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- /**
- Copyright 2013 BlackBerry Inc.
- Copyright (c) 2014-2017 Chukong Technologies
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- Licensed under the Apache License, Version 2.0 (the "License");
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
- http://www.apache.org/licenses/LICENSE-2.0
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
- Original file from GamePlay3D: http://gameplay3d.org
- This file was modified to fit the cocos2d-x project
- */
- #ifndef MATH_VEC2_H
- #define MATH_VEC2_H
- #include <algorithm>
- #include <functional>
- #include <cmath>
- #include "math/CCMathBase.h"
- /**
- * @addtogroup base
- * @{
- */
- NS_CC_MATH_BEGIN
- /** Clamp a value between from and to.
- */
- inline float clampf(float value, float min_inclusive, float max_inclusive)
- {
- if (min_inclusive > max_inclusive) {
- std::swap(min_inclusive, max_inclusive);
- }
- return value < min_inclusive ? min_inclusive : value < max_inclusive? value : max_inclusive;
- }
- class Mat4;
- /**
- * Defines a 2-element floating point vector.
- */
- class CC_DLL Vec2
- {
- public:
- /**
- * The x coordinate.
- */
- float x;
- /**
- * The y coordinate.
- */
- float y;
- /**
- * Constructs a new vector initialized to all zeros.
- */
- Vec2();
- /**
- * Constructs a new vector initialized to the specified values.
- *
- * @param xx The x coordinate.
- * @param yy The y coordinate.
- */
- Vec2(float xx, float yy);
- /**
- * Constructs a new vector from the values in the specified array.
- *
- * @param array An array containing the elements of the vector in the order x, y.
- */
- Vec2(const float* array);
- /**
- * Constructs a vector that describes the direction between the specified points.
- *
- * @param p1 The first point.
- * @param p2 The second point.
- */
- Vec2(const Vec2& p1, const Vec2& p2);
- /**
- * Constructs a new vector that is a copy of the specified vector.
- *
- * @param copy The vector to copy.
- */
- Vec2(const Vec2& copy);
- /**
- * Destructor.
- */
- ~Vec2();
- /**
- * Indicates whether this vector contains all zeros.
- *
- * @return true if this vector contains all zeros, false otherwise.
- */
- inline bool isZero() const;
- /**
- * Indicates whether this vector contains all ones.
- *
- * @return true if this vector contains all ones, false otherwise.
- */
- inline bool isOne() const;
- /**
- * Returns the angle (in radians) between the specified vectors.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- *
- * @return The angle between the two vectors (in radians).
- */
- static float angle(const Vec2& v1, const Vec2& v2);
- /**
- * Adds the elements of the specified vector to this one.
- *
- * @param v The vector to add.
- */
- inline void add(const Vec2& v);
- /**
- * Adds the specified vectors and stores the result in dst.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- * @param dst A vector to store the result in.
- */
- static void add(const Vec2& v1, const Vec2& v2, Vec2* dst);
- /**
- * Clamps this vector within the specified range.
- *
- * @param min The minimum value.
- * @param max The maximum value.
- */
- void clamp(const Vec2& min, const Vec2& max);
- /**
- * Clamps the specified vector within the specified range and returns it in dst.
- *
- * @param v The vector to clamp.
- * @param min The minimum value.
- * @param max The maximum value.
- * @param dst A vector to store the result in.
- */
- static void clamp(const Vec2& v, const Vec2& min, const Vec2& max, Vec2* dst);
- /**
- * Returns the distance between this vector and v.
- *
- * @param v The other vector.
- *
- * @return The distance between this vector and v.
- *
- * @see distanceSquared
- */
- float distance(const Vec2& v) const;
- /**
- * Returns the squared distance between this vector and v.
- *
- * When it is not necessary to get the exact distance between
- * two vectors (for example, when simply comparing the
- * distance between different vectors), it is advised to use
- * this method instead of distance.
- *
- * @param v The other vector.
- *
- * @return The squared distance between this vector and v.
- *
- * @see distance
- */
- inline float distanceSquared(const Vec2& v) const;
- /**
- * Returns the dot product of this vector and the specified vector.
- *
- * @param v The vector to compute the dot product with.
- *
- * @return The dot product.
- */
- inline float dot(const Vec2& v) const;
- /**
- * Returns the dot product between the specified vectors.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- *
- * @return The dot product between the vectors.
- */
- static float dot(const Vec2& v1, const Vec2& v2);
- /**
- * Computes the length of this vector.
- *
- * @return The length of the vector.
- *
- * @see lengthSquared
- */
- float length() const;
- /**
- * Returns the squared length of this vector.
- *
- * When it is not necessary to get the exact length of a
- * vector (for example, when simply comparing the lengths of
- * different vectors), it is advised to use this method
- * instead of length.
- *
- * @return The squared length of the vector.
- *
- * @see length
- */
- inline float lengthSquared() const;
- /**
- * Negates this vector.
- */
- inline void negate();
- /**
- * Normalizes this vector.
- *
- * This method normalizes this Vec2 so that it is of
- * unit length (in other words, the length of the vector
- * after calling this method will be 1.0f). If the vector
- * already has unit length or if the length of the vector
- * is zero, this method does nothing.
- *
- * @return This vector, after the normalization occurs.
- */
- void normalize();
- /**
- Get the normalized vector.
- */
- Vec2 getNormalized() const;
- /**
- * Scales all elements of this vector by the specified value.
- *
- * @param scalar The scalar value.
- */
- inline void scale(float scalar);
- /**
- * Scales each element of this vector by the matching component of scale.
- *
- * @param scale The vector to scale by.
- */
- inline void scale(const Vec2& scale);
- /**
- * Rotates this vector by angle (specified in radians) around the given point.
- *
- * @param point The point to rotate around.
- * @param angle The angle to rotate by (in radians).
- */
- void rotate(const Vec2& point, float angle);
- /**
- * Sets the elements of this vector to the specified values.
- *
- * @param xx The new x coordinate.
- * @param yy The new y coordinate.
- */
- inline void set(float xx, float yy);
- /**
- * Sets the elements of this vector from the values in the specified array.
- *
- * @param array An array containing the elements of the vector in the order x, y.
- */
- void set(const float* array);
- /**
- * Sets the elements of this vector to those in the specified vector.
- *
- * @param v The vector to copy.
- */
- inline void set(const Vec2& v);
- /**
- * Sets this vector to the directional vector between the specified points.
- *
- * @param p1 The first point.
- * @param p2 The second point.
- */
- inline void set(const Vec2& p1, const Vec2& p2);
- /**
- * Sets the elements of this vector to zero.
- */
- inline void setZero();
- /**
- * Subtracts this vector and the specified vector as (this - v)
- * and stores the result in this vector.
- *
- * @param v The vector to subtract.
- */
- inline void subtract(const Vec2& v);
- /**
- * Subtracts the specified vectors and stores the result in dst.
- * The resulting vector is computed as (v1 - v2).
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- * @param dst The destination vector.
- */
- static void subtract(const Vec2& v1, const Vec2& v2, Vec2* dst);
- /**
- * Updates this vector towards the given target using a smoothing function.
- * The given response time determines the amount of smoothing (lag). A longer
- * response time yields a smoother result and more lag. To force this vector to
- * follow the target closely, provide a response time that is very small relative
- * to the given elapsed time.
- *
- * @param target target value.
- * @param elapsedTime elapsed time between calls.
- * @param responseTime response time (in the same units as elapsedTime).
- */
- inline void smooth(const Vec2& target, float elapsedTime, float responseTime);
- /**
- * Calculates the sum of this vector with the given vector.
- *
- * Note: this does not modify this vector.
- *
- * @param v The vector to add.
- * @return The vector sum.
- */
- inline Vec2 operator+(const Vec2& v) const;
- /**
- * Adds the given vector to this vector.
- *
- * @param v The vector to add.
- * @return This vector, after the addition occurs.
- */
- inline Vec2& operator+=(const Vec2& v);
- /**
- * Calculates the sum of this vector with the given vector.
- *
- * Note: this does not modify this vector.
- *
- * @param v The vector to add.
- * @return The vector sum.
- */
- inline Vec2 operator-(const Vec2& v) const;
- /**
- * Subtracts the given vector from this vector.
- *
- * @param v The vector to subtract.
- * @return This vector, after the subtraction occurs.
- */
- inline Vec2& operator-=(const Vec2& v);
- /**
- * Calculates the negation of this vector.
- *
- * Note: this does not modify this vector.
- *
- * @return The negation of this vector.
- */
- inline Vec2 operator-() const;
- /**
- * Calculates the scalar product of this vector with the given value.
- *
- * Note: this does not modify this vector.
- *
- * @param s The value to scale by.
- * @return The scaled vector.
- */
- inline Vec2 operator*(float s) const;
- /**
- * Scales this vector by the given value.
- *
- * @param s The value to scale by.
- * @return This vector, after the scale occurs.
- */
- inline Vec2& operator*=(float s);
-
- /**
- * Returns the components of this vector divided by the given constant
- *
- * Note: this does not modify this vector.
- *
- * @param s the constant to divide this vector with
- * @return a smaller vector
- */
- inline Vec2 operator/(float s) const;
- /**
- * Determines if this vector is less than the given vector.
- *
- * @param v The vector to compare against.
- *
- * @return True if this vector is less than the given vector, false otherwise.
- */
- inline bool operator<(const Vec2& v) const;
-
- /**
- * Determines if this vector is greater than the given vector.
- *
- * @param v The vector to compare against.
- *
- * @return True if this vector is greater than the given vector, false otherwise.
- */
- inline bool operator>(const Vec2& v) const;
- /**
- * Determines if this vector is equal to the given vector.
- *
- * @param v The vector to compare against.
- *
- * @return True if this vector is equal to the given vector, false otherwise.
- */
- inline bool operator==(const Vec2& v) const;
- /**
- * Determines if this vector is not equal to the given vector.
- *
- * @param v The vector to compare against.
- *
- * @return True if this vector is not equal to the given vector, false otherwise.
- */
- inline bool operator!=(const Vec2& v) const;
- //code added compatible for Point
- public:
- /**
- * @js NA
- * @lua NA
- */
- inline void setPoint(float xx, float yy);
- /**
- * @js NA
- */
- bool equals(const Vec2& target) const;
-
- /** @returns if points have fuzzy equality which means equal with some degree of variance.
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- bool fuzzyEquals(const Vec2& target, float variance) const;
- /** Calculates distance between point an origin
- @return float
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline float getLength() const {
- return sqrtf(x*x + y*y);
- }
- /** Calculates the square length of a Vec2 (not calling sqrt() )
- @return float
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline float getLengthSq() const {
- return dot(*this); //x*x + y*y;
- }
- /** Calculates the square distance between two points (not calling sqrt() )
- @return float
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline float getDistanceSq(const Vec2& other) const {
- return (*this - other).getLengthSq();
- }
- /** Calculates the distance between two points
- @return float
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline float getDistance(const Vec2& other) const {
- return (*this - other).getLength();
- }
- /** @returns the angle in radians between this vector and the x axis
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline float getAngle() const {
- return atan2f(y, x);
- }
- /** @returns the angle in radians between two vector directions
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- float getAngle(const Vec2& other) const;
- /** Calculates cross product of two points.
- @return float
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline float cross(const Vec2& other) const {
- return x*other.y - y*other.x;
- }
- /** Calculates perpendicular of v, rotated 90 degrees counter-clockwise -- cross(v, perp(v)) >= 0
- @return Vec2
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline Vec2 getPerp() const {
- return Vec2(-y, x);
- }
-
- /** Calculates midpoint between two points.
- @return Vec2
- @since v3.0
- * @js NA
- * @lua NA
- */
- inline Vec2 getMidpoint(const Vec2& other) const
- {
- return Vec2((x + other.x) / 2.0f, (y + other.y) / 2.0f);
- }
-
- /** Clamp a point between from and to.
- @since v3.0
- * @js NA
- * @lua NA
- */
- inline Vec2 getClampPoint(const Vec2& min_inclusive, const Vec2& max_inclusive) const
- {
- return Vec2(clampf(x,min_inclusive.x,max_inclusive.x), clampf(y, min_inclusive.y, max_inclusive.y));
- }
-
- /** Run a math operation function on each point component
- * absf, floorf, ceilf, roundf
- * any function that has the signature: float func(float);
- * For example: let's try to take the floor of x,y
- * p.compOp(floorf);
- @since v3.0
- * @js NA
- * @lua NA
- */
- inline Vec2 compOp(std::function<float(float)> function) const
- {
- return Vec2(function(x), function(y));
- }
- /** Calculates perpendicular of v, rotated 90 degrees clockwise -- cross(v, rperp(v)) <= 0
- @return Vec2
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline Vec2 getRPerp() const {
- return Vec2(y, -x);
- }
- /** Calculates the projection of this over other.
- @return Vec2
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline Vec2 project(const Vec2& other) const {
- return other * (dot(other)/other.dot(other));
- }
- /** Complex multiplication of two points ("rotates" two points).
- @return Vec2 vector with an angle of this.getAngle() + other.getAngle(),
- and a length of this.getLength() * other.getLength().
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline Vec2 rotate(const Vec2& other) const {
- return Vec2(x*other.x - y*other.y, x*other.y + y*other.x);
- }
- /** Unrotates two points.
- @return Vec2 vector with an angle of this.getAngle() - other.getAngle(),
- and a length of this.getLength() * other.getLength().
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline Vec2 unrotate(const Vec2& other) const {
- return Vec2(x*other.x + y*other.y, y*other.x - x*other.y);
- }
- /** Linear Interpolation between two points a and b
- @returns
- alpha == 0 ? a
- alpha == 1 ? b
- otherwise a value between a..b
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- inline Vec2 lerp(const Vec2& other, float alpha) const {
- return *this * (1.f - alpha) + other * alpha;
- }
- /** Rotates a point counter clockwise by the angle around a pivot
- @param pivot is the pivot, naturally
- @param angle is the angle of rotation ccw in radians
- @returns the rotated point
- @since v2.1.4
- * @js NA
- * @lua NA
- */
- Vec2 rotateByAngle(const Vec2& pivot, float angle) const;
- /**
- * @js NA
- * @lua NA
- */
- static inline Vec2 forAngle(const float a)
- {
- return Vec2(cosf(a), sinf(a));
- }
-
- /** A general line-line intersection test
- @param A the startpoint for the first line L1 = (A - B)
- @param B the endpoint for the first line L1 = (A - B)
- @param C the startpoint for the second line L2 = (C - D)
- @param D the endpoint for the second line L2 = (C - D)
- @param S the range for a hitpoint in L1 (p = A + S*(B - A))
- @param T the range for a hitpoint in L2 (p = C + T*(D - C))
- @return whether these two lines intersects.
- Note that to truly test intersection for segments we have to make
- sure that S & T lie within [0..1] and for rays, make sure S & T > 0
- the hit point is C + T * (D - C);
- the hit point also is A + S * (B - A);
- @since 3.0
- * @js NA
- * @lua NA
- */
- static bool isLineIntersect(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D,
- float *S = nullptr, float *T = nullptr);
-
- /**
- returns true if Line A-B overlap with segment C-D
- @since v3.0
- * @js NA
- * @lua NA
- */
- static bool isLineOverlap(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D);
-
- /**
- returns true if Line A-B parallel with segment C-D
- @since v3.0
- * @js NA
- * @lua NA
- */
- static bool isLineParallel(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D);
-
- /**
- returns true if Segment A-B overlap with segment C-D
- @since v3.0
- * @js NA
- * @lua NA
- */
- static bool isSegmentOverlap(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D,
- Vec2* S = nullptr, Vec2* E = nullptr);
-
- /**
- returns true if Segment A-B intersects with segment C-D
- @since v3.0
- * @js NA
- * @lua NA
- */
- static bool isSegmentIntersect(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D);
-
- /**
- returns the intersection point of line A-B, C-D
- @since v3.0
- * @js NA
- * @lua NA
- */
- static Vec2 getIntersectPoint(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D);
-
- /** equals to Vec2(0,0) */
- static const Vec2 ZERO;
- /** equals to Vec2(1,1) */
- static const Vec2 ONE;
- /** equals to Vec2(1,0) */
- static const Vec2 UNIT_X;
- /** equals to Vec2(0,1) */
- static const Vec2 UNIT_Y;
- /** equals to Vec2(0.5, 0.5) */
- static const Vec2 ANCHOR_MIDDLE;
- /** equals to Vec2(0, 0) */
- static const Vec2 ANCHOR_BOTTOM_LEFT;
- /** equals to Vec2(0, 1) */
- static const Vec2 ANCHOR_TOP_LEFT;
- /** equals to Vec2(1, 0) */
- static const Vec2 ANCHOR_BOTTOM_RIGHT;
- /** equals to Vec2(1, 1) */
- static const Vec2 ANCHOR_TOP_RIGHT;
- /** equals to Vec2(1, 0.5) */
- static const Vec2 ANCHOR_MIDDLE_RIGHT;
- /** equals to Vec2(0, 0.5) */
- static const Vec2 ANCHOR_MIDDLE_LEFT;
- /** equals to Vec2(0.5, 1) */
- static const Vec2 ANCHOR_MIDDLE_TOP;
- /** equals to Vec2(0.5, 0) */
- static const Vec2 ANCHOR_MIDDLE_BOTTOM;
- };
- /**
- * Calculates the scalar product of the given vector with the given value.
- *
- * @param x The value to scale by.
- * @param v The vector to scale.
- * @return The scaled vector.
- */
- inline Vec2 operator*(float x, const Vec2& v);
- typedef Vec2 Point;
- NS_CC_MATH_END
- /**
- end of base group
- @}
- */
- #include "math/Vec2.inl"
- #endif // MATH_VEC2_H
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