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/*
* vector2d.h
* DIN Is Noise is copyright (c) 2006-2024 Jagannathan Sampath
* For more information, please visit http://dinisnoise.org/
*/
#ifndef __vector2d
#define __vector2d
#include <math.h>
#include "point.h"
template <class T> inline void direction (point<T>& p1p2, point<T>& p1, point<T>& p2) {
p1p2.x = p2.x - p1.x;
p1p2.y = p2.y - p1.y;
}
template<class T> inline void direction (T& dx, T& dy, const T& x1, const T& y1, const T& x2, const T& y2) {
dx = x2 - x1;
dy = y2 - y1;
}
template <class T> inline void perpendicular (point<T>& r, point<T>& p) {
r.x = p.y;
r.y = -p.x;
}
template <class T> inline void perpendicular (T& px, T& py, const T& vx, const T& vy) {
px = vy;
py = -vx;
}
template <class T> inline int is_zero_vec (const T& x1, const T& y1, const T& e = 0.0001) {
return (equals (x1, (T)0.0, e) && equals (y1, (T)0.0, e));
}
template <class T> inline double magnitude (const T& x1, const T& y1, const T& x2, const T& y2) {
T dx = x2 - x1, dy = y2 - y1;
return sqrt ((double) (dx * dx + dy * dy));
}
template <class T> inline double magnitude (const T& vx, const T& vy) {
return sqrt ((double) (vx * vx + vy * vy));
}
template <class T> inline double magnitude (point<T>& p) {
return sqrt ((double) (p.x * p.x + p.y * p.y));
}
template <class T> inline double magnitude2 (const T& x1, const T& y1, const T& x2, const T& y2) {
T dx = x2 - x1, dy = y2 - y1;
return (dx * dx + dy * dy);
}
template <class T> inline T magnitude2 (const T& vx, const T& vy) {
return (vx * vx + vy * vy);
}
template<class S, class T> inline double unit_vector (S& ux, S& uy, const T& x1, const T& y1, const T& x2, const T& y2, const S& zx = 0, const S& zy = 0) {
// unit vector joining x1,y1 & x2,y2
T dx, dy; direction (dx, dy, x1, y1, x2, y2);
double mag = magnitude (dx, dy);
if (mag > 0) {
ux = (S) (dx / mag);
uy = (S) (dy / mag);
} else {
ux = zx;
uy = zy;
}
return mag;
}
template <class T> inline double unit_vector (T& ux, T& uy, const T& vx, const T& vy) {
double mag = magnitude (vx, vy);
if (mag > 0) {
ux = vx / mag;
uy = vy / mag;
} else {
ux = uy = 0;
}
return mag;
}
template <class T> inline double unit_vector (point<T>& u, point<T>& v) {
double mag = magnitude (v.x, v.y);
if (mag > 0) {
u.x = v.x / mag;
u.y = v.y / mag;
} else {
u.x = u.y = 0;
}
return mag;
}
template <typename T> inline void rotate_vector (T& vx, T& vy, float angle) {
T rx = vx * cos (angle) - vy * sin (angle);
T ry = vx * sin (angle) + vy * cos (angle);
vx = rx;
vy = ry;
}
#endif