renamed protected member v -> _v

This commit is contained in:
Paolo Cignoni 2004-03-03 15:07:40 +00:00
parent 3bd184ced5
commit cd85d6ca7d
1 changed files with 54 additions and 51 deletions

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@ -24,6 +24,9 @@
History
$Log: not supported by cvs2svn $
Revision 1.1 2004/02/13 00:44:53 cignoni
First commit...
****************************************************************************/
@ -41,137 +44,137 @@ template <class FLTYPE> class Point2
protected:
FLTYPE _v[2];
public:
typedef FLTYPE scalar;
inline const FLTYPE &X() const {return v[0];}
inline const FLTYPE &Y() const {return v[1];}
inline FLTYPE &X() {return v[0];}
inline FLTYPE &Y() {return v[1];}
inline const FLTYPE &X() const {return _v[0];}
inline const FLTYPE &Y() const {return _v[1];}
inline FLTYPE &X() {return _v[0];}
inline FLTYPE &Y() {return _v[1];}
inline const FLTYPE & operator [] ( const int i ) const
{
assert(i>=0 && i<2);
return v[i];
return _v[i];
}
inline FLTYPE & operator [] ( const int i )
{
assert(i>=0 && i<2);
return v[i];
return _v[i];
}
inline Point2 () { }
inline Point2 ( const FLTYPE nx, const FLTYPE ny )
{
v[0] = nx; v[1] = ny;
_v[0] = nx; _v[1] = ny;
}
inline Point2 ( Point2 const & p)
{
v[0]= p.v[0]; v[1]= p.v[1];
_v[0]= p._v[0]; _v[1]= p._v[1];
}
inline Point2 & operator =( Point2 const & p)
{
v[0]= p.v[0]; v[1]= p.v[1];
_v[0]= p._v[0]; _v[1]= p._v[1];
return *this;
}
inline void Zero()
{
v[0] = 0;
v[1] = 0;
_v[0] = 0;
_v[1] = 0;
}
inline Point2 operator + ( Point2 const & p) const
{
return Point2<FLTYPE>( v[0]+p.v[0], v[1]+p.v[1] );
return Point2<FLTYPE>( _v[0]+p._v[0], _v[1]+p._v[1] );
}
inline Point2 operator - ( Point2 const & p) const
{
return Point2<FLTYPE>( v[0]-p.v[0], v[1]-p.v[1] );
return Point2<FLTYPE>( _v[0]-p._v[0], _v[1]-p._v[1] );
}
inline Point2 operator * ( const FLTYPE s ) const
{
return Point2<FLTYPE>( v[0] * s, v[1] * s );
return Point2<FLTYPE>( _v[0] * s, _v[1] * s );
}
inline Point2 operator / ( const FLTYPE s ) const
{
return Point2<FLTYPE>( v[0] / s, v[1] / s );
return Point2<FLTYPE>( _v[0] / s, _v[1] / s );
}
inline FLTYPE operator * ( Point2 const & p ) const
{
return ( v[0]*p.v[0] + v[1]*p.v[1] );
return ( _v[0]*p._v[0] + _v[1]*p._v[1] );
}
inline FLTYPE operator ^ ( Point2 const & p ) const
{
return v[1]*p.v[0] - v[0]*p.v[1];
return _v[1]*p._v[0] - _v[0]*p._v[1];
}
inline Point2 & operator += ( Point2 const & p)
{
v[0] += p.v[0]; v[1] += p.v[1];
_v[0] += p._v[0]; _v[1] += p._v[1];
return *this;
}
inline Point2 & operator -= ( Point2 const & p)
{
v[0] -= p.v[0]; v[1] -= p.v[1];
_v[0] -= p._v[0]; _v[1] -= p._v[1];
return *this;
}
inline Point2 & operator *= ( const FLTYPE s )
{
v[0] *= s; v[1] *= s;
_v[0] *= s; _v[1] *= s;
return *this;
}
inline Point2 & operator /= ( const FLTYPE s )
{
v[0] /= s; v[1] /= s;
_v[0] /= s; _v[1] /= s;
return *this;
}
inline FLTYPE Norm( void ) const
{
return Sqrt( v[0]*v[0] + v[1]*v[1] );
return Sqrt( _v[0]*_v[0] + _v[1]*_v[1] );
}
inline FLTYPE SquaredNorm( void ) const
{
return ( v[0]*v[0] + v[1]*v[1] );
return ( _v[0]*_v[0] + _v[1]*_v[1] );
}
inline Point2 & Scale( const FLTYPE sx, const FLTYPE sy );
inline Point2 & Normalize( void )
{
FLTYPE n = Sqrt(v[0]*v[0] + v[1]*v[1]);
if(n>0.0) { v[0] /= n; v[1] /= n; }
FLTYPE n = Sqrt(_v[0]*_v[0] + _v[1]*_v[1]);
if(n>0.0) { _v[0] /= n; _v[1] /= n; }
return *this;
}
inline bool operator == ( Point2 const & p ) const
{
return (v[0]==p.v[0] && v[1]==p.v[1]);
return (_v[0]==p._v[0] && _v[1]==p._v[1]);
}
inline bool operator != ( Point2 const & p ) const
{
return ( (v[0]!=p.v[0]) || (v[1]!=p.v[1]) );
return ( (_v[0]!=p._v[0]) || (_v[1]!=p._v[1]) );
}
inline bool operator < ( Point2 const & p ) const
{
return (v[1]!=p.v[1])?(v[1]<p.v[1]):
(v[0]<p.v[0]);
return (_v[1]!=p._v[1])?(_v[1]<p._v[1]):
(_v[0]<p._v[0]);
}
inline bool operator > ( Point2 const & p ) const
{
return (v[1]!=p.v[1])?(v[1]>p.v[1]):
(v[0]>p.v[0]);
return (_v[1]!=p._v[1])?(_v[1]>p._v[1]):
(_v[0]>p._v[0]);
}
inline bool operator <= ( Point2 const & p ) const
{
return (v[1]!=p.v[1])?(v[1]< p.v[1]):
(v[0]<=p.v[0]);
return (_v[1]!=p._v[1])?(_v[1]< p._v[1]):
(_v[0]<=p._v[0]);
}
inline bool operator >= ( Point2 const & p ) const
{
return (v[1]!=p.v[1])?(v[1]> p.v[1]):
(v[0]>=p.v[0]);
return (_v[1]!=p._v[1])?(_v[1]> p._v[1]):
(_v[0]>=p._v[0]);
}
inline FLTYPE Distance( Point2 const & p ) const
{
@ -185,29 +188,29 @@ protected:
inline Point2 & Cartesian2Polar()
{
FLTYPE t = (FLTYPE)atan2(v[1],v[0]);
v[0] = Sqrt(v[0]*v[0]+v[1]*v[1]);
v[1] = t;
FLTYPE t = (FLTYPE)atan2(_v[1],_v[0]);
_v[0] = Sqrt(_v[0]*_v[0]+_v[1]*_v[1]);
_v[1] = t;
return *this;
}
inline Point2 & Polar2Cartesian()
{
FLTYPE l = v[0];
v[0] = (FLTYPE)(l*cos(v[1]));
v[1] = (FLTYPE)(l*sin(v[1]));
FLTYPE l = _v[0];
_v[0] = (FLTYPE)(l*cos(_v[1]));
_v[1] = (FLTYPE)(l*sin(_v[1]));
return *this;
}
inline Point2 & rotate( const FLTYPE a )
{
FLTYPE t = v[0];
FLTYPE t = _v[0];
FLTYPE s = sin(a);
FLTYPE c = cos(a);
v[0] = v[0]*c - v[1]*s;
v[1] = t *s + v[1]*c;
_v[0] = _v[0]*c - _v[1]*s;
_v[1] = t *s + _v[1]*c;
return *this;
}
@ -216,7 +219,7 @@ protected:
/// paddando gli elementi estesi con zeri
inline FLTYPE Ext( const int i ) const
{
if(i>=0 && i<2) return v[i];
if(i>=0 && i<2) return _v[i];
else return 0;
}
@ -232,27 +235,27 @@ inline FLTYPE Angle( Point2<FLTYPE> const & p1, Point2<FLTYPE> const & p2 )
template <class FLTYPE>
inline Point2<FLTYPE> operator - ( Point2<FLTYPE> const & p ){
return Point2<FLTYPE>( -p.v[0], -p.v[1] );
return Point2<FLTYPE>( -p._v[0], -p._v[1] );
}
template <class FLTYPE>
inline Point2<FLTYPE> operator * ( const FLTYPE s, Point2<FLTYPE> const & p ){
return Point2<FLTYPE>( p.v[0] * s, p.v[1] * s );
return Point2<FLTYPE>( p._v[0] * s, p._v[1] * s );
}
template <class FLTYPE>
inline FLTYPE Norm( Point2<FLTYPE> const & p ){
return Sqrt( p.v[0]*p.v[0] + p.v[1]*p.v[1] );
return Sqrt( p._v[0]*p._v[0] + p._v[1]*p._v[1] );
}
template <class FLTYPE>
inline FLTYPE Norm2( Point2<FLTYPE> const & p ){
return ( p.v[0]*p.v[0] + p.v[1]*p.v[1] );
return ( p._v[0]*p._v[0] + p._v[1]*p._v[1] );
}
template <class FLTYPE>
inline Point2<FLTYPE> & Normalize( Point2<FLTYPE> & p ){
FLTYPE n = Sqrt( p.v[0]*p.v[0] + p.v[1]*p.v[1] );
FLTYPE n = Sqrt( p._v[0]*p._v[0] + p._v[1]*p._v[1] );
if(n>0.0) p/=n;
return p;
}