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Diff: myVectorClass.h
- Revision:
- 12:0de9cd2bced5
- Parent:
- 2:34157ebbf56b
- Child:
- 18:d72935b13858
diff -r 62f7183a03e7 -r 0de9cd2bced5 myVectorClass.h --- a/myVectorClass.h Thu Apr 12 05:16:48 2012 +0000 +++ b/myVectorClass.h Thu Apr 12 08:38:44 2012 +0000 @@ -25,16 +25,16 @@ #define PI 3.14159265889 #endif - +template <class T> class vector2D { public: // Overloaded constructor with parameters: - vector2D( float _x=0.0f, float _y=0.0f ); + vector2D( T _x=0.0f, T _y=0.0f ); // Explicit setting: - void set( float _x, float _y ); + void set( T _x, T _y ); void set( const vector2D& vec ); // Comparison: @@ -56,17 +56,20 @@ vector2D& operator/=( const vector2D& vec ); //operator overloading for float: - void operator=( const float f); // I cannot declare this if we want also operator chaining? + void operator=( const T f); // I cannot declare this if we want also operator chaining? //vector2D & operator=( const float& val ); // to allow operator chaining - vector2D operator+( const float f ) const; - vector2D& operator+=( const float f ); - vector2D operator-( const float f ) const; - vector2D& operator-=( const float f ); + vector2D operator+( const T f ) const; + vector2D& operator+=( const T f ); + vector2D operator-( const T f ) const; + vector2D& operator-=( const T f ); vector2D operator-() const; - vector2D operator*( const float f ) const; - vector2D& operator*=( const float f ); - vector2D operator/( const float f ) const; - vector2D& operator/=( const float f ); + + + // multiplication by a scalar: + vector2D operator*( const T f ) const; + vector2D& operator*=( const T f ); + vector2D operator/( const T f ) const; + vector2D& operator/=( const T f ); // Distance (between end points of two vector2Ds): float distance( const vector2D& pnt) const; @@ -109,7 +112,7 @@ // ================================================================= // Actual variables: - float x, y; // or make a class "point" + T x, y; // or make a class "point" }; @@ -117,33 +120,34 @@ // Implementation ///////////////// - -inline vector2D::vector2D( float _x, float _y ) { - x = _x; - y = _y; +template <class T> +inline vector2D<T>::vector2D( T _x, T _y ) { + x = _x; y = _y; } -inline void vector2D::set( float _x, float _y ) { - x = _x; - y = _y; +template <class T> +inline void vector2D<T>::set( T _x, T _y ) { + x = _x; y = _y; } -inline void vector2D::set( const vector2D& vec ) { - x=vec.x; - y=vec.y; +template <class T> +inline void vector2D<T>::set( const vector2D<T>& vec ) { + x=vec.x; y=vec.y; } -inline bool vector2D::operator==( const vector2D& vec ) { +template <class T> +inline bool vector2D<T>::operator==( const vector2D<T>& vec ) { return (x == vec.x) && (y == vec.y); } -inline bool vector2D::operator!=( const vector2D& vec ) { +template <class T> +inline bool vector2D<T>::operator!=( const vector2D<T>& vec ) { return (x != vec.x) || (y != vec.y); } -inline bool vector2D::match( const vector2D& vec, float tollerance ) { - return (abs(x - vec.x) < tollerance) - && (abs(y - vec.y) < tollerance); +template <class T> +inline bool vector2D<T>::match( const vector2D<T>& vec, float tolerance ) { + return (abs(x - vec.x) < tolerance)&& (abs(y - vec.y) < tolerance); } @@ -155,48 +159,54 @@ } */ - -inline void vector2D::operator=( const vector2D& vec ){ - x = vec.x; - y = vec.y; +template <class T> +inline void vector2D<T>::operator=( const vector2D<T>& vec ){ + x = vec.x; y = vec.y; } - -inline vector2D vector2D::operator+( const vector2D& vec ) const { - return vector2D( x+vec.x, y+vec.y); +template <class T> +inline vector2D<T> vector2D<T>::operator+( const vector2D<T>& vec ) const { + return vector2D<T>( x+vec.x, y+vec.y); } -inline vector2D& vector2D::operator+=( const vector2D& vec ) { +template <class T> +inline vector2D<T>& vector2D<T>::operator+=( const vector2D<T>& vec ) { x += vec.x; y += vec.y; return *this; } -inline vector2D vector2D::operator-( const vector2D& vec ) const { - return vector2D(x-vec.x, y-vec.y); +template <class T> +inline vector2D<T> vector2D<T>::operator-( const vector2D<T>& vec ) const { + return vector2D<T>(x-vec.x, y-vec.y); } -inline vector2D& vector2D::operator-=( const vector2D& vec ) { +template <class T> +inline vector2D<T>& vector2D<T>::operator-=( const vector2D<T>& vec ) { x -= vec.x; y -= vec.y; return *this; } -inline vector2D vector2D::operator*( const vector2D& vec ) const { - return vector2D(x*vec.x, y*vec.y); +template <class T> +inline vector2D<T> vector2D<T>::operator*( const vector2D<T>& vec ) const { + return vector2D<T>(x*vec.x, y*vec.y); } -inline vector2D& vector2D::operator*=( const vector2D& vec ) { +template <class T> +inline vector2D<T>& vector2D<T>::operator*=( const vector2D<T>& vec ) { x*=vec.x; y*=vec.y; return *this; } -inline vector2D vector2D::operator/( const vector2D& vec ) const { - return vector2D( vec.x!=0 ? x/vec.x : x , vec.y!=0 ? y/vec.y : y); +template <class T> +inline vector2D<T> vector2D<T>::operator/( const vector2D<T>& vec ) const { + return vector2D<T>( vec.x!=0 ? x/vec.x : x , vec.y!=0 ? y/vec.y : y); } -inline vector2D& vector2D::operator/=( const vector2D& vec ) { +template <class T> +inline vector2D<T>& vector2D<T>::operator/=( const vector2D<T>& vec ) { vec.x!=0 ? x/=vec.x : x; vec.y!=0 ? y/=vec.y : y; return *this; @@ -204,77 +214,81 @@ //operator overloading for float: /* -inline vector2D & operator=( const float& val ){ +inline vector2D<T> & operator=( const float& val ){ x = val; y = val; return *this; } */ -inline void vector2D::operator=( const float f){ - x = f; - y = f; +template <class T> +inline void vector2D<T>::operator=( const T f){ + x = f; y = f; } - -inline vector2D vector2D::operator+( const float f ) const { - return vector2D( x+f, y+f); +template <class T> +inline vector2D<T> vector2D<T>::operator+( const T f ) const { + return vector2D<T>( x+f, y+f); } -inline vector2D& vector2D::operator+=( const float f ) { - x += f; - y += f; +template <class T> +inline vector2D<T>& vector2D<T>::operator+=( const T f ) { + x += f; y += f; return *this; } -inline vector2D vector2D::operator-( const float f ) const { - return vector2D( x-f, y-f); +template <class T> +inline vector2D<T> vector2D<T>::operator-( const T f ) const { + return vector2D<T>( x-f, y-f); } -inline vector2D& vector2D::operator-=( const float f ) { - x -= f; - y -= f; +template <class T> +inline vector2D<T>& vector2D<T>::operator-=( const T f ) { + x -= f; y -= f; return *this; } -inline vector2D vector2D::operator-() const { - return vector2D(-x, -y); +template <class T> +inline vector2D<T> vector2D<T>::operator-() const { + return vector2D<T>(-x, -y); } -inline vector2D vector2D::operator*( const float f ) const { - return vector2D(x*f, y*f); +template <class T> +inline vector2D<T> vector2D<T>::operator*( const T f ) const { + return vector2D<T>(x*f, y*f); } -inline vector2D& vector2D::operator*=( const float f ) { - x*=f; - y*=f; +template <class T> +inline vector2D<T>& vector2D<T>::operator*=( const T f ) { + x*=f; y*=f; return *this; } -inline vector2D vector2D::operator/( const float f ) const { +template <class T> +inline vector2D<T> vector2D<T>::operator/( const T f ) const { //cout << "here" << endl; - if(f == 0) return vector2D(x, y); - return vector2D(x/f, y/f); + if(f == 0) return vector2D<T>(x, y); + return vector2D<T>(x/f, y/f); } -inline vector2D& vector2D::operator/=( const float f ) { +template <class T> +inline vector2D<T>& vector2D<T>::operator/=( const T f ) { if(f == 0) return *this; - x/=f; - y/=f; + x/=f; y/=f; return *this; } - -inline vector2D vector2D::getScaled( const float length ) const { +template <class T> +inline vector2D<T> vector2D<T>::getScaled( const float length ) const { float l = (float)sqrt(x*x + y*y); if( l > 0 ) - return vector2D( (x/l)*length, (y/l)*length ); + return vector2D<T>( (x/l)*length, (y/l)*length ); else - return vector2D(); + return vector2D<T>(); } - -inline vector2D& vector2D::scale( const float length ) { +template <class T> +inline vector2D<T>& vector2D<T>::scale( const float length ) { float l = (float)sqrt(x*x + y*y); if (l > 0) { x = (x/l)*length; @@ -287,19 +301,22 @@ // // -inline vector2D vector2D::getRotatedDeg( float angle ) const { +template <class T> +inline vector2D<T> vector2D<T>::getRotatedDeg( float angle ) const { float a = (float)(angle*DEG_TO_RAD); - return vector2D( x*cos(a) - y*sin(a), + return vector2D<T>( x*cos(a) - y*sin(a), x*sin(a) + y*cos(a) ); } -inline vector2D vector2D::getRotatedRad( float angle ) const { +template <class T> +inline vector2D<T> vector2D<T>::getRotatedRad( float angle ) const { float a = angle; - return vector2D( x*cos(a) - y*sin(a), + return vector2D<T>( x*cos(a) - y*sin(a), x*sin(a) + y*cos(a) ); } -inline vector2D& vector2D::rotateDeg( float angle ) { +template <class T> +inline vector2D<T>& vector2D<T>::rotateDeg( float angle ) { float a = (float)(angle * DEG_TO_RAD); float xrot = x*cos(a) - y*sin(a); y = x*sin(a) + y*cos(a); @@ -307,7 +324,8 @@ return *this; } -inline vector2D& vector2D::rotateRad( float angle ) { +template <class T> +inline vector2D<T>& vector2D<T>::rotateRad( float angle ) { float a = angle; float xrot = x*cos(a) - y*sin(a); y = x*sin(a) + y*cos(a); @@ -315,29 +333,33 @@ return *this; } -inline float vector2D::distance( const vector2D& pnt) const { +template <class T> +inline float vector2D<T>::distance( const vector2D<T>& pnt) const { float vx = x-pnt.x; float vy = y-pnt.y; return (float)sqrt(vx*vx + vy*vy); } -inline float vector2D::squareDistance( const vector2D& pnt ) const { +template <class T> +inline float vector2D<T>::squareDistance( const vector2D<T>& pnt ) const { float vx = x-pnt.x; float vy = y-pnt.y; return vx*vx + vy*vy; } // Normalization: -inline vector2D vector2D::getNormalized() const { +template <class T> +inline vector2D<T> vector2D<T>::getNormalized() const { float length = (float)sqrt(x*x + y*y); if( length > 0 ) { - return vector2D( x/length, y/length ); + return vector2D<T>( x/length, y/length ); } else { - return vector2D(); + return vector2D<T>(); } } -inline vector2D& vector2D::normalize() { +template <class T> +inline vector2D<T>& vector2D<T>::normalize() { float length = (float)sqrt(x*x + y*y); if( length > 0 ) { x /= length; @@ -346,15 +368,17 @@ return *this; } -inline vector2D vector2D::getPerpendicularNormed(int orientation) const { +template <class T> +inline vector2D<T> vector2D<T>::getPerpendicularNormed(int orientation) const { float length = (float)sqrt( x*x + y*y ); if( length > 0 ) - return vector2D( -orientation*(y/length), orientation*x/length ); + return vector2D<T>( -orientation*(y/length), orientation*x/length ); else - return vector2D(0.0, 0.0); // something very small (will be used to compute a force) + return vector2D<T>(0.0, 0.0); // something very small (will be used to compute a force) } -inline vector2D& vector2D::perpendicular(int orientation) { +template <class T> +inline vector2D<T>& vector2D<T>::perpendicular(int orientation) { float length = (float)sqrt( x*x + y*y ); if( length > 0 ) { float _x = x; @@ -364,27 +388,36 @@ return *this; } -// Length (norm of vector2D): -inline float vector2D::length() const { +// Length (norm of vector2D<T>): +template <class T> +inline float vector2D<T>::length() const { return (float)sqrt( x*x + y*y ); } -inline float vector2D::squareLength() const { +template <class T> +inline float vector2D<T>::squareLength() const { return (float)(x*x + y*y); } // Angle between two vector2Ds: -inline float vector2D::angleDeg( const vector2D& vec ) const { +template <class T> +inline float vector2D<T>::angleDeg( const vector2D<T>& vec ) const { return (float)(atan2( x*vec.y-y*vec.x, x*vec.x + y*vec.y )*RAD_TO_DEG); } -inline float vector2D::angleRad( const vector2D& vec ) const { +template <class T> +inline float vector2D<T>::angleRad( const vector2D<T>& vec ) const { return atan2( x*vec.y-y*vec.x, x*vec.x + y*vec.y ); } -inline float vector2D::angleDegHoriz( ) const { +template <class T> +inline float vector2D<T>::angleDegHoriz( ) const { return (float)(atan2( y, x )*RAD_TO_DEG); } +//handy typedefs: +typedef vector2D<short> vector2Dd; +typedef vector2D<float> vector2Df; + #endif