Files
glitchy-engine-beef/GlitchyEngine/src/Math/Vector2.bf
T
2021-04-09 19:37:54 +02:00

231 lines
4.8 KiB
Beef

using System;
namespace GlitchyEngine.Math
{
//[SwizzleVector(2, "Vector")]
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;
[Inline]
public static explicit operator Self(float value) => Self(value);
}
}