/********************************************************************** * File: ipoints.h (Formerly icoords.h) * Description: Inline functions for coords.h. * Author: Ray Smith * Created: Fri Jun 21 15:14:21 BST 1991 * * (C) Copyright 1991, Hewlett-Packard Ltd. ** Licensed under the Apache License, Version 2.0 (the "License"); ** you may not use this file except in compliance with the License. ** You may obtain a copy of the License at ** http://www.apache.org/licenses/LICENSE-2.0 ** Unless required by applicable law or agreed to in writing, software ** distributed under the License is distributed on an "AS IS" BASIS, ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ** See the License for the specific language governing permissions and ** limitations under the License. * **********************************************************************/ #ifndef IPOINTS_H #define IPOINTS_H #include /********************************************************************** * operator! * * Rotate an ICOORD 90 degrees anticlockwise. **********************************************************************/ inline ICOORD operator! ( //rotate 90 deg anti const ICOORD & src //thing to rotate ) { ICOORD result; //output result.xcoord = -src.ycoord; result.ycoord = src.xcoord; return result; } /********************************************************************** * operator- * * Unary minus of an ICOORD. **********************************************************************/ inline ICOORD operator- ( //unary minus const ICOORD & src //thing to minus ) { ICOORD result; //output result.xcoord = -src.xcoord; result.ycoord = -src.ycoord; return result; } /********************************************************************** * operator+ * * Add 2 ICOORDS. **********************************************************************/ inline ICOORD operator+ ( //sum vectors const ICOORD & op1, //operands const ICOORD & op2) { ICOORD sum; //result sum.xcoord = op1.xcoord + op2.xcoord; sum.ycoord = op1.ycoord + op2.ycoord; return sum; } /********************************************************************** * operator+= * * Add 2 ICOORDS. **********************************************************************/ inline ICOORD & operator+= ( //sum vectors ICOORD & op1, //operands const ICOORD & op2) { op1.xcoord += op2.xcoord; op1.ycoord += op2.ycoord; return op1; } /********************************************************************** * operator- * * Subtract 2 ICOORDS. **********************************************************************/ inline ICOORD operator- ( //subtract vectors const ICOORD & op1, //operands const ICOORD & op2) { ICOORD sum; //result sum.xcoord = op1.xcoord - op2.xcoord; sum.ycoord = op1.ycoord - op2.ycoord; return sum; } /********************************************************************** * operator-= * * Subtract 2 ICOORDS. **********************************************************************/ inline ICOORD & operator-= ( //sum vectors ICOORD & op1, //operands const ICOORD & op2) { op1.xcoord -= op2.xcoord; op1.ycoord -= op2.ycoord; return op1; } /********************************************************************** * operator% * * Scalar product of 2 ICOORDS. **********************************************************************/ inline int32_t operator% ( //scalar product const ICOORD & op1, //operands const ICOORD & op2) { return op1.xcoord * op2.xcoord + op1.ycoord * op2.ycoord; } /********************************************************************** * operator* * * Cross product of 2 ICOORDS. **********************************************************************/ inline int32_t operator *( //cross product const ICOORD &op1, //operands const ICOORD &op2) { return op1.xcoord * op2.ycoord - op1.ycoord * op2.xcoord; } /********************************************************************** * operator* * * Scalar multiply of an ICOORD. **********************************************************************/ inline ICOORD operator *( //scalar multiply const ICOORD &op1, //operands int16_t scale) { ICOORD result; //output result.xcoord = op1.xcoord * scale; result.ycoord = op1.ycoord * scale; return result; } inline ICOORD operator *( //scalar multiply int16_t scale, const ICOORD &op1 //operands ) { ICOORD result; //output result.xcoord = op1.xcoord * scale; result.ycoord = op1.ycoord * scale; return result; } /********************************************************************** * operator*= * * Scalar multiply of an ICOORD. **********************************************************************/ inline ICOORD & operator*= ( //scalar multiply ICOORD & op1, //operands int16_t scale) { op1.xcoord *= scale; op1.ycoord *= scale; return op1; } /********************************************************************** * operator/ * * Scalar divide of an ICOORD. **********************************************************************/ inline ICOORD operator/ ( //scalar divide const ICOORD & op1, //operands int16_t scale) { ICOORD result; //output result.xcoord = op1.xcoord / scale; result.ycoord = op1.ycoord / scale; return result; } /********************************************************************** * operator/= * * Scalar divide of an ICOORD. **********************************************************************/ inline ICOORD & operator/= ( //scalar divide ICOORD & op1, //operands int16_t scale) { op1.xcoord /= scale; op1.ycoord /= scale; return op1; } /********************************************************************** * ICOORD::rotate * * Rotate an ICOORD by the given (normalized) (cos,sin) vector. **********************************************************************/ inline void ICOORD::rotate( //rotate by vector const FCOORD& vec) { int16_t tmp; tmp = (int16_t) floor (xcoord * vec.x () - ycoord * vec.y () + 0.5); ycoord = (int16_t) floor (ycoord * vec.x () + xcoord * vec.y () + 0.5); xcoord = tmp; } /********************************************************************** * operator! * * Rotate an FCOORD 90 degrees anticlockwise. **********************************************************************/ inline FCOORD operator! ( //rotate 90 deg anti const FCOORD & src //thing to rotate ) { FCOORD result; //output result.xcoord = -src.ycoord; result.ycoord = src.xcoord; return result; } /********************************************************************** * operator- * * Unary minus of an FCOORD. **********************************************************************/ inline FCOORD operator- ( //unary minus const FCOORD & src //thing to minus ) { FCOORD result; //output result.xcoord = -src.xcoord; result.ycoord = -src.ycoord; return result; } /********************************************************************** * operator+ * * Add 2 FCOORDS. **********************************************************************/ inline FCOORD operator+ ( //sum vectors const FCOORD & op1, //operands const FCOORD & op2) { FCOORD sum; //result sum.xcoord = op1.xcoord + op2.xcoord; sum.ycoord = op1.ycoord + op2.ycoord; return sum; } /********************************************************************** * operator+= * * Add 2 FCOORDS. **********************************************************************/ inline FCOORD & operator+= ( //sum vectors FCOORD & op1, //operands const FCOORD & op2) { op1.xcoord += op2.xcoord; op1.ycoord += op2.ycoord; return op1; } /********************************************************************** * operator- * * Subtract 2 FCOORDS. **********************************************************************/ inline FCOORD operator- ( //subtract vectors const FCOORD & op1, //operands const FCOORD & op2) { FCOORD sum; //result sum.xcoord = op1.xcoord - op2.xcoord; sum.ycoord = op1.ycoord - op2.ycoord; return sum; } /********************************************************************** * operator-= * * Subtract 2 FCOORDS. **********************************************************************/ inline FCOORD & operator-= ( //sum vectors FCOORD & op1, //operands const FCOORD & op2) { op1.xcoord -= op2.xcoord; op1.ycoord -= op2.ycoord; return op1; } /********************************************************************** * operator% * * Scalar product of 2 FCOORDS. **********************************************************************/ inline float operator% ( //scalar product const FCOORD & op1, //operands const FCOORD & op2) { return op1.xcoord * op2.xcoord + op1.ycoord * op2.ycoord; } /********************************************************************** * operator* * * Cross product of 2 FCOORDS. **********************************************************************/ inline float operator *( //cross product const FCOORD &op1, //operands const FCOORD &op2) { return op1.xcoord * op2.ycoord - op1.ycoord * op2.xcoord; } /********************************************************************** * operator* * * Scalar multiply of an FCOORD. **********************************************************************/ inline FCOORD operator *( //scalar multiply const FCOORD &op1, //operands float scale) { FCOORD result; //output result.xcoord = op1.xcoord * scale; result.ycoord = op1.ycoord * scale; return result; } inline FCOORD operator *( //scalar multiply float scale, const FCOORD &op1 //operands ) { FCOORD result; //output result.xcoord = op1.xcoord * scale; result.ycoord = op1.ycoord * scale; return result; } /********************************************************************** * operator*= * * Scalar multiply of an FCOORD. **********************************************************************/ inline FCOORD & operator*= ( //scalar multiply FCOORD & op1, //operands float scale) { op1.xcoord *= scale; op1.ycoord *= scale; return op1; } /********************************************************************** * operator/ * * Scalar divide of an FCOORD. **********************************************************************/ inline FCOORD operator/ ( //scalar divide const FCOORD & op1, //operands float scale) { FCOORD result; //output if (scale != 0) { result.xcoord = op1.xcoord / scale; result.ycoord = op1.ycoord / scale; } return result; } /********************************************************************** * operator/= * * Scalar divide of an FCOORD. **********************************************************************/ inline FCOORD & operator/= ( //scalar divide FCOORD & op1, //operands float scale) { if (scale != 0) { op1.xcoord /= scale; op1.ycoord /= scale; } return op1; } /********************************************************************** * rotate * * Rotate an FCOORD by the given (normalized) (cos,sin) vector. **********************************************************************/ inline void FCOORD::rotate( //rotate by vector const FCOORD vec) { float tmp; tmp = xcoord * vec.x () - ycoord * vec.y (); ycoord = ycoord * vec.x () + xcoord * vec.y (); xcoord = tmp; } inline void FCOORD::unrotate(const FCOORD& vec) { rotate(FCOORD(vec.x(), -vec.y())); } #endif