/*
* JBox2D - A Java Port of Erin Catto's Box2D
*
* JBox2D homepage: http://jbox2d.sourceforge.net/
* Box2D homepage: http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package org.jbox2d.common;
/**
* A 2-dimensional vector class. Used heavily in JBox2d.
*
*/
public class Vec2 {
/** Should we count Vec2 creations? */
final static public boolean watchCreations = true;
/**
* Running count of Vec2 creations. Must be zeroed out
* manually (perhaps at start of time step). Incremented
* in Vec2 constructor if watchCreations flag is true.
*
* Mainly used for optimization purposes, since temporary
* Vec2 creation is often a bottleneck.
*/
// trusting the constructor to zero init these saves time(midp)
static public int creationCount;
public float x, y;
public Vec2() {
// we don't have to do anything since x and y will be inited with 0
//this(0, 0);
}
public Vec2(float x, float y) {
// removed this for performance (midp)
//if (watchCreations) ++creationCount;
this.x = x;
this.y = y;
// testbed.PTest.debugCount++;
}
/** Zero out this vector. */
public void setZero() {
x = 0.0f;
y = 0.0f;
}
/** Set the vector component-wise. */
public void set(float x, float y) {
this.x = x;
this.y = y;
}
/** Set this vector to another vector. */
public void set(Vec2 v) {
this.x = v.x;
this.y = v.y;
}
/** Return the sum of this vector and another; does not alter either one. */
public Vec2 add(Vec2 v) {
return new Vec2(x + v.x, y + v.y);
}
/** Return the difference of this vector and another; does not alter either one. */
public Vec2 sub(Vec2 v) {
return new Vec2(x - v.x, y - v.y);
}
/** Return this vector multiplied by a scalar; does not alter this vector. */
public Vec2 mul(float a) {
return new Vec2(x * a, y * a);
}
/** Return the negation of this vector; does not alter this vector. */
public Vec2 negate() {
return new Vec2(-x, -y);
}
/** Flip the vector and return it - alters this vector. */
public Vec2 negateLocal() {
x = -x;
y = -y;
return this;
}
/** Add another vector to this one and return result - alters this vector. */
public Vec2 addLocal(Vec2 v) {
x += v.x;
y += v.y;
return this;
}
/** Subtract another vector from this one and return result - alters this vector. */
public Vec2 subLocal(Vec2 v) {
x -= v.x;
y -= v.y;
return this;
}
/** Multiply this vector by a number and return result - alters this vector. */
public Vec2 mulLocal(float a) {
x *= a;
y *= a;
return this;
}
/** Return the length of this vector. */
public float length() {
return (float) Math.sqrt(x * x + y * y);
}
/** Return the squared length of this vector. */
public float lengthSquared() {
return (x*x + y*y);
}
/** Normalize this vector and return the length before normalization. Alters this vector. */
public float normalize() {
float length = length();
if (length < Settings.EPSILON) {
return 0f;
}
float invLength = 1.0f / length;
x *= invLength;
y *= invLength;
return length;
}
/** True if the vector represents a pair of valid, non-infinite floating point numbers. */
public boolean isValid() {
return x != Float.NaN && x != Float.NEGATIVE_INFINITY
&& x != Float.POSITIVE_INFINITY && y != Float.NaN
&& y != Float.NEGATIVE_INFINITY && y != Float.POSITIVE_INFINITY;
}
/** Return a new vector that has positive components. */
public Vec2 abs() {
return new Vec2(Math.abs(x), Math.abs(y));
}
//@Override
/** Return a copy of this vector. */
public Vec2 clone() {
return new Vec2(x, y);
}
//@Override
public String toString() {
return "(" + x + "," + y + ")";
}
/*
* Static
*/
public static Vec2 abs(Vec2 a) {
return new Vec2(Math.abs(a.x), Math.abs(a.y));
}
public static float dot(Vec2 a, Vec2 b) {
return a.x * b.x + a.y * b.y;
}
public static float cross(Vec2 a, Vec2 b) {
return a.x * b.y - a.y * b.x;
}
public static Vec2 cross(Vec2 a, float s) {
return new Vec2(s * a.y, -s * a.x);
}
public static Vec2 cross(float s, Vec2 a) {
return new Vec2(-s * a.y, s * a.x);
}
public static Vec2 min(Vec2 a, Vec2 b) {
return new Vec2(a.x < b.x ? a.x : b.x, a.y < b.y ? a.y : b.y);
}
public static Vec2 max(Vec2 a, Vec2 b) {
return new Vec2(a.x > b.x ? a.x : b.x, a.y > b.y ? a.y : b.y);
}
}