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Diff: myVectorClass.h
- Revision:
- 0:345b3bc7a0ea
- Child:
- 2:34157ebbf56b
diff -r 000000000000 -r 345b3bc7a0ea myVectorClass.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/myVectorClass.h Wed Mar 28 14:40:01 2012 +0000 @@ -0,0 +1,390 @@ +// class vector2D (for the time being, only 2d): + +#include "mbed.h" + +#ifndef vector2D_H +#define vector2D_H + +#ifndef DEG_TO_RAD +#define DEG_TO_RAD (PI/180.0) +#endif + +#ifndef RAD_TO_DEG +#define RAD_TO_DEG (180.0/PI) +#endif + +#ifndef CW +#define CW 1.0 +#endif + +#ifndef CCW +#define CCW -1.0 +#endif + +#ifndef PI +#define PI 3.14159265889 +#endif + +class vector2D { + + public: + + // Overloaded constructor with parameters: + vector2D( float _x=0.0f, float _y=0.0f ); + + // Explicit setting: + void set( float _x, float _y ); + void set( const vector2D& vec ); + + // Comparison: + bool operator==( const vector2D& vec ); + bool operator!=( const vector2D& vec ); + bool match( const vector2D& vec, float tollerance=0.0001 ); + + // Overloaded operators: + // + void operator=( const vector2D& vec ); // I cannot declare this if we want also operator chaining? + //vector2D & operator=( const vector2D& vec ); // this is to enable operator chaining (vec1=vec2=vec3). + vector2D operator+( const vector2D& vec ) const; + vector2D& operator+=( const vector2D& vec ); // why it has an output? for doing vec1=vec2+=vec3? YES!!! (operator chaining). + vector2D operator-( const vector2D& vec ) const; + vector2D& operator-=( const vector2D& vec ); + vector2D operator*( const vector2D& vec ) const; + vector2D& operator*=( const vector2D& vec ); + vector2D operator/( const vector2D& vec ) const; + vector2D& operator/=( const vector2D& vec ); + + //operator overloading for float: + void operator=( const float 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; + vector2D operator*( const float f ) const; + vector2D& operator*=( const float f ); + vector2D operator/( const float f ) const; + vector2D& operator/=( const float f ); + + // Distance (between end points of two vector2Ds): + float distance( const vector2D& pnt) const; + float squareDistance( const vector2D& pnt ) const; + + // Length of vector2D (norm): + float length() const; + float squareLength() const; // faster, no sqrt + + // Scaling: + vector2D getScaled( const float length ) const; + vector2D& scale( const float length ); + + // Normalization: + vector2D getNormalized() const; + vector2D& normalize(); + + // Perpendicular normalized vector2D. + vector2D getPerpendicularNormed(int orientation) const; + vector2D& perpendicular(int orientation); + + // Rotation + vector2D getRotatedDeg( float angle ) const; + vector2D getRotatedRad( float angle ) const; + vector2D& rotateDeg( float angle ); + vector2D& rotateRad( float angle ); + + //vector2D product (for 3d vector2Ds - for 2d vector2Ds, something like this is just the "angle" between them): + //vector2D getvector2DProduct(const vector2D& vec) const; + //vector2D& vector2DProduct(const vector2D& vec) const; + + //Angle (deg) between two vector2Ds (using atan2, so between -180 and 180) + float angleDeg( const vector2D& vec ) const; + float angleRad( const vector2D& vec ) const; + float angleDegHoriz( ) const; // particular case when the second vector is just (1,0) + + //Dot Product: + float dot( const vector2D& vec ) const; + + + // ================================================================= + + // Actual variables: + float x, y; // or make a class "point" + +}; + +///////////////// +// Implementation +///////////////// + + +inline vector2D::vector2D( float _x, float _y ) { + x = _x; + y = _y; +} + +inline void vector2D::set( float _x, float _y ) { + x = _x; + y = _y; +} + +inline void vector2D::set( const vector2D& vec ) { + x=vec.x; + y=vec.y; +} + +inline bool vector2D::operator==( const vector2D& vec ) { + return (x == vec.x) && (y == vec.y); +} + +inline bool vector2D::operator!=( const vector2D& 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); +} + + +/* +inline vector2D & operator=( const vector2D& vec ){ // returning a reference to the vector2D object for allowing operator chaining + x = vec.x; + y = vec.y; + return *this; +} + */ + + +inline void vector2D::operator=( const vector2D& vec ){ + x = vec.x; + y = vec.y; +} + + +inline vector2D vector2D::operator+( const vector2D& vec ) const { + return vector2D( x+vec.x, y+vec.y); +} + +inline vector2D& vector2D::operator+=( const vector2D& 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); +} + +inline vector2D& vector2D::operator-=( const vector2D& 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); +} + +inline vector2D& vector2D::operator*=( const vector2D& 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); +} + +inline vector2D& vector2D::operator/=( const vector2D& vec ) { + vec.x!=0 ? x/=vec.x : x; + vec.y!=0 ? y/=vec.y : y; + return *this; +} + +//operator overloading for float: +/* +inline vector2D & operator=( const float& val ){ + x = val; + y = val; + return *this; +} + */ + +inline void vector2D::operator=( const float f){ + x = f; + y = f; +} + + +inline vector2D vector2D::operator+( const float f ) const { + return vector2D( x+f, y+f); +} + +inline vector2D& vector2D::operator+=( const float f ) { + x += f; + y += f; + return *this; +} + +inline vector2D vector2D::operator-( const float f ) const { + return vector2D( x-f, y-f); +} + +inline vector2D& vector2D::operator-=( const float f ) { + x -= f; + y -= f; + return *this; +} + +inline vector2D vector2D::operator-() const { + return vector2D(-x, -y); +} + +inline vector2D vector2D::operator*( const float f ) const { + return vector2D(x*f, y*f); +} + +inline vector2D& vector2D::operator*=( const float f ) { + x*=f; + y*=f; + return *this; +} + +inline vector2D vector2D::operator/( const float f ) const { + //cout << "here" << endl; + if(f == 0) return vector2D(x, y); + return vector2D(x/f, y/f); +} + +inline vector2D& vector2D::operator/=( const float f ) { + if(f == 0) return *this; + x/=f; + y/=f; + return *this; +} + + +inline vector2D vector2D::getScaled( const float length ) const { + float l = (float)sqrt(x*x + y*y); + if( l > 0 ) + return vector2D( (x/l)*length, (y/l)*length ); + else + return vector2D(); +} + + +inline vector2D& vector2D::scale( const float length ) { + float l = (float)sqrt(x*x + y*y); + if (l > 0) { + x = (x/l)*length; + y = (y/l)*length; + } + return *this; +} + +// Rotation +// +// + +inline vector2D vector2D::getRotatedDeg( float angle ) const { + float a = (float)(angle*DEG_TO_RAD); + return vector2D( x*cos(a) - y*sin(a), + x*sin(a) + y*cos(a) ); +} + +inline vector2D vector2D::getRotatedRad( float angle ) const { + float a = angle; + return vector2D( x*cos(a) - y*sin(a), + x*sin(a) + y*cos(a) ); +} + +inline vector2D& vector2D::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); + x = xrot; + return *this; +} + +inline vector2D& vector2D::rotateRad( float angle ) { + float a = angle; + float xrot = x*cos(a) - y*sin(a); + y = x*sin(a) + y*cos(a); + x = xrot; + return *this; +} + +inline float vector2D::distance( const vector2D& 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 { + float vx = x-pnt.x; + float vy = y-pnt.y; + return vx*vx + vy*vy; +} + +// Normalization: +inline vector2D vector2D::getNormalized() const { + float length = (float)sqrt(x*x + y*y); + if( length > 0 ) { + return vector2D( x/length, y/length ); + } else { + return vector2D(); + } +} + +inline vector2D& vector2D::normalize() { + float length = (float)sqrt(x*x + y*y); + if( length > 0 ) { + x /= length; + y /= length; + } + return *this; +} + +inline vector2D vector2D::getPerpendicularNormed(int orientation) const { + float length = (float)sqrt( x*x + y*y ); + if( length > 0 ) + return vector2D( -orientation*(y/length), orientation*x/length ); + else + return vector2D(0.0, 0.0); // something very small (will be used to compute a force) +} + +inline vector2D& vector2D::perpendicular(int orientation) { + float length = (float)sqrt( x*x + y*y ); + if( length > 0 ) { + float _x = x; + x = -(y/length)*orientation; + y = _x/length*orientation; + } + return *this; +} + +// Length (norm of vector2D): +inline float vector2D::length() const { + return (float)sqrt( x*x + y*y ); +} + +inline float vector2D::squareLength() const { + return (float)(x*x + y*y); +} + +// Angle between two vector2Ds: +inline float vector2D::angleDeg( const vector2D& 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 { + return atan2( x*vec.y-y*vec.x, x*vec.x + y*vec.y ); +} + +inline float vector2D::angleDegHoriz( ) const { + return (float)(atan2( y, x )*RAD_TO_DEG); +} + + +#endif