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Torque/SDK/lib/maxsdk31/point2.h
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153
Torque/SDK/lib/maxsdk31/point2.h
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/**********************************************************************
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*<
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FILE: point2.h
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DESCRIPTION: Class definition for Point2
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CREATED BY: Dan Silva
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HISTORY:
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*> Copyright (c) 1994, All Rights Reserved.
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**********************************************************************/
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#ifndef __POINT2__
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#define __POINT2__
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class ostream;
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class DllExport Point2 {
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public:
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float x,y;
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// Constructors
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Point2(){}
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Point2(float X, float Y) { x = X; y = Y; }
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Point2(double X, double Y) { x = (float)X; y = (float)Y; }
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Point2(const Point2& a) { x = a.x; y = a.y; }
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Point2(float af[2]) { x = af[0]; y = af[1]; }
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// Data members
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static const Point2 Origin;
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static const Point2 XAxis;
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static const Point2 YAxis;
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// Access operators
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float& operator[](int i) { return (&x)[i]; }
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const float& operator[](int i) const { return (&x)[i]; }
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// Conversion function
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operator float*() { return(&x); }
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// Unary operators
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Point2 operator-() const { return(Point2(-x,-y)); }
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Point2 operator+() const { return *this; }
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// Property functions
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float Length() const;
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int MaxComponent() const;
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int MinComponent() const;
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Point2 Normalize() const; // more accurate than *this/Length();
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// Assignment operators
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Point2& operator-=(const Point2&);
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Point2& operator+=(const Point2&);
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Point2& operator*=(float);
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Point2& operator/=(float);
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Point2& Set(float X, float Y);
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// Binary operators
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Point2 operator-(const Point2&) const;
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Point2 operator+(const Point2&) const;
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float DotProd(const Point2&) const; // DOT PRODUCT
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float operator*(const Point2&) const; // DOT PRODUCT
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// Relational operators
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int operator==(const Point2& p) const { return (x == p.x && y == p.y); }
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int operator!=(const Point2& p) const { return ( (x != p.x) || (y != p.y) ); }
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int Equals(const Point2& p, float epsilon = 1E-6f);
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// In-place normalize
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Point2& Unify();
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float LengthUnify(); // returns old Length
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};
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inline float DllExport Length(const Point2&);
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int DllExport MaxComponent(const Point2&); // the component with the maximum abs value
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int DllExport MinComponent(const Point2&); // the component with the minimum abs value
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Point2 DllExport Normalize(const Point2&); // more accurate than v/Length(v)
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Point2 DllExport operator*(float, const Point2&); // multiply by scalar
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Point2 DllExport operator*(const Point2&, float); // multiply by scalar
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Point2 DllExport operator/(const Point2&, float); // divide by scalar
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ostream DllExport &operator<<(ostream&, const Point2&);
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// Inlines:
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inline float Length(const Point2& v) {
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return (float)sqrt(v.x*v.x+v.y*v.y);
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}
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inline float Point2::Length() const {
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return (float)sqrt(x*x+y*y);
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}
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inline Point2& Point2::operator-=(const Point2& a) {
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x -= a.x; y -= a.y;
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return *this;
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}
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inline Point2& Point2::operator+=(const Point2& a) {
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x += a.x; y += a.y;
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return *this;
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}
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inline Point2& Point2::operator*=(float f) {
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x *= f; y *= f;
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return *this;
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}
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inline Point2& Point2::operator/=(float f) {
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x /= f; y /= f;
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return *this;
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}
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inline Point2& Point2::Set(float X, float Y) {
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x = X; y = Y;
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return *this;
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}
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inline Point2 Point2::operator-(const Point2& b) const{
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return(Point2(x-b.x,y-b.y));
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}
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inline Point2 Point2::operator+(const Point2& b) const {
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return(Point2(x+b.x,y+b.y));
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}
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inline float Point2::DotProd(const Point2& b) const{
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return(x*b.x+y*b.y);
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}
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inline float Point2::operator*(const Point2& b)const {
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return(x*b.x+y*b.y);
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}
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inline Point2 operator*(float f, const Point2& a) {
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return(Point2(a.x*f, a.y*f));
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}
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inline Point2 operator*(const Point2& a, float f) {
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return(Point2(a.x*f, a.y*f));
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}
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inline Point2 operator/(const Point2& a, float f) {
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return(Point2(a.x/f, a.y/f));
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}
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#endif
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