/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
 *
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 * 
 * Copyright 2000, 2010 Oracle and/or its affiliates.
 *
 * OpenOffice.org - a multi-platform office productivity suite
 *
 * This file is part of OpenOffice.org.
 *
 * OpenOffice.org is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License version 3
 * only, as published by the Free Software Foundation.
 *
 * OpenOffice.org is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License version 3 for more details
 * (a copy is included in the LICENSE file that accompanied this code).
 *
 * You should have received a copy of the GNU Lesser General Public License
 * version 3 along with OpenOffice.org.  If not, see
 * <http://www.openoffice.org/license.html>
 * for a copy of the LGPLv3 License.
 *
 ************************************************************************/

#ifndef _VECTOR2D_HXX
#define _VECTOR2D_HXX

#include <math.h>
#include <tools/gen.hxx>

// ------------
// - Vector2D -
// ------------

class Vector2D
{
private:
    double						mfX;
    double						mfY;
                        
public:					
    inline Vector2D() : mfX( 0.0 ), mfY( 0.0 ) {}
    inline Vector2D( double fX, double fY ) : mfX( fX ), mfY( fY ) {}
    inline Vector2D( const Vector2D& rVec ) : mfX( rVec.mfX ), mfY( rVec.mfY ) {}
    inline Vector2D( const Pair& rPair ) : mfX( rPair.nA ), mfY( rPair.nB ) {};
    inline ~Vector2D() {}

    inline const double& X() const { return mfX; }
    inline const double& Y() const { return mfY; }
    inline double& X() { return mfX; }
    inline double& Y() { return mfY; }
    inline const double& operator[] (int nPos) const { return (nPos ? mfY : mfX); }
    inline double& operator[] (int nPos) { return (nPos ? mfY : mfX); }

    inline double GetLength() const { return hypot( mfX, mfY ); }
    inline Vector2D& Normalize();

    inline void Min(const Vector2D& rVec) { if(rVec.mfX < mfX) mfX = rVec.mfX; if(rVec.mfY < mfY) mfY = rVec.mfY; }
    inline void Max(const Vector2D& rVec) { if(rVec.mfX > mfX) mfX = rVec.mfX; if(rVec.mfY > mfY) mfY = rVec.mfY; }
    inline void Abs() { if(mfX < 0.0) mfX = -mfX; if(mfY < 0.0) mfY = -mfY; }

    inline void CalcInBetween(Vector2D& rOld1, Vector2D& rOld2, double t) 
        { mfX = ((rOld2.mfX - rOld1.mfX) + t) + rOld1.mfX; mfY = ((rOld2.mfY - rOld1.mfY) + t) + rOld1.mfY; }
    inline void CalcMiddle(Vector2D& rOld1, Vector2D& rOld2) 
        { mfX = (rOld1.mfX + rOld2.mfX) / 2.0; mfY = (rOld1.mfY + rOld2.mfY) / 2.0; }
    inline void CalcMiddle(Vector2D& rOld1, Vector2D& rOld2, Vector2D& rOld3)
        { mfX = (rOld1.mfX + rOld2.mfX + rOld3.mfX) / 3.0; mfY = (rOld1.mfY + rOld2.mfY + rOld3.mfY) / 3.0; }
    
    inline Vector2D&	operator+=( const Vector2D& rVec ) { mfX += rVec.mfX, mfY += rVec.mfY; return *this; }
    inline Vector2D&	operator-=( const Vector2D& rVec ) { mfX -= rVec.mfX, mfY -= rVec.mfY; return *this; }
    inline Vector2D		operator+(const Vector2D& rVec) const { Vector2D aSum(*this); aSum += rVec; return aSum; }
    inline Vector2D		operator-(const Vector2D& rVec) const { Vector2D aSub(*this); aSub -= rVec; return aSub; }
    inline Vector2D		operator-(void) const {	return Vector2D(-mfX, -mfY); }
                        
    inline double		Scalar( const Vector2D& rVec ) const { return( mfX * rVec.mfX + mfY * rVec.mfY ); }

    inline Vector2D&	operator/=( const Vector2D& rVec ) { mfX /= rVec.mfX, mfY /= rVec.mfY; return *this; }
    inline Vector2D&	operator*=( const Vector2D& rVec ) { mfX *= rVec.mfX, mfY *= rVec.mfY; return *this; }
    inline Vector2D		operator/(const Vector2D& rVec) const { Vector2D aDiv(*this); aDiv /= rVec; return aDiv; }
    inline Vector2D		operator*(const Vector2D& rVec) const { Vector2D aMul(*this); aMul *= rVec; return aMul; }

    inline Vector2D&	operator*=(double t) { mfX *= t; mfY *= t; return *this; }
    inline Vector2D		operator*(double t) const { Vector2D aNew(*this); aNew *= t; return aNew; }
    inline Vector2D&	operator/=(double t) { mfX /= t; mfY /= t; return *this; }
    inline Vector2D		operator/(double t) const { Vector2D aNew(*this); aNew /= t; return aNew; }
    
    inline sal_Bool			operator==( const Vector2D& rVec ) const { return( mfX == rVec.mfX && mfY == rVec.mfY ); }
    inline sal_Bool			operator!=( const Vector2D& rVec ) const { return !( *this == rVec ); }
    
    inline Vector2D&	operator=( const Vector2D& rVec ) { mfX = rVec.mfX, mfY = rVec.mfY; return *this; }
    inline Vector2D&	operator=( const Pair& rPair ) { mfX = rPair.nA, mfY = rPair.nB; return *this; }
    inline Vector2D&	operator-=( const Pair& rPair ) { mfX -= rPair.nA, mfY -= rPair.nB; return *this; }
    inline Vector2D&	operator+=( const Pair& rPair ) { mfX += rPair.nA, mfY += rPair.nB; return *this; }
    inline Vector2D&	operator*=( const Pair& rPair ) { mfX *= rPair.nA, mfY *= rPair.nB; return *this; }
    inline Vector2D&	operator/=( const Pair& rPair ) { mfX /= rPair.nA, mfY /= rPair.nB; return *this; }
    
    inline sal_Bool			operator==( const Pair& rPair ) const { return( mfX == rPair.nA && mfY == rPair.nB ); }
    inline sal_Bool			operator!=( const Pair& rPair ) const { return !( *this == rPair ); }
    
    inline sal_Bool			IsPositive( Vector2D& rVec ) const { return( ( mfX * rVec.mfY - mfY * rVec.mfX ) >= 0.0 ); }
    inline sal_Bool			IsNegative( Vector2D& rVec ) const { return !IsPositive( rVec ); }
};

// -----------------------------------------------------------------------------

inline Vector2D& Vector2D::Normalize()
{
    double fLen = Scalar( *this );

    if( ( fLen != 0.0 ) && ( fLen != 1.0 ) && ( ( fLen = sqrt( fLen ) ) != 0.0 ) )
        mfX /= fLen, mfY /= fLen;

    return *this;
}

#endif //  _SV_VECTOR2D_HXX

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
