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/**********************************************************************
* 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 <math.h>
/**********************************************************************
* 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
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 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 scale) {
ICOORD result; //output
result.xcoord = op1.xcoord * scale;
result.ycoord = op1.ycoord * scale;
return result;
}
inline ICOORD operator *( //scalar multiply
inT16 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 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 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 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 tmp;
tmp = (inT16) floor (xcoord * vec.x () - ycoord * vec.y () + 0.5);
ycoord = (inT16) 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;
}
#endif