#ifndef VECTOR2_H_ #define VECTOR2_H_ #include "CCMathBase.h" #include "CCPlatformMacros.h" #include "ccMacros.h" 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) { CC_SWAP(min_inclusive, max_inclusive, float); } return value < min_inclusive ? min_inclusive : value < max_inclusive? value : max_inclusive; } class Matrix; /** * Defines a 2-element floating point vector. */ class Vector2 { public: /** * The x coordinate. */ float x; /** * The y coordinate. */ float y; /** * Constructs a new vector initialized to all zeros. */ Vector2(); /** * Constructs a new vector initialized to the specified values. * * @param x The x coordinate. * @param y The y coordinate. */ Vector2(float x, float y); /** * 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. */ Vector2(const float* array); /** * Constructs a vector that describes the direction between the specified points. * * @param p1 The first point. * @param p2 The second point. */ Vector2(const Vector2& p1, const Vector2& p2); /** * Constructs a new vector that is a copy of the specified vector. * * @param copy The vector to copy. */ Vector2(const Vector2& copy); /** * Destructor. */ ~Vector2(); /** * Returns the zero vector. * * @return The 2-element vector of 0s. */ static const Vector2& zero(); /** * Returns the one vector. * * @return The 2-element vector of 1s. */ static const Vector2& one(); /** * Returns the unit x vector. * * @return The 2-element unit vector along the x axis. */ static const Vector2& unitX(); /** * Returns the unit y vector. * * @return The 2-element unit vector along the y axis. */ static const Vector2& unitY(); /** * Indicates whether this vector contains all zeros. * * @return true if this vector contains all zeros, false otherwise. */ bool isZero() const; /** * Indicates whether this vector contains all ones. * * @return true if this vector contains all ones, false otherwise. */ 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 Vector2& v1, const Vector2& v2); /** * Adds the elements of the specified vector to this one. * * @param v The vector to add. */ void add(const Vector2& 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 Vector2& v1, const Vector2& v2, Vector2* dst); /** * Clamps this vector within the specified range. * * @param min The minimum value. * @param max The maximum value. */ void clamp(const Vector2& min, const Vector2& 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 Vector2& v, const Vector2& min, const Vector2& max, Vector2* 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 Vector2& 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 */ float distanceSquared(const Vector2& 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. */ float dot(const Vector2& 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 Vector2& v1, const Vector2& 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 */ float lengthSquared() const; /** * Negates this vector. */ void negate(); /** * Normalizes this vector. * * This method normalizes this Vector2 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. */ Vector2& normalize(); /** * Normalizes this vector and stores the result in dst. * * If the vector already has unit length or if the length * of the vector is zero, this method simply copies the * current vector into dst. * * @param dst The destination vector. */ void normalize(Vector2* dst) const; /** * Scales all elements of this vector by the specified value. * * @param scalar The scalar value. */ void scale(float scalar); /** * Scales each element of this vector by the matching component of scale. * * @param scale The vector to scale by. */ void scale(const Vector2& 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 Vector2& point, float angle); /** * Sets the elements of this vector to the specified values. * * @param x The new x coordinate. * @param y The new y coordinate. */ void set(float x, float y); /** * 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. */ void set(const Vector2& v); /** * Sets this vector to the directional vector between the specified points. * * @param p1 The first point. * @param p2 The second point. */ void set(const Vector2& p1, const Vector2& p2); /** * Subtracts this vector and the specified vector as (this - v) * and stores the result in this vector. * * @param v The vector to subtract. */ void subtract(const Vector2& 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 Vector2& v1, const Vector2& v2, Vector2* 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). */ void smooth(const Vector2& 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 const Vector2 operator+(const Vector2& v) const; /** * Adds the given vector to this vector. * * @param v The vector to add. * @return This vector, after the addition occurs. */ inline Vector2& operator+=(const Vector2& 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 const Vector2 operator-(const Vector2& v) const; /** * Subtracts the given vector from this vector. * * @param v The vector to subtract. * @return This vector, after the subtraction occurs. */ inline Vector2& operator-=(const Vector2& v); /** * Calculates the negation of this vector. * * Note: this does not modify this vector. * * @return The negation of this vector. */ inline const Vector2 operator-() const; /** * Calculates the scalar product of this vector with the given value. * * Note: this does not modify this vector. * * @param x The value to scale by. * @return The scaled vector. */ inline const Vector2 operator*(float x) const; /** * Scales this vector by the given value. * * @param x The value to scale by. * @return This vector, after the scale occurs. */ inline Vector2& operator*=(float x); /** * Returns the components of this vector divided by the given constant * * Note: this does not modify this vector. * * @param x the constant to divide this vector with * @return a smaller vector */ inline const Vector2 operator/(float x) 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 Vector2& 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 Vector2& 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 Vector2& v) const; //code added compatible for Point public: /** * @js NA * @lua NA */ void setPoint(float x, float y); /** * @js NA */ bool equals(const Vector2& 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 Vector2& 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 Vector2 (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 Vector2& 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 Vector2& 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 Vector2& other) const; /** Calculates cross product of two points. @return float @since v2.1.4 * @js NA * @lua NA */ inline float cross(const Vector2& other) const { return x*other.y - y*other.x; }; /** Calculates perpendicular of v, rotated 90 degrees counter-clockwise -- cross(v, perp(v)) >= 0 @return Vector2 @since v2.1.4 * @js NA * @lua NA */ inline Vector2 getPerp() const { return Vector2(-y, x); }; /** Calculates midpoint between two points. @return Vector2 @since v3.0 * @js NA * @lua NA */ inline Vector2 getMidpoint(const Vector2& other) const { return Vector2((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 Vector2 getClampPoint(const Vector2& min_inclusive, const Vector2& max_inclusive) const { return Vector2(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, fllorf, 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 Vector2 compOp(std::function function) const { return Vector2(function(x), function(y)); } /** Calculates perpendicular of v, rotated 90 degrees clockwise -- cross(v, rperp(v)) <= 0 @return Vector2 @since v2.1.4 * @js NA * @lua NA */ inline Vector2 getRPerp() const { return Vector2(y, -x); }; /** Calculates the projection of this over other. @return Vector2 @since v2.1.4 * @js NA * @lua NA */ inline Vector2 project(const Vector2& other) const { return other * (dot(other)/other.dot(other)); }; /** Complex multiplication of two points ("rotates" two points). @return Vector2 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 Vector2 rotate(const Vector2& other) const { return Vector2(x*other.x - y*other.y, x*other.y + y*other.x); }; /** Unrotates two points. @return Vector2 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 Vector2 unrotate(const Vector2& other) const { return Vector2(x*other.x + y*other.y, y*other.x - x*other.y); }; /** Returns point multiplied to a length of 1. * If the point is 0, it returns (1, 0) @return Vector2 @since v2.1.4 * @js NA * @lua NA */ inline Vector2 normalize() const { float length = getLength(); if(length == 0.) return Vector2(1.f, 0); return *this / getLength(); }; /** 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 Vector2 lerp(const Vector2& 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 */ Vector2 rotateByAngle(const Vector2& pivot, float angle) const; /** * @js NA * @lua NA */ static inline Vector2 forAngle(const float a) { return Vector2(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)) @returns whether these two lines interects. 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 Vector2& A, const Vector2& B, const Vector2& C, const Vector2& 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 Vector2& A, const Vector2& B, const Vector2& C, const Vector2& D); /** returns true if Line A-B parallel with segment C-D @since v3.0 * @js NA * @lua NA */ static bool isLineParallel(const Vector2& A, const Vector2& B, const Vector2& C, const Vector2& D); /** returns true if Segment A-B overlap with segment C-D @since v3.0 * @js NA * @lua NA */ static bool isSegmentOverlap(const Vector2& A, const Vector2& B, const Vector2& C, const Vector2& D, Vector2* S = nullptr, Vector2* E = nullptr); /** returns true if Segment A-B intersects with segment C-D @since v3.0 * @js NA * @lua NA */ static bool isSegmentIntersect(const Vector2& A, const Vector2& B, const Vector2& C, const Vector2& D); /** returns the intersection point of line A-B, C-D @since v3.0 * @js NA * @lua NA */ static Vector2 getIntersectPoint(const Vector2& A, const Vector2& B, const Vector2& C, const Vector2& D); /** equals to Vector2(0,0) */ static const Vector2 ZERO; /** equals to Vector2(0.5, 0.5) */ static const Vector2 ANCHOR_MIDDLE; /** equals to Vector2(0, 0) */ static const Vector2 ANCHOR_BOTTOM_LEFT; /** equals to Vector2(0, 1) */ static const Vector2 ANCHOR_TOP_LEFT; /** equals to Vector2(1, 0) */ static const Vector2 ANCHOR_BOTTOM_RIGHT; /** equals to Vector2(1, 1) */ static const Vector2 ANCHOR_TOP_RIGHT; /** equals to Vector2(1, 0.5) */ static const Vector2 ANCHOR_MIDDLE_RIGHT; /** equals to Vector2(0, 0.5) */ static const Vector2 ANCHOR_MIDDLE_LEFT; /** equals to Vector2(0.5, 1) */ static const Vector2 ANCHOR_MIDDLE_TOP; /** equals to Vector2(0.5, 0) */ static const Vector2 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 const Vector2 operator*(float x, const Vector2& v); NS_CC_MATH_END #include "Vector2.inl" #endif