0:345b3bc7a0ea | 207 | |
mbedalvaro | 12:0de9cd2bced5 | 208 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 209 | inline vector2D<T>& vector2D<T>::operator/=( const vector2D<T>& vec ) { |
mbedalvaro | 0:345b3bc7a0ea | 210 | vec.x!=0 ? x/=vec.x : x; |
mbedalvaro | 0:345b3bc7a0ea | 211 | vec.y!=0 ? y/=vec.y : y; |
mbedalvaro | 0:345b3bc7a0ea | 212 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 213 | } |
mbedalvaro | 0:345b3bc7a0ea | 214 | |
mbedalvaro | 0:345b3bc7a0ea | 215 | //operator overloading for float: |
mbedalvaro | 0:345b3bc7a0ea | 216 | /* |
mbedalvaro | 12:0de9cd2bced5 | 217 | inline vector2D<T> & operator=( const float& val ){ |
mbedalvaro | 0:345b3bc7a0ea | 218 | x = val; |
mbedalvaro | 0:345b3bc7a0ea | 219 | y = val; |
mbedalvaro | 0:345b3bc7a0ea | 220 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 221 | } |
mbedalvaro | 0:345b3bc7a0ea | 222 | */ |
mbedalvaro | 0:345b3bc7a0ea | 223 | |
mbedalvaro | 12:0de9cd2bced5 | 224 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 225 | inline void vector2D<T>::operator=( const T f){ |
mbedalvaro | 12:0de9cd2bced5 | 226 | x = f; y = f; |
mbedalvaro | 0:345b3bc7a0ea | 227 | } |
mbedalvaro | 0:345b3bc7a0ea | 228 | |
mbedalvaro | 12:0de9cd2bced5 | 229 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 230 | inline vector2D<T> vector2D<T>::operator+( const T f ) const { |
mbedalvaro | 12:0de9cd2bced5 | 231 | return vector2D<T>( x+f, y+f); |
mbedalvaro | 0:345b3bc7a0ea | 232 | } |
mbedalvaro | 0:345b3bc7a0ea | 233 | |
mbedalvaro | 12:0de9cd2bced5 | 234 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 235 | inline vector2D<T>& vector2D<T>::operator+=( const T f ) { |
mbedalvaro | 12:0de9cd2bced5 | 236 | x += f; y += f; |
mbedalvaro | 0:345b3bc7a0ea | 237 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 238 | } |
mbedalvaro | 0:345b3bc7a0ea | 239 | |
mbedalvaro | 12:0de9cd2bced5 | 240 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 241 | inline vector2D<T> vector2D<T>::operator-( const T f ) const { |
mbedalvaro | 12:0de9cd2bced5 | 242 | return vector2D<T>( x-f, y-f); |
mbedalvaro | 0:345b3bc7a0ea | 243 | } |
mbedalvaro | 0:345b3bc7a0ea | 244 | |
mbedalvaro | 12:0de9cd2bced5 | 245 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 246 | inline vector2D<T>& vector2D<T>::operator-=( const T f ) { |
mbedalvaro | 12:0de9cd2bced5 | 247 | x -= f; y -= f; |
mbedalvaro | 0:345b3bc7a0ea | 248 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 249 | } |
mbedalvaro | 0:345b3bc7a0ea | 250 | |
mbedalvaro | 12:0de9cd2bced5 | 251 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 252 | inline vector2D<T> vector2D<T>::operator-() const { |
mbedalvaro | 12:0de9cd2bced5 | 253 | return vector2D<T>(-x, -y); |
mbedalvaro | 0:345b3bc7a0ea | 254 | } |
mbedalvaro | 0:345b3bc7a0ea | 255 | |
mbedalvaro | 12:0de9cd2bced5 | 256 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 257 | inline vector2D<T> vector2D<T>::operator*( const T f ) const { |
mbedalvaro | 12:0de9cd2bced5 | 258 | return vector2D<T>(x*f, y*f); |
mbedalvaro | 0:345b3bc7a0ea | 259 | } |
mbedalvaro | 0:345b3bc7a0ea | 260 | |
mbedalvaro | 12:0de9cd2bced5 | 261 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 262 | inline vector2D<T>& vector2D<T>::operator*=( const T f ) { |
mbedalvaro | 12:0de9cd2bced5 | 263 | x*=f; y*=f; |
mbedalvaro | 0:345b3bc7a0ea | 264 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 265 | } |
mbedalvaro | 0:345b3bc7a0ea | 266 | |
mbedalvaro | 12:0de9cd2bced5 | 267 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 268 | inline vector2D<T> vector2D<T>::operator/( const T f ) const { |
mbedalvaro | 0:345b3bc7a0ea | 269 | //cout << "here" << endl; |
mbedalvaro | 12:0de9cd2bced5 | 270 | if(f == 0) return vector2D<T>(x, y); |
mbedalvaro | 12:0de9cd2bced5 | 271 | return vector2D<T>(x/f, y/f); |
mbedalvaro | 0:345b3bc7a0ea | 272 | } |
mbedalvaro | 0:345b3bc7a0ea | 273 | |
mbedalvaro | 12:0de9cd2bced5 | 274 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 275 | inline vector2D<T>& vector2D<T>::operator/=( const T f ) { |
mbedalvaro | 0:345b3bc7a0ea | 276 | if(f == 0) return *this; |
mbedalvaro | 12:0de9cd2bced5 | 277 | x/=f; y/=f; |
mbedalvaro | 0:345b3bc7a0ea | 278 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 279 | } |
mbedalvaro | 0:345b3bc7a0ea | 280 | |
mbedalvaro | 12:0de9cd2bced5 | 281 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 282 | inline vector2D<T> vector2D<T>::getScaled( const float length ) const { |
mbedalvaro | 0:345b3bc7a0ea | 283 | float l = (float)sqrt(x*x + y*y); |
mbedalvaro | 0:345b3bc7a0ea | 284 | if( l > 0 ) |
mbedalvaro | 12:0de9cd2bced5 | 285 | return vector2D<T>( (x/l)*length, (y/l)*length ); |
mbedalvaro | 0:345b3bc7a0ea | 286 | else |
mbedalvaro | 12:0de9cd2bced5 | 287 | return vector2D<T>(); |
mbedalvaro | 0:345b3bc7a0ea | 288 | } |
mbedalvaro | 0:345b3bc7a0ea | 289 | |
mbedalvaro | 12:0de9cd2bced5 | 290 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 291 | inline vector2D<T>& vector2D<T>::scale( const float length ) { |
mbedalvaro | 0:345b3bc7a0ea | 292 | float l = (float)sqrt(x*x + y*y); |
mbedalvaro | 0:345b3bc7a0ea | 293 | if (l > 0) { |
mbedalvaro | 0:345b3bc7a0ea | 294 | x = (x/l)*length; |
mbedalvaro | 0:345b3bc7a0ea | 295 | y = (y/l)*length; |
mbedalvaro | 0:345b3bc7a0ea | 296 | } |
mbedalvaro | 0:345b3bc7a0ea | 297 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 298 | } |
mbedalvaro | 0:345b3bc7a0ea | 299 | |
mbedalvaro | 0:345b3bc7a0ea | 300 | // Rotation |
mbedalvaro | 0:345b3bc7a0ea | 301 | // |
mbedalvaro | 0:345b3bc7a0ea | 302 | // |
mbedalvaro | 0:345b3bc7a0ea | 303 | |
mbedalvaro | 12:0de9cd2bced5 | 304 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 305 | inline vector2D<T> vector2D<T>::getRotatedDeg( float angle ) const { |
mbedalvaro | 0:345b3bc7a0ea | 306 | float a = (float)(angle*DEG_TO_RAD); |
mbedalvaro | 12:0de9cd2bced5 | 307 | return vector2D<T>( x*cos(a) - y*sin(a), |
mbedalvaro | 0:345b3bc7a0ea | 308 | x*sin(a) + y*cos(a) ); |
mbedalvaro | 0:345b3bc7a0ea | 309 | } |
mbedalvaro | 0:345b3bc7a0ea | 310 | |
mbedalvaro | 12:0de9cd2bced5 | 311 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 312 | inline vector2D<T> vector2D<T>::getRotatedRad( float angle ) const { |
mbedalvaro | 0:345b3bc7a0ea | 313 | float a = angle; |
mbedalvaro | 12:0de9cd2bced5 | 314 | return vector2D<T>( x*cos(a) - y*sin(a), |
mbedalvaro | 0:345b3bc7a0ea | 315 | x*sin(a) + y*cos(a) ); |
mbedalvaro | 0:345b3bc7a0ea | 316 | } |
mbedalvaro | 0:345b3bc7a0ea | 317 | |
mbedalvaro | 12:0de9cd2bced5 | 318 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 319 | inline vector2D<T>& vector2D<T>::rotateDeg( float angle ) { |
mbedalvaro | 0:345b3bc7a0ea | 320 | float a = (float)(angle * DEG_TO_RAD); |
mbedalvaro | 0:345b3bc7a0ea | 321 | float xrot = x*cos(a) - y*sin(a); |
mbedalvaro | 0:345b3bc7a0ea | 322 | y = x*sin(a) + y*cos(a); |
mbedalvaro | 0:345b3bc7a0ea | 323 | x = xrot; |
mbedalvaro | 0:345b3bc7a0ea | 324 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 325 | } |
mbedalvaro | 0:345b3bc7a0ea | 326 | |
mbedalvaro | 12:0de9cd2bced5 | 327 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 328 | inline vector2D<T>& vector2D<T>::rotateRad( float angle ) { |
mbedalvaro | 0:345b3bc7a0ea | 329 | float a = angle; |
mbedalvaro | 0:345b3bc7a0ea | 330 | float xrot = x*cos(a) - y*sin(a); |
mbedalvaro | 0:345b3bc7a0ea | 331 | y = x*sin(a) + y*cos(a); |
mbedalvaro | 0:345b3bc7a0ea | 332 | x = xrot; |
mbedalvaro | 0:345b3bc7a0ea | 333 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 334 | } |
mbedalvaro | 0:345b3bc7a0ea | 335 | |
mbedalvaro | 12:0de9cd2bced5 | 336 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 337 | inline float vector2D<T>::distance( const vector2D<T>& pnt) const { |
mbedalvaro | 0:345b3bc7a0ea | 338 | float vx = x-pnt.x; |
mbedalvaro | 0:345b3bc7a0ea | 339 | float vy = y-pnt.y; |
mbedalvaro | 0:345b3bc7a0ea | 340 | return (float)sqrt(vx*vx + vy*vy); |
mbedalvaro | 0:345b3bc7a0ea | 341 | } |
mbedalvaro | 0:345b3bc7a0ea | 342 | |
mbedalvaro | 12:0de9cd2bced5 | 343 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 344 | inline float vector2D<T>::squareDistance( const vector2D<T>& pnt ) const { |
mbedalvaro | 0:345b3bc7a0ea | 345 | float vx = x-pnt.x; |
mbedalvaro | 0:345b3bc7a0ea | 346 | float vy = y-pnt.y; |
mbedalvaro | 0:345b3bc7a0ea | 347 | return vx*vx + vy*vy; |
mbedalvaro | 0:345b3bc7a0ea | 348 | } |
mbedalvaro | 0:345b3bc7a0ea | 349 | |
mbedalvaro | 0:345b3bc7a0ea | 350 | // Normalization: |
mbedalvaro | 12:0de9cd2bced5 | 351 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 352 | inline vector2D<T> vector2D<T>::getNormalized() const { |
mbedalvaro | 0:345b3bc7a0ea | 353 | float length = (float)sqrt(x*x + y*y); |
mbedalvaro | 0:345b3bc7a0ea | 354 | if( length > 0 ) { |
mbedalvaro | 12:0de9cd2bced5 | 355 | return vector2D<T>( x/length, y/length ); |
mbedalvaro | 0:345b3bc7a0ea | 356 | } else { |
mbedalvaro | 12:0de9cd2bced5 | 357 | return vector2D<T>(); |
mbedalvaro | 0:345b3bc7a0ea | 358 | } |
mbedalvaro | 0:345b3bc7a0ea | 359 | } |
mbedalvaro | 0:345b3bc7a0ea | 360 | |
mbedalvaro | 12:0de9cd2bced5 | 361 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 362 | inline vector2D<T>& vector2D<T>::normalize() { |
mbedalvaro | 0:345b3bc7a0ea | 363 | float length = (float)sqrt(x*x + y*y); |
mbedalvaro | 0:345b3bc7a0ea | 364 | if( length > 0 ) { |
mbedalvaro | 0:345b3bc7a0ea | 365 | x /= length; |
mbedalvaro | 0:345b3bc7a0ea | 366 | y /= length; |
mbedalvaro | 0:345b3bc7a0ea | 367 | } |
mbedalvaro | 0:345b3bc7a0ea | 368 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 369 | } |
mbedalvaro | 0:345b3bc7a0ea | 370 | |
mbedalvaro | 12:0de9cd2bced5 | 371 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 372 | inline vector2D<T> vector2D<T>::getPerpendicularNormed(int orientation) const { |
mbedalvaro | 0:345b3bc7a0ea | 373 | float length = (float)sqrt( x*x + y*y ); |
mbedalvaro | 0:345b3bc7a0ea | 374 | if( length > 0 ) |
mbedalvaro | 12:0de9cd2bced5 | 375 | return vector2D<T>( -orientation*(y/length), orientation*x/length ); |
mbedalvaro | 0:345b3bc7a0ea | 376 | else |
mbedalvaro | 12:0de9cd2bced5 | 377 | return vector2D<T>(0.0, 0.0); // something very small (will be used to compute a force) |
mbedalvaro | 0:345b3bc7a0ea | 378 | } |
mbedalvaro | 0:345b3bc7a0ea | 379 | |
mbedalvaro | 12:0de9cd2bced5 | 380 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 381 | inline vector2D<T>& vector2D<T>::perpendicular(int orientation) { |
mbedalvaro | 0:345b3bc7a0ea | 382 | float length = (float)sqrt( x*x + y*y ); |
mbedalvaro | 0:345b3bc7a0ea | 383 | if( length > 0 ) { |
mbedalvaro | 0:345b3bc7a0ea | 384 | float _x = x; |
mbedalvaro | 0:345b3bc7a0ea | 385 | x = -(y/length)*orientation; |
mbedalvaro | 0:345b3bc7a0ea | 386 | y = _x/length*orientation; |
mbedalvaro | 0:345b3bc7a0ea | 387 | } |
mbedalvaro | 0:345b3bc7a0ea | 388 | return *this; |
mbedalvaro | 0:345b3bc7a0ea | 389 | } |
mbedalvaro | 0:345b3bc7a0ea | 390 | |
mbedalvaro | 12:0de9cd2bced5 | 391 | // Length (norm of vector2D<T>): |
mbedalvaro | 12:0de9cd2bced5 | 392 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 393 | inline float vector2D<T>::length() const { |
mbedalvaro | 0:345b3bc7a0ea | 394 | return (float)sqrt( x*x + y*y ); |
mbedalvaro | 0:345b3bc7a0ea | 395 | } |
mbedalvaro | 0:345b3bc7a0ea | 396 | |
mbedalvaro | 12:0de9cd2bced5 | 397 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 398 | inline float vector2D<T>::squareLength() const { |
mbedalvaro | 0:345b3bc7a0ea | 399 | return (float)(x*x + y*y); |
mbedalvaro | 0:345b3bc7a0ea | 400 | } |
mbedalvaro | 0:345b3bc7a0ea | 401 | |
mbedalvaro | 0:345b3bc7a0ea | 402 | // Angle between two vector2Ds: |
mbedalvaro | 12:0de9cd2bced5 | 403 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 404 | inline float vector2D<T>::angleDeg( const vector2D<T>& vec ) const { |
mbedalvaro | 0:345b3bc7a0ea | 405 | return (float)(atan2( x*vec.y-y*vec.x, x*vec.x + y*vec.y )*RAD_TO_DEG); |
mbedalvaro | 0:345b3bc7a0ea | 406 | } |
mbedalvaro | 0:345b3bc7a0ea | 407 | |
mbedalvaro | 12:0de9cd2bced5 | 408 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 409 | inline float vector2D<T>::angleRad( const vector2D<T>& vec ) const { |
mbedalvaro | 0:345b3bc7a0ea | 410 | return atan2( x*vec.y-y*vec.x, x*vec.x + y*vec.y ); |
mbedalvaro | 0:345b3bc7a0ea | 411 | } |
mbedalvaro | 0:345b3bc7a0ea | 412 | |
mbedalvaro | 12:0de9cd2bced5 | 413 | template <class T> |
mbedalvaro | 12:0de9cd2bced5 | 414 | inline float vector2D<T>::angleDegHoriz( ) const { |
mbedalvaro | 0:345b3bc7a0ea | 415 | return (float)(atan2( y, x )*RAD_TO_DEG); |
mbedalvaro | 0:345b3bc7a0ea | 416 | } |
mbedalvaro | 0:345b3bc7a0ea | 417 | |
mbedalvaro | 12:0de9cd2bced5 | 418 | //handy typedefs: |
mbedalvaro | 12:0de9cd2bced5 | 419 | typedef vector2D<short> vector2Dd; |
mbedalvaro | 12:0de9cd2bced5 | 420 | typedef vector2D<float> vector2Df; |
mbedalvaro | 12:0de9cd2bced5 | 421 | |
mbedalvaro | 0:345b3bc7a0ea | 422 | |
mbedalvaro | 0:345b3bc7a0ea | 423 | #endif |