/* cocos2d for iPhone
* http://www.cocos2d-iphone.org
*
* Copyright (c) 2007 Scott Lembcke
*
* Copyright (c) 2010 Lam Pham
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/*
* Some of the functions were based on Chipmunk's cpVect.h.
*/
/**
@file
CGPoint extensions based on Chipmunk's cpVect file.
These extensions work both with CGPoint and cpVect.
The "ccp" prefix means: "CoCos2d Point"
Examples:
- ccpAdd( ccp(1,1), ccp(2,2) ); // preferred cocos2d way
- ccpAdd( CGPointMake(1,1), CGPointMake(2,2) ); // also ok but more verbose
- cpvadd( cpv(1,1), cpv(2,2) ); // way of the chipmunk
- ccpAdd( cpv(1,1), cpv(2,2) ); // mixing chipmunk and cocos2d (avoid)
- cpvadd( CGPointMake(1,1), CGPointMake(2,2) ); // mixing chipmunk and CG (avoid)
*/
#import <Availability.h>
#ifdef __IPHONE_OS_VERSION_MAX_ALLOWED
#import <CoreGraphics/CGGeometry.h>
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)
#import <Foundation/Foundation.h>
#endif
#import <math.h>
#import <objc/objc.h>
#ifdef __cplusplus
extern "C" {
#endif
/** Helper macro that creates a CGPoint
@return CGPoint
@since v0.7.2
*/
#define ccp(__X__,__Y__) CGPointMake(__X__,__Y__)
/** Returns opposite of point.
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpNeg(const CGPoint v)
{
return ccp(-v.x, -v.y);
}
/** Calculates sum of two points.
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpAdd(const CGPoint v1, const CGPoint v2)
{
return ccp(v1.x + v2.x, v1.y + v2.y);
}
/** Calculates difference of two points.
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpSub(const CGPoint v1, const CGPoint v2)
{
return ccp(v1.x - v2.x, v1.y - v2.y);
}
/** Returns point multiplied by given factor.
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpMult(const CGPoint v, const CGFloat s)
{
return ccp(v.x*s, v.y*s);
}
/** Calculates midpoint between two points.
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpMidpoint(const CGPoint v1, const CGPoint v2)
{
return ccpMult(ccpAdd(v1, v2), 0.5f);
}
/** Calculates dot product of two points.
@return CGFloat
@since v0.7.2
*/
static inline CGFloat
ccpDot(const CGPoint v1, const CGPoint v2)
{
return v1.x*v2.x + v1.y*v2.y;
}
/** Calculates cross product of two points.
@return CGFloat
@since v0.7.2
*/
static inline CGFloat
ccpCross(const CGPoint v1, const CGPoint v2)
{
return v1.x*v2.y - v1.y*v2.x;
}
/** Calculates perpendicular of v, rotated 90 degrees counter-clockwise -- cross(v, perp(v)) >= 0
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpPerp(const CGPoint v)
{
return ccp(-v.y, v.x);
}
/** Calculates perpendicular of v, rotated 90 degrees clockwise -- cross(v, rperp(v)) <= 0
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpRPerp(const CGPoint v)
{
return ccp(v.y, -v.x);
}
/** Calculates the projection of v1 over v2.
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpProject(const CGPoint v1, const CGPoint v2)
{
return ccpMult(v2, ccpDot(v1, v2)/ccpDot(v2, v2));
}
/** Rotates two points.
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpRotate(const CGPoint v1, const CGPoint v2)
{
return ccp(v1.x*v2.x - v1.y*v2.y, v1.x*v2.y + v1.y*v2.x);
}
/** Unrotates two points.
@return CGPoint
@since v0.7.2
*/
static inline CGPoint
ccpUnrotate(const CGPoint v1, const CGPoint v2)
{
return ccp(v1.x*v2.x + v1.y*v2.y, v1.y*v2.x - v1.x*v2.y);
}
/** Calculates the square length of a CGPoint (not calling sqrt() )
@return CGFloat
@since v0.7.2
*/
static inline CGFloat
ccpLengthSQ(const CGPoint v)
{
return ccpDot(v, v);
}
/** Calculates distance between point an origin
@return CGFloat
@since v0.7.2
*/
CGFloat ccpLength(const CGPoint v);
/** Calculates the distance between two points
@return CGFloat
@since v0.7.2
*/
CGFloat ccpDistance(const CGPoint v1, const CGPoint v2);
/** Returns point multiplied to a length of 1.
@return CGPoint
@since v0.7.2
*/
CGPoint ccpNormalize(const CGPoint v);
/** Converts radians to a normalized vector.
@return CGPoint
@since v0.7.2
*/
CGPoint ccpForAngle(const CGFloat a);
/** Converts a vector to radians.
@return CGFloat
@since v0.7.2
*/
CGFloat ccpToAngle(const CGPoint v);
/** Clamp a value between from and to.
@since v0.99.1
*/
float clampf(float value, float min_inclusive, float max_inclusive);
/** Clamp a point between from and to.
@since v0.99.1
*/
CGPoint ccpClamp(CGPoint p, CGPoint from, CGPoint to);
/** Quickly convert CGSize to a CGPoint
@since v0.99.1
*/
CGPoint ccpFromSize(CGSize s);
/** Run a math operation function on each point component
* absf, fllorf, ceilf, roundf
* any function that has the signature: float func(float);
* For example: let's try to take the floor of x,y
* ccpCompOp(p,floorf);
@since v0.99.1
*/
CGPoint ccpCompOp(CGPoint p, float (*opFunc)(float));
/** Linear Interpolation between two points a and b
@returns
alpha == 0 ? a
alpha == 1 ? b
otherwise a value between a..b
@since v0.99.1
*/
CGPoint ccpLerp(CGPoint a, CGPoint b, float alpha);
/** @returns if points have fuzzy equality which means equal with some degree of variance.
@since v0.99.1
*/
BOOL ccpFuzzyEqual(CGPoint a, CGPoint b, float variance);
/** Multiplies a nd b components, a.x*b.x, a.y*b.y
@returns a component-wise multiplication
@since v0.99.1
*/
CGPoint ccpCompMult(CGPoint a, CGPoint b);
/** @returns the signed angle in radians between two vector directions
@since v0.99.1
*/
float ccpAngleSigned(CGPoint a, CGPoint b);
/** @returns the angle in radians between two vector directions
@since v0.99.1
*/
float ccpAngle(CGPoint a, CGPoint b);
/** Rotates a point counter clockwise by the angle around a pivot
@param v is the point to rotate
@param pivot is the pivot, naturally
@param angle is the angle of rotation cw in radians
@returns the rotated point
@since v0.99.1
*/
CGPoint ccpRotateByAngle(CGPoint v, CGPoint pivot, float angle);
/** A general line-line intersection test
@param p1
is the startpoint for the first line P1 = (p1 - p2)
@param p2
is the endpoint for the first line P1 = (p1 - p2)
@param p3
is the startpoint for the second line P2 = (p3 - p4)
@param p4
is the endpoint for the second line P2 = (p3 - p4)
@param s
is the range for a hitpoint in P1 (pa = p1 + s*(p2 - p1))
@param t
is the range for a hitpoint in P3 (pa = p2 + t*(p4 - p3))
@return bool
indicating successful intersection of a line
note that to truly test intersection for segments we have to make
sure that s & t lie within [0..1] and for rays, make sure s & t > 0
the hit point is p3 + t * (p4 - p3);
the hit point also is p1 + s * (p2 - p1);
@since v0.99.1
*/
BOOL ccpLineIntersect(CGPoint p1, CGPoint p2,
CGPoint p3, CGPoint p4,
float *s, float *t);
/*
ccpSegmentIntersect returns YES if Segment A-B intersects with segment C-D
@since v1.0.0
*/
BOOL ccpSegmentIntersect(CGPoint A, CGPoint B, CGPoint C, CGPoint D);
/*
ccpIntersectPoint returns the intersection point of line A-B, C-D
@since v1.0.0
*/
CGPoint ccpIntersectPoint(CGPoint A, CGPoint B, CGPoint C, CGPoint D);
#ifdef __cplusplus
}
#endif