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#ifndef _VECTOR2D_HXX
#define _VECTOR2D_HXX
#include <math.h>
#include <tools/gen.hxx>
// ------------
// - 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