/************************************************************** * * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you 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. * *************************************************************/ #ifndef _VECTOR2D_HXX #define _VECTOR2D_HXX #include #include // ------------ // - Vector2D - // ------------ class Vector2D { private: double mfX; double mfY; public: inline Vector2D() : mfX( 0.0 ), mfY( 0.0 ) {} inline Vector2D( double fX, double fY ) : mfX( fX ), mfY( fY ) {} inline Vector2D( const Vector2D& rVec ) : mfX( rVec.mfX ), mfY( rVec.mfY ) {} inline Vector2D( const Pair& rPair ) : mfX( rPair.nA ), mfY( rPair.nB ) {}; inline ~Vector2D() {} inline const double& X() const { return mfX; } inline const double& Y() const { return mfY; } inline double& X() { return mfX; } inline double& Y() { return mfY; } inline const double& operator[] (int nPos) const { return (nPos ? mfY : mfX); } inline double& operator[] (int nPos) { return (nPos ? mfY : mfX); } inline double GetLength() const { return hypot( mfX, mfY ); } inline Vector2D& Normalize(); inline void Min(const Vector2D& rVec) { if(rVec.mfX < mfX) mfX = rVec.mfX; if(rVec.mfY < mfY) mfY = rVec.mfY; } inline void Max(const Vector2D& rVec) { if(rVec.mfX > mfX) mfX = rVec.mfX; if(rVec.mfY > mfY) mfY = rVec.mfY; } inline void Abs() { if(mfX < 0.0) mfX = -mfX; if(mfY < 0.0) mfY = -mfY; } inline void CalcInBetween(Vector2D& rOld1, Vector2D& rOld2, double t) { mfX = ((rOld2.mfX - rOld1.mfX) + t) + rOld1.mfX; mfY = ((rOld2.mfY - rOld1.mfY) + t) + rOld1.mfY; } inline void CalcMiddle(Vector2D& rOld1, Vector2D& rOld2) { mfX = (rOld1.mfX + rOld2.mfX) / 2.0; mfY = (rOld1.mfY + rOld2.mfY) / 2.0; } inline void CalcMiddle(Vector2D& rOld1, Vector2D& rOld2, Vector2D& rOld3) { mfX = (rOld1.mfX + rOld2.mfX + rOld3.mfX) / 3.0; mfY = (rOld1.mfY + rOld2.mfY + rOld3.mfY) / 3.0; } inline Vector2D& operator+=( const Vector2D& rVec ) { mfX += rVec.mfX, mfY += rVec.mfY; return *this; } inline Vector2D& operator-=( const Vector2D& rVec ) { mfX -= rVec.mfX, mfY -= rVec.mfY; return *this; } inline Vector2D operator+(const Vector2D& rVec) const { Vector2D aSum(*this); aSum += rVec; return aSum; } inline Vector2D operator-(const Vector2D& rVec) const { Vector2D aSub(*this); aSub -= rVec; return aSub; } inline Vector2D operator-(void) const { return Vector2D(-mfX, -mfY); } inline double Scalar( const Vector2D& rVec ) const { return( mfX * rVec.mfX + mfY * rVec.mfY ); } inline Vector2D& operator/=( const Vector2D& rVec ) { mfX /= rVec.mfX, mfY /= rVec.mfY; return *this; } inline Vector2D& operator*=( const Vector2D& rVec ) { mfX *= rVec.mfX, mfY *= rVec.mfY; return *this; } inline Vector2D operator/(const Vector2D& rVec) const { Vector2D aDiv(*this); aDiv /= rVec; return aDiv; } inline Vector2D operator*(const Vector2D& rVec) const { Vector2D aMul(*this); aMul *= rVec; return aMul; } inline Vector2D& operator*=(double t) { mfX *= t; mfY *= t; return *this; } inline Vector2D operator*(double t) const { Vector2D aNew(*this); aNew *= t; return aNew; } inline Vector2D& operator/=(double t) { mfX /= t; mfY /= t; return *this; } inline Vector2D operator/(double t) const { Vector2D aNew(*this); aNew /= t; return aNew; } inline sal_Bool operator==( const Vector2D& rVec ) const { return( mfX == rVec.mfX && mfY == rVec.mfY ); } inline sal_Bool operator!=( const Vector2D& rVec ) const { return !( *this == rVec ); } inline Vector2D& operator=( const Vector2D& rVec ) { mfX = rVec.mfX, mfY = rVec.mfY; return *this; } inline Vector2D& operator=( const Pair& rPair ) { mfX = rPair.nA, mfY = rPair.nB; return *this; } inline Vector2D& operator-=( const Pair& rPair ) { mfX -= rPair.nA, mfY -= rPair.nB; return *this; } inline Vector2D& operator+=( const Pair& rPair ) { mfX += rPair.nA, mfY += rPair.nB; return *this; } inline Vector2D& operator*=( const Pair& rPair ) { mfX *= rPair.nA, mfY *= rPair.nB; return *this; } inline Vector2D& operator/=( const Pair& rPair ) { mfX /= rPair.nA, mfY /= rPair.nB; return *this; } inline sal_Bool operator==( const Pair& rPair ) const { return( mfX == rPair.nA && mfY == rPair.nB ); } inline sal_Bool operator!=( const Pair& rPair ) const { return !( *this == rPair ); } inline sal_Bool IsPositive( Vector2D& rVec ) const { return( ( mfX * rVec.mfY - mfY * rVec.mfX ) >= 0.0 ); } inline sal_Bool IsNegative( Vector2D& rVec ) const { return !IsPositive( rVec ); } }; // ----------------------------------------------------------------------------- inline Vector2D& Vector2D::Normalize() { double fLen = Scalar( *this ); if( ( fLen != 0.0 ) && ( fLen != 1.0 ) && ( ( fLen = sqrt( fLen ) ) != 0.0 ) ) mfX /= fLen, mfY /= fLen; return *this; } #endif // _SV_VECTOR2D_HXX