tge/lib/maxsdk31/point2.h
2017-04-17 06:17:10 -06:00

154 lines
3.9 KiB
C++
Executable File

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