Added Vector2::one and Vector3::one

This commit is contained in:
Pascal Serrarens 2022-04-15 16:03:18 +02:00
parent c1a926582e
commit d3e2ded5d7
4 changed files with 208 additions and 198 deletions

@ -6,22 +6,22 @@
#define VECTOR2_H
extern "C" {
/// <summary>
/// 2-dimensional Vector representation
/// </summary>
/// This is a C-style implementation
/// This uses the right-handed coordinate system.
typedef struct Vec2 {
/// <summary>
/// The right axis of the vector
/// </summary>
float x;
/// <summary>
/// The upward/forward axis of the vector
/// </summary>
float y;
/// <summary>
/// 2-dimensional Vector representation
/// </summary>
/// This is a C-style implementation
/// This uses the right-handed coordinate system.
typedef struct Vec2 {
/// <summary>
/// The right axis of the vector
/// </summary>
float x;
/// <summary>
/// The upward/forward axis of the vector
/// </summary>
float y;
} Vec2;
} Vec2;
}
/// <summary>
@ -29,203 +29,207 @@ typedef struct Vec2 {
/// </summary>
/// This uses the right-handed coordinate system.
struct Vector2 : Vec2 {
public:
/// <summary>
/// Create a new 2-dimensinal zero vector
/// </summary>
Vector2();
/// <summary>
/// Create a new 2-dimensional vector
/// </summary>
/// <param name="x">x axis value</param>
/// <param name="y">y axis value</param>
Vector2(float x, float y);
/// <summary>
/// Create a vector from C-style Vec2
/// </summary>
/// <param name="v">The C-style Vec</param>
Vector2(Vec2 v);
public:
/// <summary>
/// Create a new 2-dimensinal zero vector
/// </summary>
Vector2();
/// <summary>
/// Create a new 2-dimensional vector
/// </summary>
/// <param name="x">x axis value</param>
/// <param name="y">y axis value</param>
Vector2(float x, float y);
/// <summary>
/// Create a vector from C-style Vec2
/// </summary>
/// <param name="v">The C-style Vec</param>
Vector2(Vec2 v);
~Vector2();
~Vector2();
/// <summary>
/// A vector with zero for all axis
/// </summary>
const static Vector2 zero;
/// <summary>
/// A vector with values (1, 0)
/// </summary>
const static Vector2 right;
/// <summary>
/// A vector3 with values (-1, 0)
/// </summary>
const static Vector2 left;
/// <summary>
/// A vector with values (0, 1)
/// </summary>
const static Vector2 up;
/// <summary>
/// A vector with values (0, -1)
/// </summary>
const static Vector2 down;
/// <summary>
/// A vector with values (0, 1)
/// </summary>
const static Vector2 forward;
/// <summary>
/// A vector with values (0, -1)
/// </summary>
const static Vector2 back;
/// <summary>
/// A vector with zero for all axis
/// </summary>
const static Vector2 zero;
/// <summary>
/// A vector with values (1, 1)
/// </summary>
const static Vector2 one;
/// <summary>
/// A vector with values (1, 0)
/// </summary>
const static Vector2 right;
/// <summary>
/// A vector3 with values (-1, 0)
/// </summary>
const static Vector2 left;
/// <summary>
/// A vector with values (0, 1)
/// </summary>
const static Vector2 up;
/// <summary>
/// A vector with values (0, -1)
/// </summary>
const static Vector2 down;
/// <summary>
/// A vector with values (0, 1)
/// </summary>
const static Vector2 forward;
/// <summary>
/// A vector with values (0, -1)
/// </summary>
const static Vector2 back;
/// <summary>
/// The length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the length</param>
/// <returns>The length of the given vector</returns>
static float Magnitude(const Vector2& vector);
/// <summary>
/// The length of this vector
/// </summary>
/// <returns>The length of this vector</returns>
float magnitude() const;
/// <summary>
/// The squared length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the squared
/// length</param> <returns>The squatred length</returns> The squared length
/// is computationally simpler than the real length. Think of Pythagoras A^2 +
/// B^2 = C^2. This leaves out the calculation of the squared root of C.
static float SqrMagnitude(const Vector2& vector);
/// <summary>
/// The squared length of this vector
/// </summary>
/// <returns>The squared length</returns>
/// The squared length is computationally simpler than the real length.
/// Think of Pythagoras A^2 + B^2 = C^2.
/// This leaves out the calculation of the squared root of C.
float sqrMagnitude() const;
/// <summary>
/// Connvert a vector to a length of 1
/// </summary>
/// <param name="vector">The vector to convert</param>
/// <returns>The vector with length 1</returns>
static Vector2 Normalize(Vector2 vector);
/// <summary>
/// Convert the vector to a length of a
/// </summary>
/// <returns>The vector with length 1</returns>
Vector2 normalized() const;
/// <summary>
/// The length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the length</param>
/// <returns>The length of the given vector</returns>
static float Magnitude(const Vector2& vector);
/// <summary>
/// The length of this vector
/// </summary>
/// <returns>The length of this vector</returns>
float magnitude() const;
/// <summary>
/// The squared length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the squared
/// length</param> <returns>The squatred length</returns> The squared length
/// is computationally simpler than the real length. Think of Pythagoras A^2 +
/// B^2 = C^2. This leaves out the calculation of the squared root of C.
static float SqrMagnitude(const Vector2& vector);
/// <summary>
/// The squared length of this vector
/// </summary>
/// <returns>The squared length</returns>
/// The squared length is computationally simpler than the real length.
/// Think of Pythagoras A^2 + B^2 = C^2.
/// This leaves out the calculation of the squared root of C.
float sqrMagnitude() const;
/// <summary>
/// Connvert a vector to a length of 1
/// </summary>
/// <param name="vector">The vector to convert</param>
/// <returns>The vector with length 1</returns>
static Vector2 Normalize(Vector2 vector);
/// <summary>
/// Convert the vector to a length of a
/// </summary>
/// <returns>The vector with length 1</returns>
Vector2 normalized() const;
/// <summary>
/// Negate the vector
/// </summary>
/// <returns>The negated vector</returns>
/// This will result in a vector pointing in the opposite direction
Vector2 operator-();
/// <summary>
/// Subtract a vector from this vector
/// </summary>
/// <param name="vector">The vector to subtract from this vector</param>
/// <returns>The result of the subtraction</returns>
Vector2 operator-(const Vector2& vector) const;
/// <summary>
/// Negate the vector
/// </summary>
/// <returns>The negated vector</returns>
/// This will result in a vector pointing in the opposite direction
Vector2 operator-();
/// <summary>
/// Subtract a vector from this vector
/// </summary>
/// <param name="vector">The vector to subtract from this vector</param>
/// <returns>The result of the subtraction</returns>
Vector2 operator-(const Vector2& vector) const;
/// <summary>
/// Add another vector to this vector
/// </summary>
/// <param name="vector2">The vector to add</param>
/// <returns>The result of adding the vector</returns>
Vector2 operator+(const Vector2& vector2) const;
/// <summary>
/// Add another vector to this vector
/// </summary>
/// <param name="vector2">The vector to add</param>
/// <returns>The result of adding the vector</returns>
Vector2 operator+(const Vector2& vector2) const;
/// <summary>
/// Scale a vector using another vector
/// </summary>
/// <param name="vector1">The vector to scale</param>
/// <param name="vector2">A vector with scaling factors</param>
/// <returns>The scaled vector</returns>
/// Each component of the vector v1 will be multiplied with the
/// component from the scaling vector v2.
static Vector2 Scale(const Vector2& vector1, const Vector2& vector2);
/// <summary>
/// Scale a vector uniformly up
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each component of the vector will be multipled with the same factor.
Vector2 operator*(float factor) const;
/// <summary>
/// Scale a vector uniformy down
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each componet of the vector will be divided by the same factor.
Vector2 operator/(const float& factor);
/// <summary>
/// Scale a vector using another vector
/// </summary>
/// <param name="vector1">The vector to scale</param>
/// <param name="vector2">A vector with scaling factors</param>
/// <returns>The scaled vector</returns>
/// Each component of the vector v1 will be multiplied with the
/// component from the scaling vector v2.
static Vector2 Scale(const Vector2& vector1, const Vector2& vector2);
/// <summary>
/// Scale a vector uniformly up
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each component of the vector will be multipled with the same factor.
Vector2 operator*(float factor) const;
/// <summary>
/// Scale a vector uniformy down
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each componet of the vector will be divided by the same factor.
Vector2 operator/(const float& factor);
/// <summary>
/// The dot product of two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The dot product of the two vectors</returns>
static float Dot(const Vector2& vector1, const Vector2& vector2);
/// <summary>
/// The dot product of two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The dot product of the two vectors</returns>
static float Dot(const Vector2& vector1, const Vector2& vector2);
/// <summary>
/// Check is this vector is equal to the given vector
/// </summary>
/// <param name="vector">The vector to check against</param>
/// <returns>True if it is identical to the given vector</returns>
/// Note this uses float comparison to check equality which
/// may have strange effects. Equality on float should be avoided.
bool operator==(const Vector2& vector);
/// <summary>
/// Check is this vector is equal to the given vector
/// </summary>
/// <param name="vector">The vector to check against</param>
/// <returns>True if it is identical to the given vector</returns>
/// Note this uses float comparison to check equality which
/// may have strange effects. Equality on float should be avoided.
bool operator==(const Vector2& vector);
/// <summary>
/// The distance between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vectors</param>
/// <returns>The distance between the two vectors</returns>
static float Distance(const Vector2& vector1, const Vector2& vector2);
/// <summary>
/// The distance between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vectors</param>
/// <returns>The distance between the two vectors</returns>
static float Distance(const Vector2& vector1, const Vector2& vector2);
/// <summary>
/// Calculate the angle between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The angle</returns>
/// This reterns an unsigned angle which is the shortest distance
/// between the two vectors. Use Vector3::SignedAngle if a
/// signed angle is needed.
static float Angle(Vector2 vector1, Vector2 vector2);
/// <summary>
/// Calculate the angle between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The angle</returns>
/// This reterns an unsigned angle which is the shortest distance
/// between the two vectors. Use Vector3::SignedAngle if a
/// signed angle is needed.
static float Angle(Vector2 vector1, Vector2 vector2);
/// <summary>
/// Calculate the angle between two vectors rotation around an axis.
/// </summary>
/// <param name="from">The starting vector</param>
/// <param name="to">The ending vector</param>
/// <param name="axis">The axis to rotate around</param>
/// <returns>The signed angle</returns>
static float SignedAngle(Vector2 from, Vector2 to);
/// <summary>
/// Calculate the angle between two vectors rotation around an axis.
/// </summary>
/// <param name="from">The starting vector</param>
/// <param name="to">The ending vector</param>
/// <param name="axis">The axis to rotate around</param>
/// <returns>The signed angle</returns>
static float SignedAngle(Vector2 from, Vector2 to);
/// <summary>
/// Rotate the vector
/// </summary>
/// <param name="v">The vector to rotate</param>
/// <param name="angle">Angle in radias to rotate</param>
/// <returns>The rotated vector</returns>
static Vector2 Rotate(Vector2 v, float angle);
/// <summary>
/// Rotate the vector
/// </summary>
/// <param name="v">The vector to rotate</param>
/// <param name="angle">Angle in radias to rotate</param>
/// <returns>The rotated vector</returns>
static Vector2 Rotate(Vector2 v, float angle);
/// <summary>
/// Lerp between two vectors
/// </summary>
/// <param name="from">The from vector</param>
/// <param name="to">The to vector</param>
/// <param name="f">The interpolation distance (0..1)</param>
/// <returns>The lerped vector</returns>
/// The factor f is unclamped. Value 0 matches the *from* vector, Value 1
/// matches the *to* vector Value -1 is *from* vector minus the difference
/// between *from* and *to* etc.
static Vector2 Lerp(Vector2 from, Vector2 to, float f);
/// <summary>
/// Lerp between two vectors
/// </summary>
/// <param name="from">The from vector</param>
/// <param name="to">The to vector</param>
/// <param name="f">The interpolation distance (0..1)</param>
/// <returns>The lerped vector</returns>
/// The factor f is unclamped. Value 0 matches the *from* vector, Value 1
/// matches the *to* vector Value -1 is *from* vector minus the difference
/// between *from* and *to* etc.
static Vector2 Lerp(Vector2 from, Vector2 to, float f);
static float ToFactor(Vector2 a, Vector2 b);
static float ToFactor(Vector2 a, Vector2 b);
};
#endif

@ -57,6 +57,10 @@ public:
/// </summary>
const static Vector3 zero;
/// <summary>
/// A vector with one for all axis
/// </summary>
const static Vector3 one;
/// <summary>
/// A vector with values (1, 0, 0)
/// </summary>
const static Vector3 right;

@ -25,6 +25,7 @@ Vector2::Vector2(Vec2 v) {
Vector2::~Vector2() {}
const Vector2 Vector2::zero = Vector2(0, 0);
const Vector2 Vector2::one = Vector2(1, 1);
const Vector2 Vector2::right = Vector2(1, 0);
const Vector2 Vector2::left = Vector2(-1, 0);
const Vector2 Vector2::up = Vector2(0, 1);

@ -31,6 +31,7 @@ Vector3::~Vector3() {
}
const Vector3 Vector3::zero = Vector3(0, 0, 0);
const Vector3 Vector3::one = Vector3(1, 1, 1);
const Vector3 Vector3::right = Vector3(1, 0, 0);
const Vector3 Vector3::left = Vector3(-1, 0, 0);
const Vector3 Vector3::up = Vector3(0, 1, 0);