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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/rvo2/rvo2_2d/Vector2.h
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/*
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* Vector2.h
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* RVO2 Library
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*
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* Copyright 2008 University of North Carolina at Chapel Hill
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* Please send all bug reports to <[email protected]>.
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*
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* The authors may be contacted via:
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*
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* Jur van den Berg, Stephen J. Guy, Jamie Snape, Ming C. Lin, Dinesh Manocha
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* Dept. of Computer Science
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* 201 S. Columbia St.
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* Frederick P. Brooks, Jr. Computer Science Bldg.
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* Chapel Hill, N.C. 27599-3175
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* United States of America
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*
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* <http://gamma.cs.unc.edu/RVO2/>
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*/
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#ifndef RVO_VECTOR2_H_
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#define RVO_VECTOR2_H_
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/**
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* \file Vector2.h
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* \brief Contains the Vector2 class.
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*/
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#include <cmath>
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#include <ostream>
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namespace RVO2D {
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/**
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* \brief Defines a two-dimensional vector.
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*/
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class Vector2 {
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public:
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/**
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* \brief Constructs and initializes a two-dimensional vector instance
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* to (0.0, 0.0).
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*/
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inline Vector2() : x_(0.0f), y_(0.0f) { }
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/**
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* \brief Constructs and initializes a two-dimensional vector from
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* the specified xy-coordinates.
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* \param x The x-coordinate of the two-dimensional
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* vector.
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* \param y The y-coordinate of the two-dimensional
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* vector.
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*/
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inline Vector2(float x, float y) : x_(x), y_(y) { }
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inline Vector2(const Vector2 &vector)
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{
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x_ = vector.x();
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y_ = vector.y();
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}
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/**
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* \brief Returns the x-coordinate of this two-dimensional vector.
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* \return The x-coordinate of the two-dimensional vector.
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*/
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inline float x() const { return x_; }
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/**
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* \brief Returns the y-coordinate of this two-dimensional vector.
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* \return The y-coordinate of the two-dimensional vector.
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*/
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inline float y() const { return y_; }
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/**
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* \brief Computes the negation of this two-dimensional vector.
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* \return The negation of this two-dimensional vector.
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*/
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inline Vector2 operator-() const
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{
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return Vector2(-x_, -y_);
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}
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/**
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* \brief Computes the dot product of this two-dimensional vector with
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* the specified two-dimensional vector.
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* \param vector The two-dimensional vector with which the
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* dot product should be computed.
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* \return The dot product of this two-dimensional vector with a
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* specified two-dimensional vector.
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*/
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inline float operator*(const Vector2 &vector) const
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{
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return x_ * vector.x() + y_ * vector.y();
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}
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/**
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* \brief Computes the scalar multiplication of this
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* two-dimensional vector with the specified scalar value.
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* \param s The scalar value with which the scalar
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* multiplication should be computed.
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* \return The scalar multiplication of this two-dimensional vector
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* with a specified scalar value.
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*/
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inline Vector2 operator*(float s) const
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{
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return Vector2(x_ * s, y_ * s);
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}
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/**
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* \brief Computes the scalar division of this two-dimensional vector
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* with the specified scalar value.
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* \param s The scalar value with which the scalar
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* division should be computed.
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* \return The scalar division of this two-dimensional vector with a
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* specified scalar value.
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*/
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inline Vector2 operator/(float s) const
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{
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const float invS = 1.0f / s;
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return Vector2(x_ * invS, y_ * invS);
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}
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/**
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* \brief Computes the vector sum of this two-dimensional vector with
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* the specified two-dimensional vector.
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* \param vector The two-dimensional vector with which the
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* vector sum should be computed.
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* \return The vector sum of this two-dimensional vector with a
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* specified two-dimensional vector.
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*/
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inline Vector2 operator+(const Vector2 &vector) const
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{
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return Vector2(x_ + vector.x(), y_ + vector.y());
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}
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/**
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* \brief Computes the vector difference of this two-dimensional
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* vector with the specified two-dimensional vector.
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* \param vector The two-dimensional vector with which the
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* vector difference should be computed.
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* \return The vector difference of this two-dimensional vector with a
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* specified two-dimensional vector.
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*/
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inline Vector2 operator-(const Vector2 &vector) const
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{
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return Vector2(x_ - vector.x(), y_ - vector.y());
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}
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/**
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* \brief Tests this two-dimensional vector for equality with the
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* specified two-dimensional vector.
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* \param vector The two-dimensional vector with which to
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* test for equality.
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* \return True if the two-dimensional vectors are equal.
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*/
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inline bool operator==(const Vector2 &vector) const
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{
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return x_ == vector.x() && y_ == vector.y();
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}
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/**
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* \brief Tests this two-dimensional vector for inequality with the
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* specified two-dimensional vector.
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* \param vector The two-dimensional vector with which to
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* test for inequality.
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* \return True if the two-dimensional vectors are not equal.
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*/
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inline bool operator!=(const Vector2 &vector) const
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{
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return x_ != vector.x() || y_ != vector.y();
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}
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/**
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* \brief Sets the value of this two-dimensional vector to the scalar
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* multiplication of itself with the specified scalar value.
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* \param s The scalar value with which the scalar
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* multiplication should be computed.
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* \return A reference to this two-dimensional vector.
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*/
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inline Vector2 &operator*=(float s)
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{
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x_ *= s;
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y_ *= s;
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return *this;
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}
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/**
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* \brief Sets the value of this two-dimensional vector to the scalar
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* division of itself with the specified scalar value.
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* \param s The scalar value with which the scalar
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* division should be computed.
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* \return A reference to this two-dimensional vector.
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*/
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inline Vector2 &operator/=(float s)
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{
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const float invS = 1.0f / s;
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x_ *= invS;
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y_ *= invS;
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return *this;
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}
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/**
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* \brief Sets the value of this two-dimensional vector to the vector
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* sum of itself with the specified two-dimensional vector.
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* \param vector The two-dimensional vector with which the
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* vector sum should be computed.
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* \return A reference to this two-dimensional vector.
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*/
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inline Vector2 &operator+=(const Vector2 &vector)
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{
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x_ += vector.x();
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y_ += vector.y();
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return *this;
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}
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/**
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* \brief Sets the value of this two-dimensional vector to the vector
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* difference of itself with the specified two-dimensional
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* vector.
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* \param vector The two-dimensional vector with which the
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* vector difference should be computed.
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* \return A reference to this two-dimensional vector.
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*/
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inline Vector2 &operator-=(const Vector2 &vector)
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{
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x_ -= vector.x();
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y_ -= vector.y();
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return *this;
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}
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inline Vector2 &operator=(const Vector2 &vector)
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{
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x_ = vector.x();
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y_ = vector.y();
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return *this;
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}
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private:
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float x_;
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float y_;
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};
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/**
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* \relates Vector2
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* \brief Computes the scalar multiplication of the specified
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* two-dimensional vector with the specified scalar value.
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* \param s The scalar value with which the scalar
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* multiplication should be computed.
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* \param vector The two-dimensional vector with which the scalar
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* multiplication should be computed.
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* \return The scalar multiplication of the two-dimensional vector with the
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* scalar value.
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*/
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inline Vector2 operator*(float s, const Vector2 &vector)
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{
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return Vector2(s * vector.x(), s * vector.y());
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}
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/**
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* \relates Vector2
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* \brief Inserts the specified two-dimensional vector into the specified
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* output stream.
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* \param os The output stream into which the two-dimensional
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* vector should be inserted.
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* \param vector The two-dimensional vector which to insert into
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* the output stream.
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* \return A reference to the output stream.
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*/
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inline std::ostream &operator<<(std::ostream &os, const Vector2 &vector)
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{
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os << "(" << vector.x() << "," << vector.y() << ")";
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return os;
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}
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/**
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* \relates Vector2
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* \brief Computes the length of a specified two-dimensional vector.
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* \param vector The two-dimensional vector whose length is to be
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* computed.
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* \return The length of the two-dimensional vector.
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*/
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inline float abs(const Vector2 &vector)
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{
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return std::sqrt(vector * vector);
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}
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/**
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* \relates Vector2
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* \brief Computes the squared length of a specified two-dimensional
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* vector.
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* \param vector The two-dimensional vector whose squared length
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* is to be computed.
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* \return The squared length of the two-dimensional vector.
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*/
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inline float absSq(const Vector2 &vector)
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{
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return vector * vector;
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}
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/**
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* \relates Vector2
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* \brief Computes the determinant of a two-dimensional square matrix with
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* rows consisting of the specified two-dimensional vectors.
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* \param vector1 The top row of the two-dimensional square
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* matrix.
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* \param vector2 The bottom row of the two-dimensional square
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* matrix.
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* \return The determinant of the two-dimensional square matrix.
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*/
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inline float det(const Vector2 &vector1, const Vector2 &vector2)
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{
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return vector1.x() * vector2.y() - vector1.y() * vector2.x();
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}
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/**
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* \relates Vector2
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* \brief Computes the normalization of the specified two-dimensional
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* vector.
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* \param vector The two-dimensional vector whose normalization
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* is to be computed.
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* \return The normalization of the two-dimensional vector.
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*/
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inline Vector2 normalize(const Vector2 &vector)
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{
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return vector / abs(vector);
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}
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}
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#endif /* RVO_VECTOR2_H_ */
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