mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Added Vectors and Vector component swizzling
This commit is contained in:
@@ -0,0 +1,227 @@
|
||||
using System;
|
||||
|
||||
namespace GlitchyEngine.Math
|
||||
{
|
||||
[SwizzleVector(2)]
|
||||
public struct Vector2
|
||||
{
|
||||
public const Vector2 Zero = .(0f, 0f);
|
||||
public const Vector2 UnitX = .(1f, 0f);
|
||||
public const Vector2 UnitY = .(0f, 1f);
|
||||
public const Vector2 One = .(1f, 1f);
|
||||
|
||||
public const int Length = 2;
|
||||
|
||||
public float X, Y;
|
||||
|
||||
public this() => this = default;
|
||||
|
||||
public this(float value)
|
||||
{
|
||||
X = value;
|
||||
Y = value;
|
||||
}
|
||||
|
||||
public this(float x, float y)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
}
|
||||
|
||||
public ref float this[int index]
|
||||
{
|
||||
[Checked]
|
||||
get
|
||||
{
|
||||
if(index < 0 || index >= Length)
|
||||
Internal.ThrowIndexOutOfRange(1);
|
||||
|
||||
#unwarn
|
||||
return ref (&X)[index];
|
||||
}
|
||||
|
||||
[Inline]
|
||||
#unwarn
|
||||
get => ref (&X)[index];
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the magnitude (length) of this vector.
|
||||
* @remarks MagnitudeSquared might be used if only the relative length is relevant.
|
||||
*/
|
||||
public float Magnitude()
|
||||
{
|
||||
return Math.Sqrt(X * X + Y * Y);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the squared magnitude (length) of this vector.
|
||||
*/
|
||||
public float MagnitudeSquared()
|
||||
{
|
||||
return X * X + Y * Y;
|
||||
}
|
||||
|
||||
//TODO: Normalization interface is bad
|
||||
[Checked]
|
||||
public void Normalize() mut
|
||||
{
|
||||
if(this == .Zero)
|
||||
return;
|
||||
|
||||
this /= Magnitude();
|
||||
}
|
||||
|
||||
public void Normalize() mut
|
||||
{
|
||||
this /= Magnitude();
|
||||
}
|
||||
|
||||
public static Vector2 Normalize(Vector2 v)
|
||||
{
|
||||
return v / v.Magnitude();
|
||||
}
|
||||
|
||||
public static float Dot(Vector2 l, Vector2 r)
|
||||
{
|
||||
return l.X * r.X + l.Y * r.Y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the projection of a onto b
|
||||
*/
|
||||
public Vector2 Project(Vector2 a, Vector2 b)
|
||||
{
|
||||
return (b * (Dot(a, b) / Dot(b, b)));
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the rejection of a from b
|
||||
*/
|
||||
public Vector2 Reject(Vector2 a, Vector2 b)
|
||||
{
|
||||
return (a - b * (Dot(a, b) / Dot(b, b)));
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Assignment operators
|
||||
//
|
||||
|
||||
// Addition
|
||||
|
||||
public void operator +=(Vector2 value) mut
|
||||
{
|
||||
X += value.X;
|
||||
Y += value.Y;
|
||||
}
|
||||
|
||||
public void operator +=(float scalar) mut
|
||||
{
|
||||
X += scalar;
|
||||
Y += scalar;
|
||||
}
|
||||
|
||||
// Subtraction
|
||||
|
||||
public void operator -=(Vector2 value) mut
|
||||
{
|
||||
X -= value.X;
|
||||
Y -= value.Y;
|
||||
}
|
||||
|
||||
public void operator -=(float scalar) mut
|
||||
{
|
||||
X -= scalar;
|
||||
Y -= scalar;
|
||||
}
|
||||
|
||||
// Multiplication
|
||||
|
||||
public void operator *=(Vector2 value) mut
|
||||
{
|
||||
X *= value.X;
|
||||
Y *= value.Y;
|
||||
}
|
||||
|
||||
public void operator *=(float scalar) mut
|
||||
{
|
||||
X *= scalar;
|
||||
Y *= scalar;
|
||||
}
|
||||
|
||||
// Division
|
||||
|
||||
public void operator /=(float scalar) mut
|
||||
{
|
||||
float f = 1.0f / scalar;
|
||||
X *= f;
|
||||
Y *= f;
|
||||
}
|
||||
|
||||
public void operator /=(Vector2 value) mut
|
||||
{
|
||||
X /= value.X;
|
||||
Y /= value.Y;
|
||||
}
|
||||
|
||||
//
|
||||
// operators
|
||||
//
|
||||
|
||||
// Addition
|
||||
|
||||
public static Vector2 operator +(Vector2 left, Vector2 right) => Vector2(left.X + right.X, left.Y + right.Y);
|
||||
|
||||
public static Vector2 operator +(Vector2 value, float scalar) => Vector2(value.X + scalar, value.Y + scalar);
|
||||
|
||||
public static Vector2 operator +(float scalar, Vector2 value) => Vector2(scalar + value.X, scalar + value.Y);
|
||||
|
||||
public static Vector2 operator +(Vector2 value) => value;
|
||||
|
||||
// Subtraction
|
||||
|
||||
public static Vector2 operator -(Vector2 left, Vector2 right) => Vector2(left.X - right.X, left.Y - right.Y);
|
||||
|
||||
public static Vector2 operator -(Vector2 value, float scalar) => Vector2(value.X - scalar, value.Y - scalar);
|
||||
|
||||
public static Vector2 operator -(float scalar, Vector2 value) => Vector2(scalar - value.X, scalar - value.Y);
|
||||
|
||||
public static Vector2 operator -(Vector2 value) => Vector2(-value.X, -value.Y);
|
||||
|
||||
// Multiplication
|
||||
|
||||
public static Vector2 operator *(Vector2 left, Vector2 right) => Vector2(left.X * right.X, left.Y * right.Y);
|
||||
|
||||
public static Vector2 operator *(Vector2 value, float scalar) => Vector2(value.X * scalar, value.Y * scalar);
|
||||
|
||||
public static Vector2 operator *(float scalar, Vector2 value) => Vector2(scalar * value.X, scalar * value.Y);
|
||||
|
||||
// Division
|
||||
|
||||
public static Vector2 operator /(Vector2 left, Vector2 right) => Vector2(left.X / right.X, left.Y / right.Y);
|
||||
|
||||
public static Vector2 operator /(Vector2 value, float scalar)
|
||||
{
|
||||
float inv = 1.0f / scalar;
|
||||
return Vector2(value.X * inv, value.Y * inv);
|
||||
}
|
||||
|
||||
public static Vector2 operator /(float scalar, Vector2 value) => Vector2(scalar / value.X, scalar / value.Y);
|
||||
|
||||
// Equality
|
||||
|
||||
public static bool operator ==(Vector2 left, Vector2 right) => left.X == right.X && left.Y == right.Y;
|
||||
|
||||
public static bool operator !=(Vector2 left, Vector2 right) => left.X != right.X || left.Y != right.Y;
|
||||
|
||||
public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1}", X, Y);
|
||||
|
||||
// Todo: move to extension
|
||||
[Inline]
|
||||
public static implicit operator DirectX.Math.Vector2(in Self value) => *(DirectX.Math.Vector2*)&value;
|
||||
|
||||
[Inline]
|
||||
public static implicit operator Self(in DirectX.Math.Vector2 value) => *(Self*)&value;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user