/********************************************************************************
* *
* D o u b l e - P r e c i s i o n 2 - E l e m e n t V e c t o r *
* *
*********************************************************************************
* Copyright (C) 1994,2006 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2.1 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the Free Software *
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. *
*********************************************************************************
* $Id: FXVec2d.h 2346 2006-02-14 03:26:11Z lyle $ *
********************************************************************************/
#ifndef FXVEC2D_H
#define FXVEC2D_H
namespace FX {
class FXMat3d;
/// Double-precision 2-element vector
class FXAPI FXVec2d {
public:
FXdouble x;
FXdouble y;
public:
/// Default constructor
FXVec2d(){}
/// Initialize from another vector
FXVec2d(const FXVec2d& v){x=v.x;y=v.y;}
/// Initialize from array of floats
FXVec2d(const FXdouble v[]){x=v[0];y=v[1];}
/// Initialize from components
FXVec2d(FXdouble xx,FXdouble yy){x=xx;y=yy;}
/// Return a non-const reference to the ith element
FXdouble& operator[](FXint i){return (&x)[i];}
/// Return a const reference to the ith element
const FXdouble& operator[](FXint i) const {return (&x)[i];}
/// Assignment
FXVec2d& operator=(const FXVec2d& v){x=v.x;y=v.y;return *this;}
/// Assignment from array of floats
FXVec2d& operator=(const FXdouble v[]){x=v[0];y=v[1];return *this;}
/// Set value from another vector
FXVec2d& set(const FXVec2d& v){x=v.x;y=v.y;return *this;}
/// Set value from array of floats
FXVec2d& set(const FXdouble v[]){x=v[0];y=v[1];return *this;}
/// Set value from components
FXVec2d& set(FXdouble xx,FXdouble yy){x=xx;y=yy;return *this;}
/// Assigning operators
FXVec2d& operator*=(FXdouble n){x*=n;y*=n;return *this;}
FXVec2d& operator/=(FXdouble n){x/=n;y/=n;return *this;}
FXVec2d& operator+=(const FXVec2d& v){x+=v.x;y+=v.y;return *this;}
FXVec2d& operator-=(const FXVec2d& v){x-=v.x;y-=v.y;return *this;}
/// Conversions
operator FXdouble*(){return &x;}
operator const FXdouble*() const {return &x;}
/// Unary
FXVec2d operator+() const { return *this; }
FXVec2d operator-() const { return FXVec2d(-x,-y); }
/// Vector and vector
FXVec2d operator+(const FXVec2d& v) const { return FXVec2d(x+v.x,y+v.y); }
FXVec2d operator-(const FXVec2d& v) const { return FXVec2d(x-v.x,y-v.y); }
/// Vector and matrix
FXVec2d operator*(const FXMat3d& m) const;
/// Scaling
friend inline FXVec2d operator*(const FXVec2d& a,FXdouble n);
friend inline FXVec2d operator*(FXdouble n,const FXVec2d& a);
friend inline FXVec2d operator/(const FXVec2d& a,FXdouble n);
friend inline FXVec2d operator/(FXdouble n,const FXVec2d& a);
/// Dot product
FXdouble operator*(const FXVec2d& v) const { return x*v.x+y*v.y; }
/// Test if zero
bool operator!() const { return x==0.0 && y==0.0;}
/// Equality tests
bool operator==(const FXVec2d& v) const { return x==v.x && y==v.y; }
bool operator!=(const FXVec2d& v) const { return x!=v.x || y!=v.y; }
friend inline bool operator==(const FXVec2d& a,FXdouble n);
friend inline bool operator!=(const FXVec2d& a,FXdouble n);
friend inline bool operator==(FXdouble n,const FXVec2d& a);
friend inline bool operator!=(FXdouble n,const FXVec2d& a);
/// Inequality tests
bool operator<(const FXVec2d& v) const { return x<v.x && y<v.y; }
bool operator<=(const FXVec2d& v) const { return x<=v.x && y<=v.y; }
bool operator>(const FXVec2d& v) const { return x>v.x && y>v.y; }
bool operator>=(const FXVec2d& v) const { return x>=v.x && y>=v.y; }
friend inline bool operator<(const FXVec2d& a,FXdouble n);
friend inline bool operator<=(const FXVec2d& a,FXdouble n);
friend inline bool operator>(const FXVec2d& a,FXdouble n);
friend inline bool operator>=(const FXVec2d& a,FXdouble n);
friend inline bool operator<(FXdouble n,const FXVec2d& a);
friend inline bool operator<=(FXdouble n,const FXVec2d& a);
friend inline bool operator>(FXdouble n,const FXVec2d& a);
friend inline bool operator>=(FXdouble n,const FXVec2d& a);
/// Length and square of length
FXdouble length2() const { return x*x+y*y; }
FXdouble length() const { return sqrt(length2()); }
/// Clamp values of vector between limits
FXVec2d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);return *this;}
/// Lowest or highest components
friend inline FXVec2d lo(const FXVec2d& a,const FXVec2d& b);
friend inline FXVec2d hi(const FXVec2d& a,const FXVec2d& b);
/// Normalize vector
friend FXAPI FXVec2d normalize(const FXVec2d& v);
/// Save vector to a stream
friend FXAPI FXStream& operator<<(FXStream& store,const FXVec2d& v);
/// Load vector from a stream
friend FXAPI FXStream& operator>>(FXStream& store,FXVec2d& v);
};
inline FXVec2d operator*(const FXVec2d& a,FXdouble n){return FXVec2d(a.x*n,a.y*n);}
inline FXVec2d operator*(FXdouble n,const FXVec2d& a){return FXVec2d(n*a.x,n*a.y);}
inline FXVec2d operator/(const FXVec2d& a,FXdouble n){return FXVec2d(a.x/n,a.y/n);}
inline FXVec2d operator/(FXdouble n,const FXVec2d& a){return FXVec2d(n/a.x,n/a.y);}
inline bool operator==(const FXVec2d& a,FXdouble n){return a.x==n && a.y==n;}
inline bool operator!=(const FXVec2d& a,FXdouble n){return a.x!=n || a.y!=n;}
inline bool operator==(FXdouble n,const FXVec2d& a){return n==a.x && n==a.y;}
inline bool operator!=(FXdouble n,const FXVec2d& a){return n!=a.x || n!=a.y;}
inline bool operator<(const FXVec2d& a,FXdouble n){return a.x<n && a.y<n;}
inline bool operator<=(const FXVec2d& a,FXdouble n){return a.x<=n && a.y<=n;}
inline bool operator>(const FXVec2d& a,FXdouble n){return a.x>n && a.y>n;}
inline bool operator>=(const FXVec2d& a,FXdouble n){return a.x>=n && a.y>=n;}
inline bool operator<(FXdouble n,const FXVec2d& a){return n<a.x && n<a.y;}
inline bool operator<=(FXdouble n,const FXVec2d& a){return n<=a.x && n<=a.y;}
inline bool operator>(FXdouble n,const FXVec2d& a){return n>a.x && n>a.y;}
inline bool operator>=(FXdouble n,const FXVec2d& a){return n>=a.x && n>=a.y;}
inline FXVec2d lo(const FXVec2d& a,const FXVec2d& b){return FXVec2d(FXMIN(a.x,b.x),FXMIN(a.y,b.y));}
inline FXVec2d hi(const FXVec2d& a,const FXVec2d& b){return FXVec2d(FXMAX(a.x,b.x),FXMAX(a.y,b.y));}
extern FXAPI FXVec2d normalize(const FXVec2d& v);
extern FXAPI FXStream& operator<<(FXStream& store,const FXVec2d& v);
extern FXAPI FXStream& operator>>(FXStream& store,FXVec2d& v);
}
#endif