1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #ifndef __IRR_POINT_2D_H_INCLUDED__
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6 #define __IRR_POINT_2D_H_INCLUDED__
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9 #include "dimension2d.h"
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17 //! 2d vector template class with lots of operators and methods.
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18 /** As of Irrlicht 1.6, this class supersedes position2d, which should
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19 be considered deprecated. */
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24 //! Default constructor (null vector)
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25 vector2d() : X(0), Y(0) {}
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26 //! Constructor with two different values
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27 vector2d(T nx, T ny) : X(nx), Y(ny) {}
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28 //! Constructor with the same value for both members
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29 explicit vector2d(T n) : X(n), Y(n) {}
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31 vector2d(const dimension2d<T>& other) : X(other.Width), Y(other.Height) {}
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35 vector2d<T> operator-() const { return vector2d<T>(-X, -Y); }
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37 vector2d<T>& operator=(const dimension2d<T>& other) { X = other.Width; Y = other.Height; return *this; }
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39 vector2d<T> operator+(const vector2d<T>& other) const { return vector2d<T>(X + other.X, Y + other.Y); }
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40 vector2d<T> operator+(const dimension2d<T>& other) const { return vector2d<T>(X + other.Width, Y + other.Height); }
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41 vector2d<T>& operator+=(const vector2d<T>& other) { X+=other.X; Y+=other.Y; return *this; }
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42 vector2d<T> operator+(const T v) const { return vector2d<T>(X + v, Y + v); }
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43 vector2d<T>& operator+=(const T v) { X+=v; Y+=v; return *this; }
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44 vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
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46 vector2d<T> operator-(const vector2d<T>& other) const { return vector2d<T>(X - other.X, Y - other.Y); }
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47 vector2d<T> operator-(const dimension2d<T>& other) const { return vector2d<T>(X - other.Width, Y - other.Height); }
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48 vector2d<T>& operator-=(const vector2d<T>& other) { X-=other.X; Y-=other.Y; return *this; }
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49 vector2d<T> operator-(const T v) const { return vector2d<T>(X - v, Y - v); }
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50 vector2d<T>& operator-=(const T v) { X-=v; Y-=v; return *this; }
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51 vector2d<T>& operator-=(const dimension2d<T>& other) { X -= other.Width; Y -= other.Height; return *this; }
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53 vector2d<T> operator*(const vector2d<T>& other) const { return vector2d<T>(X * other.X, Y * other.Y); }
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54 vector2d<T>& operator*=(const vector2d<T>& other) { X*=other.X; Y*=other.Y; return *this; }
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55 vector2d<T> operator*(const T v) const { return vector2d<T>(X * v, Y * v); }
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56 vector2d<T>& operator*=(const T v) { X*=v; Y*=v; return *this; }
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58 vector2d<T> operator/(const vector2d<T>& other) const { return vector2d<T>(X / other.X, Y / other.Y); }
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59 vector2d<T>& operator/=(const vector2d<T>& other) { X/=other.X; Y/=other.Y; return *this; }
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60 vector2d<T> operator/(const T v) const { return vector2d<T>(X / v, Y / v); }
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61 vector2d<T>& operator/=(const T v) { X/=v; Y/=v; return *this; }
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63 T& operator [](u32 index)
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65 _IRR_DEBUG_BREAK_IF(index>1) // access violation
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70 const T& operator [](u32 index) const
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72 _IRR_DEBUG_BREAK_IF(index>1) // access violation
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77 //! sort in order X, Y. Equality with rounding tolerance.
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78 bool operator<=(const vector2d<T>&other) const
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80 return (X<other.X || core::equals(X, other.X)) ||
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81 (core::equals(X, other.X) && (Y<other.Y || core::equals(Y, other.Y)));
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84 //! sort in order X, Y. Equality with rounding tolerance.
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85 bool operator>=(const vector2d<T>&other) const
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87 return (X>other.X || core::equals(X, other.X)) ||
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88 (core::equals(X, other.X) && (Y>other.Y || core::equals(Y, other.Y)));
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91 //! sort in order X, Y. Difference must be above rounding tolerance.
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92 bool operator<(const vector2d<T>&other) const
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94 return (X<other.X && !core::equals(X, other.X)) ||
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95 (core::equals(X, other.X) && Y<other.Y && !core::equals(Y, other.Y));
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98 //! sort in order X, Y. Difference must be above rounding tolerance.
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99 bool operator>(const vector2d<T>&other) const
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101 return (X>other.X && !core::equals(X, other.X)) ||
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102 (core::equals(X, other.X) && Y>other.Y && !core::equals(Y, other.Y));
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105 bool operator==(const vector2d<T>& other) const { return equals(other); }
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106 bool operator!=(const vector2d<T>& other) const { return !equals(other); }
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110 //! Checks if this vector equals the other one.
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111 /** Takes floating point rounding errors into account.
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112 \param other Vector to compare with.
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113 \param tolerance Epsilon value for both - comparing X and Y.
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114 \return True if the two vector are (almost) equal, else false. */
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115 bool equals(const vector2d<T>& other, const T tolerance = (T)ROUNDING_ERROR_f32 ) const
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117 return core::equals(X, other.X, tolerance) && core::equals(Y, other.Y, tolerance);
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120 vector2d<T>& set(T nx, T ny) {X=nx; Y=ny; return *this; }
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121 vector2d<T>& set(const vector2d<T>& p) { X=p.X; Y=p.Y; return *this; }
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123 //! Gets the length of the vector.
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124 /** \return The length of the vector. */
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125 T getLength() const { return core::squareroot( X*X + Y*Y ); }
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127 //! Get the squared length of this vector
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128 /** This is useful because it is much faster than getLength().
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129 \return The squared length of the vector. */
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130 T getLengthSQ() const { return X*X + Y*Y; }
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132 //! Get the dot product of this vector with another.
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133 /** \param other Other vector to take dot product with.
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134 \return The dot product of the two vectors. */
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135 T dotProduct(const vector2d<T>& other) const
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137 return X*other.X + Y*other.Y;
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140 //! check if this vector is parallel to another vector
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141 bool nearlyParallel( const vector2d<T> & other, const T factor = relativeErrorFactor<T>()) const
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143 // https://eagergames.wordpress.com/2017/04/01/fast-parallel-lines-and-vectors-test/
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144 // if a || b then a.x/a.y = b.x/b.y (similiar triangles)
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145 // if a || b then either both x are 0 or both y are 0.
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147 return equalsRelative( X*other.Y, other.X* Y, factor)
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148 && // a bit counterintuitive, but makes sure that
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149 // only y or only x are 0, and at same time deals
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150 // with the case where one vector is zero vector.
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151 (X*other.X + Y*other.Y) != 0;
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154 //! Gets distance from another point.
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155 /** Here, the vector is interpreted as a point in 2-dimensional space.
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156 \param other Other vector to measure from.
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157 \return Distance from other point. */
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158 T getDistanceFrom(const vector2d<T>& other) const
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160 return vector2d<T>(X - other.X, Y - other.Y).getLength();
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163 //! Returns squared distance from another point.
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164 /** Here, the vector is interpreted as a point in 2-dimensional space.
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165 \param other Other vector to measure from.
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166 \return Squared distance from other point. */
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167 T getDistanceFromSQ(const vector2d<T>& other) const
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169 return vector2d<T>(X - other.X, Y - other.Y).getLengthSQ();
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172 //! rotates the point anticlockwise around a center by an amount of degrees.
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173 /** \param degrees Amount of degrees to rotate by, anticlockwise.
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174 \param center Rotation center.
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175 \return This vector after transformation. */
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176 vector2d<T>& rotateBy(f64 degrees, const vector2d<T>& center=vector2d<T>())
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178 degrees *= DEGTORAD64;
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179 const f64 cs = cos(degrees);
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180 const f64 sn = sin(degrees);
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185 set((T)(X*cs - Y*sn), (T)(X*sn + Y*cs));
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192 //! Normalize the vector.
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193 /** The null vector is left untouched.
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194 \return Reference to this vector, after normalization. */
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195 vector2d<T>& normalize()
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197 f32 length = (f32)(X*X + Y*Y);
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200 length = core::reciprocal_squareroot ( length );
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201 X = (T)(X * length);
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202 Y = (T)(Y * length);
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206 //! Calculates the angle of this vector in degrees in the trigonometric sense.
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207 /** 0 is to the right (3 o'clock), values increase counter-clockwise.
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208 This method has been suggested by Pr3t3nd3r.
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209 \return Returns a value between 0 and 360. */
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210 f64 getAngleTrig() const
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213 return X < 0 ? 180 : 0;
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216 return Y < 0 ? 270 : 90;
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220 return atan((irr::f64)Y/(irr::f64)X) * RADTODEG64;
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222 return 180.0-atan((irr::f64)Y/-(irr::f64)X) * RADTODEG64;
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225 return 360.0-atan(-(irr::f64)Y/(irr::f64)X) * RADTODEG64;
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227 return 180.0+atan(-(irr::f64)Y/-(irr::f64)X) * RADTODEG64;
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230 //! Calculates the angle of this vector in degrees in the counter trigonometric sense.
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231 /** 0 is to the right (3 o'clock), values increase clockwise.
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232 \return Returns a value between 0 and 360. */
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233 inline f64 getAngle() const
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235 if (Y == 0) // corrected thanks to a suggestion by Jox
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236 return X < 0 ? 180 : 0;
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238 return Y < 0 ? 90 : 270;
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240 // don't use getLength here to avoid precision loss with s32 vectors
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241 // avoid floating-point trouble as sqrt(y*y) is occasionally larger than y, so clamp
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242 const f64 tmp = core::clamp(Y / sqrt((f64)(X*X + Y*Y)), -1.0, 1.0);
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243 const f64 angle = atan( core::squareroot(1 - tmp*tmp) / tmp) * RADTODEG64;
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246 return angle + 270;
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255 return 270 - angle;
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260 //! Calculates the angle between this vector and another one in degree.
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261 /** \param b Other vector to test with.
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262 \return Returns a value between 0 and 90. */
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263 inline f64 getAngleWith(const vector2d<T>& b) const
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265 f64 tmp = (f64)(X*b.X + Y*b.Y);
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270 tmp = tmp / core::squareroot((f64)((X*X + Y*Y) * (b.X*b.X + b.Y*b.Y)));
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273 if ( tmp > 1.0 ) // avoid floating-point trouble
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276 return atan(sqrt(1 - tmp*tmp) / tmp) * RADTODEG64;
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279 //! Returns if this vector interpreted as a point is on a line between two other points.
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280 /** It is assumed that the point is on the line.
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281 \param begin Beginning vector to compare between.
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282 \param end Ending vector to compare between.
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283 \return True if this vector is between begin and end, false if not. */
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284 bool isBetweenPoints(const vector2d<T>& begin, const vector2d<T>& end) const
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293 // . this point (am I inside or outside)?
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295 if (begin.X != end.X)
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297 return ((begin.X <= X && X <= end.X) ||
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298 (begin.X >= X && X >= end.X));
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302 return ((begin.Y <= Y && Y <= end.Y) ||
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303 (begin.Y >= Y && Y >= end.Y));
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307 //! Creates an interpolated vector between this vector and another vector.
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308 /** \param other The other vector to interpolate with.
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309 \param d Interpolation value between 0.0f (all the other vector) and 1.0f (all this vector).
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310 Note that this is the opposite direction of interpolation to getInterpolated_quadratic()
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311 \return An interpolated vector. This vector is not modified. */
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312 vector2d<T> getInterpolated(const vector2d<T>& other, f64 d) const
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314 const f64 inv = 1.0f - d;
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315 return vector2d<T>((T)(other.X*inv + X*d), (T)(other.Y*inv + Y*d));
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318 //! Creates a quadratically interpolated vector between this and two other vectors.
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319 /** \param v2 Second vector to interpolate with.
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320 \param v3 Third vector to interpolate with (maximum at 1.0f)
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321 \param d Interpolation value between 0.0f (all this vector) and 1.0f (all the 3rd vector).
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322 Note that this is the opposite direction of interpolation to getInterpolated() and interpolate()
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323 \return An interpolated vector. This vector is not modified. */
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324 vector2d<T> getInterpolated_quadratic(const vector2d<T>& v2, const vector2d<T>& v3, f64 d) const
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326 // this*(1-d)*(1-d) + 2 * v2 * (1-d) + v3 * d * d;
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327 const f64 inv = 1.0f - d;
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328 const f64 mul0 = inv * inv;
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329 const f64 mul1 = 2.0f * d * inv;
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330 const f64 mul2 = d * d;
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332 return vector2d<T> ( (T)(X * mul0 + v2.X * mul1 + v3.X * mul2),
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333 (T)(Y * mul0 + v2.Y * mul1 + v3.Y * mul2));
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336 /*! Test if this point and another 2 points taken as triplet
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337 are colinear, clockwise, anticlockwise. This can be used also
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338 to check winding order in triangles for 2D meshes.
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339 \return 0 if points are colinear, 1 if clockwise, 2 if anticlockwise
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341 s32 checkOrientation( const vector2d<T> & b, const vector2d<T> & c) const
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343 // Example of clockwise points
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350 // +---------------> X
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352 T val = (b.Y - Y) * (c.X - b.X) -
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353 (b.X - X) * (c.Y - b.Y);
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355 if (val == 0) return 0; // colinear
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357 return (val > 0) ? 1 : 2; // clock or counterclock wise
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360 /*! Returns true if points (a,b,c) are clockwise on the X,Y plane*/
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361 inline bool areClockwise( const vector2d<T> & b, const vector2d<T> & c) const
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363 T val = (b.Y - Y) * (c.X - b.X) -
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364 (b.X - X) * (c.Y - b.Y);
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369 /*! Returns true if points (a,b,c) are counterclockwise on the X,Y plane*/
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370 inline bool areCounterClockwise( const vector2d<T> & b, const vector2d<T> & c) const
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372 T val = (b.Y - Y) * (c.X - b.X) -
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373 (b.X - X) * (c.Y - b.Y);
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378 //! Sets this vector to the linearly interpolated vector between a and b.
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379 /** \param a first vector to interpolate with, maximum at 1.0f
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380 \param b second vector to interpolate with, maximum at 0.0f
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381 \param d Interpolation value between 0.0f (all vector b) and 1.0f (all vector a)
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382 Note that this is the opposite direction of interpolation to getInterpolated_quadratic()
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384 vector2d<T>& interpolate( const vector2d<T>& a, const vector2d<T>& b, f64 d)
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386 X = (T)((f64)b.X + ( ( a.X - b.X ) * d ));
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387 Y = (T)((f64)b.Y + ( ( a.Y - b.Y ) * d ));
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391 //! X coordinate of vector.
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394 //! Y coordinate of vector.
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398 //! Typedef for f32 2d vector.
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399 typedef vector2d<f32> vector2df;
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401 //! Typedef for integer 2d vector.
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402 typedef vector2d<s32> vector2di;
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404 template<class S, class T>
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405 vector2d<T> operator*(const S scalar, const vector2d<T>& vector) { return vector*scalar; }
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407 // These methods are declared in dimension2d, but need definitions of vector2d
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409 dimension2d<T>::dimension2d(const vector2d<T>& other) : Width(other.X), Height(other.Y) { }
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412 bool dimension2d<T>::operator==(const vector2d<T>& other) const { return Width == other.X && Height == other.Y; }
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414 } // end namespace core
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415 } // end namespace irr
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