📄 vector2d.h
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//////////////////////////////////////////////////////////////////////////////////////////
// VECTOR2D.h
// Class declaration for a 2d vector
// Downloaded from: www.paulsprojects.net
// Created: 6th November 2002
// Modified: 7th January 2003 - Added QuadraticInterpolate
//
// Copyright (c) 2006, Paul Baker
// Distributed under the New BSD Licence. (See accompanying file License.txt or copy at
// http://www.paulsprojects.net/NewBSDLicense.txt)
//////////////////////////////////////////////////////////////////////////////////////////
#ifndef VECTOR2D_H
#define VECTOR2D_H
class VECTOR2D
{
public:
//constructors
VECTOR2D(void) : x(0.0f), y(0.0f)
{}
VECTOR2D(float newX, float newY): x(newX), y(newY)
{}
VECTOR2D(const float * rhs) : x(*rhs), y((*rhs)+1)
{}
VECTOR2D(const VECTOR2D & rhs) : x(rhs.x), y(rhs.y)
{}
~VECTOR2D() {} //empty
void Set(float newX, float newY)
{ x=newX; y=newY; }
//Accessors kept for compatibility
void SetX(float newX) {x = newX;}
void SetY(float newY) {y = newY;}
float GetX() const {return x;} //public accessor functions
float GetY() const {return y;} //inline, const
void LoadZero(void);
void LoadOne(void); //fill with (1, 1)
void Normalize();
VECTOR2D GetNormalized() const;
float GetLength() const
{ return (float)sqrt((x*x)+(y*y)); }
float GetSquaredLength() const
{ return (x*x)+(y*y); }
//linear interpolate
VECTOR2D lerp(const VECTOR2D & v2, float factor) const
{ return (*this)*(1.0f-factor) + v2*factor; }
VECTOR2D QuadraticInterpolate(const VECTOR2D & v2, const VECTOR2D & v3, float factor) const
{ return (*this)*(1.0f-factor)*(1.0f-factor) + 2*v2*factor*(1.0f-factor) + v3*factor*factor;}
//overloaded operators
//binary operators
VECTOR2D operator+(const VECTOR2D & rhs) const
{ return VECTOR2D(x + rhs.x, y + rhs.y); }
VECTOR2D operator-(const VECTOR2D & rhs) const
{ return VECTOR2D(x - rhs.x, y - rhs.y); }
VECTOR2D operator*(const float rhs) const
{ return VECTOR2D(x*rhs, y*rhs); }
VECTOR2D operator/(const float rhs) const
{ return (rhs==0) ? VECTOR2D(0.0f, 0.0f) : VECTOR2D(x / rhs, y / rhs); }
//multiply by a float, eg 3*v
friend VECTOR2D operator*(float scaleFactor, const VECTOR2D & rhs);
bool operator==(const VECTOR2D & rhs) const;
bool operator!=(const VECTOR2D & rhs) const
{ return !((*this)==rhs); }
//self-add etc
void operator+=(const VECTOR2D & rhs)
{ x+=rhs.x; y+=rhs.y;}
void operator-=(const VECTOR2D & rhs)
{ x-=rhs.x; y-=rhs.y;}
void operator*=(const float rhs)
{ x*=rhs; y*=rhs; }
void operator/=(const float rhs)
{ if(rhs==0.0f)
return;
else
{ x/=rhs; y/=rhs; }
}
//unary operators
VECTOR2D operator-(void) const {return VECTOR2D(-x, -y);}
VECTOR2D operator+(void) const {return *this;}
//cast to pointer to a (float *) for glVertex3fv etc
operator float* () const {return (float*) this;}
operator const float* () const {return (const float*) this;}
//member variables
float x;
float y;
};
#endif //VECTOR2D_H
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