// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0.If a copy of the MPL was not distributed with this
// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
#ifndef VECTOR2_H
#define VECTOR2_H
extern "C" {
///
/// 2-dimensional Vector representation
///
/// This is a C-style implementation
/// This uses the right-handed coordinate system.
typedef struct Vec2 {
///
/// The right axis of the vector
///
float x;
///
/// The upward/forward axis of the vector
///
float y;
} Vec2;
}
///
/// A 2-dimensional vector
///
/// This uses the right-handed coordinate system.
struct Vector2 : Vec2 {
public:
///
/// Create a new 2-dimensinal zero vector
///
Vector2();
///
/// Create a new 2-dimensional vector
///
/// x axis value
/// y axis value
Vector2(float x, float y);
///
/// Create a vector from C-style Vec2
///
/// The C-style Vec
Vector2(Vec2 v);
~Vector2();
///
/// A vector with zero for all axis
///
const static Vector2 zero;
///
/// A vector with values (1, 1)
///
const static Vector2 one;
///
/// A vector with values (1, 0)
///
///
const static Vector2 right;
///
/// A vector3 with values (-1, 0)
///
const static Vector2 left;
///
/// A vector with values (0, 1)
///
const static Vector2 up;
///
/// A vector with values (0, -1)
///
const static Vector2 down;
///
/// A vector with values (0, 1)
///
const static Vector2 forward;
///
/// A vector with values (0, -1)
///
const static Vector2 back;
///
/// The length of a vector
///
/// The vector for which you need the length
/// The length of the given vector
static float Magnitude(const Vector2& vector);
///
/// The length of this vector
///
/// The length of this vector
float magnitude() const;
///
/// The squared length of a vector
///
/// The vector for which you need the squared
/// length The squatred length 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);
///
/// The squared length of this vector
///
/// The squared length
/// 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;
///
/// Connvert a vector to a length of 1
///
/// The vector to convert
/// The vector with length 1
static Vector2 Normalize(Vector2 vector);
///
/// Convert the vector to a length of a
///
/// The vector with length 1
Vector2 normalized() const;
///
/// Negate the vector
///
/// The negated vector
/// This will result in a vector pointing in the opposite direction
Vector2 operator-();
///
/// Subtract a vector from this vector
///
/// The vector to subtract from this vector
/// The result of the subtraction
Vector2 operator-(const Vector2& vector) const;
///
/// Add another vector to this vector
///
/// The vector to add
/// The result of adding the vector
Vector2 operator+(const Vector2& vector2) const;
///
/// Scale a vector using another vector
///
/// The vector to scale
/// A vector with scaling factors
/// The scaled vector
/// 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);
///
/// Scale a vector uniformly up
///
/// The scaling factor
/// The scaled vector
/// Each component of the vector will be multipled with the same factor.
Vector2 operator*(float factor) const;
///
/// Scale a vector uniformy down
///
/// The scaling factor
/// The scaled vector
/// Each componet of the vector will be divided by the same factor.
Vector2 operator/(const float& factor);
///
/// The dot product of two vectors
///
/// The first vector
/// The second vector
/// The dot product of the two vectors
static float Dot(const Vector2& vector1, const Vector2& vector2);
///
/// Check is this vector is equal to the given vector
///
/// The vector to check against
/// True if it is identical to the given vector
/// Note this uses float comparison to check equality which
/// may have strange effects. Equality on float should be avoided.
bool operator==(const Vector2& vector);
///
/// The distance between two vectors
///
/// The first vector
/// The second vectors
/// The distance between the two vectors
static float Distance(const Vector2& vector1, const Vector2& vector2);
///
/// Calculate the angle between two vectors
///
/// The first vector
/// The second vector
/// The angle
/// 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);
///
/// Calculate the angle between two vectors rotation around an axis.
///
/// The starting vector
/// The ending vector
/// The axis to rotate around
/// The signed angle
static float SignedAngle(Vector2 from, Vector2 to);
///
/// Rotate the vector
///
/// The vector to rotate
/// Angle in radias to rotate
/// The rotated vector
static Vector2 Rotate(Vector2 v, float angle);
///
/// Lerp between two vectors
///
/// The from vector
/// The to vector
/// The interpolation distance (0..1)
/// The lerped vector
/// 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);
};
#endif