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Common
Position.hpp
Go to the documentation of this file.
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/*
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* Original work Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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* Modified work Copyright (c) 2017 Louis Langholtz https://github.com/louis-langholtz/PlayRho
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef PLAYRHO_COMMON_POSITION_HPP
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#define PLAYRHO_COMMON_POSITION_HPP
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#include <
PlayRho/Common/Templates.hpp
>
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#include <
PlayRho/Common/Settings.hpp
>
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#include <
PlayRho/Common/Vector2.hpp
>
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namespace
playrho
{
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namespace
d2 {
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struct
Position
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{
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Length2
linear
;
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Angle
angular
;
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};
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PLAYRHO_CONSTEXPR
inline
bool
operator==
(
const
Position
& lhs,
const
Position
& rhs)
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{
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return
(lhs.
linear
== rhs.
linear
) && (lhs.
angular
== rhs.
angular
);
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}
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PLAYRHO_CONSTEXPR
inline
bool
operator!=
(
const
Position
& lhs,
const
Position
& rhs)
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{
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return
(lhs.
linear
!= rhs.
linear
) || (lhs.
angular
!= rhs.
angular
);
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}
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PLAYRHO_CONSTEXPR
inline
Position
operator-
(
const
Position
& value)
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{
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return
Position
{-value.
linear
, -value.
angular
};
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}
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PLAYRHO_CONSTEXPR
inline
Position
operator+
(
const
Position
& value)
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{
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return
value;
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}
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PLAYRHO_CONSTEXPR
inline
Position
&
operator+=
(
Position
& lhs,
const
Position
& rhs)
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{
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lhs.
linear
+= rhs.
linear
;
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lhs.
angular
+= rhs.
angular
;
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return
lhs;
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}
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PLAYRHO_CONSTEXPR
inline
Position
operator+
(
const
Position
& lhs,
const
Position
& rhs)
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{
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return
Position
{lhs.
linear
+ rhs.
linear
, lhs.
angular
+ rhs.
angular
};
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}
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PLAYRHO_CONSTEXPR
inline
Position
&
operator-=
(
Position
& lhs,
const
Position
& rhs)
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{
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lhs.
linear
-= rhs.
linear
;
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lhs.
angular
-= rhs.
angular
;
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return
lhs;
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}
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PLAYRHO_CONSTEXPR
inline
Position
operator-
(
const
Position
& lhs,
const
Position
& rhs)
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{
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return
Position
{lhs.
linear
- rhs.
linear
, lhs.
angular
- rhs.
angular
};
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}
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PLAYRHO_CONSTEXPR
inline
Position
operator*
(
const
Position
& pos,
const
Real
scalar)
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{
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return
Position
{pos.
linear
* scalar, pos.
angular
* scalar};
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}
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PLAYRHO_CONSTEXPR
inline
Position
operator*
(
const
Real
scalar,
const
Position
& pos)
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{
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return
Position
{pos.
linear
* scalar, pos.
angular
* scalar};
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}
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}
// namespace d2
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template
<>
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PLAYRHO_CONSTEXPR
inline
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bool
IsValid
(
const
d2::Position
& value) noexcept
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{
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return
IsValid
(value.linear) &&
IsValid
(value.angular);
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}
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namespace
d2 {
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PLAYRHO_CONSTEXPR
inline
Position
GetPosition
(
const
Position
pos0,
const
Position
pos1,
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const
Real
beta) noexcept
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{
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assert(
IsValid
(pos0));
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assert(
IsValid
(pos1));
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assert(
IsValid
(beta));
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// Note: have to be careful how this is done.
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// If pos0 == pos1 then return value should always be equal to pos0 too.
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// But if Real is float, pos0 * (1 - beta) + pos1 * beta can fail this requirement.
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// Meanwhile, pos0 + (pos1 - pos0) * beta always works.
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// pos0 * (1 - beta) + pos1 * beta
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// pos0 - pos0 * beta + pos1 * beta
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// pos0 + (pos1 * beta - pos0 * beta)
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// pos0 + (pos1 - pos0) * beta
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return
pos0 + (pos1 - pos0) * beta;
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}
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}
// namespace d2
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}
// namespace playrho
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#endif // PLAYRHO_COMMON_POSITION_HPP