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vector2d.h
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vector2d.h
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#ifndef VECTOR2D_H_INCLUDED
#define VECTOR2D_H_INCLUDED
#include "geometry_uninitialised.h"
#include "vectorn.h"
namespace Geometry
{
//
// Interface
//
template<typename Scalar>
class Vector2d : public VectorN<Scalar, 2>
{
public:
typedef Vector2d<Scalar> VectorType;
typedef VectorN<Scalar,2> BaseType;
// simple construction
Vector2d( Scalar a, Scalar b );
//explicity uninitialised construction
Vector2d(const Uninitialised&);
//upcast constructor
explicit Vector2d( const VectorN<Scalar, 2>& rhs );
Vector2d& operator = (const VectorN<Scalar, 2>& rhs);
//simple accessor functions
//note !!! don't like non-const Scalar & Get but required by shaded_relief
Scalar& GetX();
const Scalar& GetX() const;
void SetX( Scalar v );
Scalar& GetY();
const Scalar& GetY() const;
void SetY( Scalar v );
VectorType R90() const;
};
//
// Class Implementation
// (in header as is a template)
//
template<typename Scalar>
Vector2d<Scalar>::Vector2d( Scalar a, Scalar b )
: VectorN<Scalar, 2>(uninitialised)
{
(*this)[0]=a;
(*this)[1]=b;
}
template<typename Scalar>
Vector2d<Scalar>::Vector2d( const VectorN<Scalar, 2>& rhs )
: VectorN<Scalar, 2>(rhs)
{
// nothing to do here
}
template<typename Scalar>
Vector2d<Scalar>::Vector2d(const Uninitialised&)
: VectorN<Scalar, 2>(uninitialised)
{
// nothing to do here
}
template<typename Scalar>
Vector2d<Scalar>& Vector2d<Scalar>::operator = (const VectorN<Scalar, 2>& rhs)
{
this->BaseType::operator=(rhs);
return *this;
}
template<typename Scalar>
Scalar& Vector2d<Scalar>::GetX()
{
return (*this)[0];
}
template<typename Scalar>
const Scalar& Vector2d<Scalar>::GetX() const
{
return (*this)[0];
}
template<typename Scalar>
void Vector2d<Scalar>::SetX( Scalar x )
{
(*this)[0] = x;
}
template<typename Scalar>
Scalar& Vector2d<Scalar>::GetY()
{
return (*this)[1];
}
template<typename Scalar>
const Scalar& Vector2d<Scalar>::GetY() const
{
return (*this)[1];
}
template<typename Scalar>
void Vector2d<Scalar>::SetY( Scalar y )
{
(*this)[1] = y;
}
template<typename Scalar>
Vector2d<Scalar> Vector2d<Scalar>::R90() const
{
return VectorType{-GetY(),GetX()};
}
template< typename Scalar >
class Line2d : public LineN< Vector2d<Scalar> >
{
public:
typedef Vector2d<Scalar> VectorType;
typedef Scalar ScalarType;
Line2d( const VectorType& start, const VectorType& finish )
: LineN<Vector2d<Scalar> >(start, finish)
{
}
Line2d(
const typename VectorType::BaseType& start,
const typename VectorType::BaseType& finish )
: LineN<Vector2d<Scalar> >( VectorType(start), VectorType(finish))
{
}
VectorType Normal()const
{
VectorType result(this->mFinish);
result -= this->mStart;
result.Normalise();
ScalarType temp = result.Get(0);
result.Set(0, -result.Get(1));
result.Set(1, temp);
return result;
}
ScalarType SignedDistance(const VectorType& p)const
{
VectorType v(p - this->mStart);
return DotProduct(v, Normal());
}
ScalarType SegmentDistance(const VectorType& p) const
{
// Return minimum distance between line segment vw and point p
const float l2 = this->mStart.DistanceSquare(this->mFinish); // i.e. |w-v|^2 - avoid a sqrt
if (l2 == 0.0) return p.Distance(this->mStart); // v == w case
// Consider the line extending the segment, parameterized as v + t (w - v).
// We find projection of point p onto the line.
// It falls where t = [(p-v) . (w-v)] / |w-v|^2
// We clamp t from [0,1] to handle points outside the segment vw.
float t = DotProduct(p - this->mStart, this->mFinish - this->mStart) / l2;
if (t>1) t=1;
if (t<0) t=0;
// const VectorType projection = this->mStart + (this->mFinish - this->mStart) * t; // Projection falls on the segment
auto projection = (this->mFinish - this->mStart);
projection *= t;
projection += this->mStart;
return p.Distance(projection);
}
ScalarType Side(const VectorType& p)const
{
VectorType ab(this->mFinish - this->mStart);
VectorType ap(p - this->mStart);
return (ab.GetX()*ap.GetY())-(ab.GetY()*ap.GetX());
}
};
}
#endif