first commit of some basics
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137
TSE_Math/src/Vector2.hpp
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137
TSE_Math/src/Vector2.hpp
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#pragma once
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#include "Types.hpp"
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namespace TSE
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{
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class Vector3;
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class Vector4;
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class Vector2
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{
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public:
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#pragma region members
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float x = 0, y = 0;
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#pragma endregion members
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#pragma region consts
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static const Vector2 left;
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static const Vector2 right;
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static const Vector2 up;
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static const Vector2 down;
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static const Vector2 one;
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static const Vector2 zero;
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#pragma endregion
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#pragma region ctor
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/// @brief enpty constructor defined as (0,0)
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Vector2();
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/// @brief constructs a vector2 with custom values
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/// @param _x the x component
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/// @param _y the y component
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Vector2(float _x, float _y);
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/// @brief copy constructor
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/// @param other the vector2 to be copied from
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Vector2(const Vector2& other);
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/// @brief converter constructor. it converts a Vector3 to a Vector2 without encointing for the z component
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/// @param other the Vector3 to convert
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Vector2(const Vector3& other);
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/// @brief converter constructor. it converts a Vector4 to a Vector2 without encointing for the z, and w component
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/// @param other the Vector4 to convert
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Vector2(const Vector4& other);
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#pragma endregion ctor
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#pragma region methods
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/// @brief the length of the vector
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/// @return the length
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float Length() const;
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/// @brief the length² of the vector
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/// @return the length²
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float LengthSqr() const;
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/// @brief checks if the individual components have valid values aka are not nan
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/// @return are the values valid
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bool IsValid() const;
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/// @brief normalizes the Vector2 to have a length of 1
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void Normalize();
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/// @brief normalizes the Vector2 to have a length of 1. If the current length of the vector is smaller then epsilon, it gives you the fallback value.
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/// @param fallback the value to set the vector to if the current length is smaller then epsilon
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void NormalizeSafe(const Vector2& fallback);
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/// @brief gives you the vector2 as a string representation. mostly for debugging
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/// @return the vector2 in a format like (x|y)
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string ToString() const;
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/// @brief creates a Vector3 with the same values as the Vector2, the y component gets the value 0
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/// @return the Vector2 as a Vector3
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Vector3 ToVector3() const;
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/// @brief creates a Vector4 with the same values as the Vector2, the y and w components get the value 0
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/// @return the Vector2 as a Vector4
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Vector4 ToVector4() const;
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#pragma region static
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/// @brief gives you the distance between two vectors.
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/// @param a point 1
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/// @param b point 2
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/// @return the distance between point 1 and point 2
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static float Distance(const Vector2& a, const Vector2& b);
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/// @brief gives you the distance² between two vectors.
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/// @param a point 1
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/// @param b point 2
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/// @return the distance² between point 1 and point 2
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static float DistanceSqr(const Vector2& a, const Vector2& b);
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/// @brief normalizes a copy of the Vector2 to have a length of 1
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/// @param v the vector to be normaliezed
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/// @return a normalies copy of the vector
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static Vector2 Normalize(const Vector2& v);
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/// @brief normalizes a copy of the Vector2 to have a length of 1. If the current length of the vector is smaller then epsilon, it gives you the fallback value.
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/// @param fallback the value to set the vector to if the current length is smaller then epsilon
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/// @param v the vector to be normaliezed
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/// @return a normalies copy of the vector
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static Vector2 NormalizeSafe(const Vector2& v, const Vector2& fallback);
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/// @brief linearly interpolates between two points using t
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/// @param a point 1
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/// @param b point 2
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/// @param t the amoint to interpolate by
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/// @return the interpolated point
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static Vector2 Lerp(const Vector2& a, const Vector2& b, float t);
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/// @brief bezier interpolation using three points using t
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/// @param a point 1
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/// @param b controll point
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/// @param c point 2
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/// @param t the amoint to interpolate by
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/// @return the interpolated point
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static Vector2 Berp(const Vector2& a, const Vector2& b, const Vector2& c, float t);
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/// @brief gives you the midpoint between two points
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/// @param a point 1
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/// @param b point 2
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/// @return the midpoint
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static Vector2 Midpoint(const Vector2& a, const Vector2& b);
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/// @brief gives you the dot product between to vectors
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/// @param a vector 1
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/// @param b vector 2
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/// @return the dot product
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static float Dot(const Vector2& a, const Vector2& b);
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/// @brief it gives you the "2D Cross Product" (there is no real 2D Cross product, but this function is still usefull sometimes)
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/// @param a vector 1
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/// @param b vector 2
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/// @return 2D cross product
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static float Cross(const Vector2& a, const Vector2& b);
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#pragma endregion static
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#pragma region operators
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Vector2 operator+(const Vector2& other) const;
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Vector2 operator+=(const Vector2& other);
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Vector2 operator-(const Vector2& other) const;
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Vector2 operator-=(const Vector2& other);
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Vector2 operator*(const Vector2& other) const;
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Vector2 operator*=(const Vector2& other);
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Vector2 operator/(const Vector2& other) const;
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Vector2 operator/=(const Vector2& other);
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Vector2 operator*(const float other) const;
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Vector2 operator*=(const float other);
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Vector2 operator/(const float other) const;
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Vector2 operator/=(const float other);
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bool operator==(const Vector2& other) const;
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bool operator!=(const Vector2& other) const;
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#pragma endregion operators
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#pragma endregion methods
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};
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} // namespace TSE
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