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Vector2.hpp
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535 lines (460 loc) · 17.5 KB
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#pragma once
#define _USE_MATH_DEFINES
#include <math.h>
namespace Unity
{
struct Vector2
{
union
{
struct
{
float X;
float Y;
};
float data[2];
};
/**
* Constructors.
*/
inline Vector2();
inline Vector2(float data[]);
inline Vector2(float value);
inline Vector2(float x, float y);
/**
* Constants for common vectors.
*/
static inline Vector2 Zero();
static inline Vector2 One();
static inline Vector2 Right();
static inline Vector2 Left();
static inline Vector2 Up();
static inline Vector2 Down();
/**
* Returns the angle between two vectors in radians.
* @param a: The first vector.
* @param b: The second vector.
* @return: A scalar value.
*/
static inline float Angle(Vector2 a, Vector2 b);
/**
* Returns a vector with its magnitude clamped to maxLength.
* @param vector: The target vector.
* @param maxLength: The maximum length of the return vector.
* @return: A new vector.
*/
static inline Vector2 ClampMagnitude(Vector2 vector, float maxLength);
/**
* Returns the component of a in the direction of b (scalar projection).
* @param a: The target vector.
* @param b: The vector being compared against.
* @return: A scalar value.
*/
static inline float Component(Vector2 a, Vector2 b);
/**
* Returns the distance between a and b.
* @param a: The first point.
* @param b: The second point.
* @return: A scalar value.
*/
static inline float Distance(Vector2 a, Vector2 b);
/**
* Returns the dot product of two vectors.
* @param lhs: The left side of the multiplication.
* @param rhs: The right side of the multiplication.
* @return: A scalar value.
*/
static inline float Dot(Vector2 lhs, Vector2 rhs);
/**
* Converts a polar representation of a vector into cartesian
* coordinates.
* @param rad: The magnitude of the vector.
* @param theta: The angle from the X axis.
* @return: A new vector.
*/
static inline Vector2 FromPolar(float rad, float theta);
/**
* Returns a vector linearly interpolated between a and b, moving along
* a straight line. The vector is clamped to never go beyond the end points.
* @param a: The starting point.
* @param b: The ending point.
* @param t: The interpolation value [0-1].
* @return: A new vector.
*/
static inline Vector2 Lerp(Vector2 a, Vector2 b, float t);
/**
* Returns a vector linearly interpolated between a and b, moving along
* a straight line.
* @param a: The starting point.
* @param b: The ending point.
* @param t: The interpolation value [0-1] (no actual bounds).
* @return: A new vector.
*/
static inline Vector2 LerpUnclamped(Vector2 a, Vector2 b, float t);
/**
* Returns the magnitude of a vector.
* @param v: The vector in question.
* @return: A scalar value.
*/
static inline float Magnitude(Vector2 v);
/**
* Returns a vector made from the largest components of two other vectors.
* @param a: The first vector.
* @param b: The second vector.
* @return: A new vector.
*/
static inline Vector2 Max(Vector2 a, Vector2 b);
/**
* Returns a vector made from the smallest components of two other vectors.
* @param a: The first vector.
* @param b: The second vector.
* @return: A new vector.
*/
static inline Vector2 Min(Vector2 a, Vector2 b);
/**
* Returns a vector "maxDistanceDelta" units closer to the target. This
* interpolation is in a straight line, and will not overshoot.
* @param current: The current position.
* @param target: The destination position.
* @param maxDistanceDelta: The maximum distance to move.
* @return: A new vector.
*/
static inline Vector2 MoveTowards(Vector2 current, Vector2 target,
float maxDistanceDelta);
/**
* Returns a new vector with magnitude of one.
* @param v: The vector in question.
* @return: A new vector.
*/
static inline Vector2 Normalized(Vector2 v);
/**
* Creates a new coordinate system out of the two vectors.
* Normalizes "normal" and normalizes "tangent" and makes it orthogonal to
* "normal"..
* @param normal: A reference to the first axis vector.
* @param tangent: A reference to the second axis vector.
*/
static inline void OrthoNormalize(Vector2 &normal, Vector2 &tangent);
/**
* Returns the vector projection of a onto b.
* @param a: The target vector.
* @param b: The vector being projected onto.
* @return: A new vector.
*/
static inline Vector2 Project(Vector2 a, Vector2 b);
/**
* Returns a vector reflected about the provided line.
* This behaves as if there is a plane with the line as its normal, and the
* vector comes in and bounces off this plane.
* @param vector: The vector traveling inward at the imaginary plane.
* @param line: The line about which to reflect.
* @return: A new vector pointing outward from the imaginary plane.
*/
static inline Vector2 Reflect(Vector2 vector, Vector2 line);
/**
* Returns the vector rejection of a on b.
* @param a: The target vector.
* @param b: The vector being projected onto.
* @return: A new vector.
*/
static inline Vector2 Reject(Vector2 a, Vector2 b);
/**
* Rotates vector "current" towards vector "target" by "maxRadiansDelta".
* This treats the vectors as directions and will linearly interpolate
* between their magnitudes by "maxMagnitudeDelta". This function does not
* overshoot. If a negative delta is supplied, it will rotate away from
* "target" until it is pointing the opposite direction, but will not
* overshoot that either.
* @param current: The starting direction.
* @param target: The destination direction.
* @param maxRadiansDelta: The maximum number of radians to rotate.
* @param maxMagnitudeDelta: The maximum delta for magnitude interpolation.
* @return: A new vector.
*/
static inline Vector2 RotateTowards(Vector2 current, Vector2 target,
float maxRadiansDelta,
float maxMagnitudeDelta);
/**
* Multiplies two vectors component-wise.
* @param a: The lhs of the multiplication.
* @param b: The rhs of the multiplication.
* @return: A new vector.
*/
static inline Vector2 Scale(Vector2 a, Vector2 b);
/**
* Returns a vector rotated towards b from a by the percent t.
* Since interpolation is done spherically, the vector moves at a constant
* angular velocity. This rotation is clamped to 0 <= t <= 1.
* @param a: The starting direction.
* @param b: The ending direction.
* @param t: The interpolation value [0-1].
*/
static inline Vector2 Slerp(Vector2 a, Vector2 b, float t);
/**
* Returns a vector rotated towards b from a by the percent t.
* Since interpolation is done spherically, the vector moves at a constant
* angular velocity. This rotation is unclamped.
* @param a: The starting direction.
* @param b: The ending direction.
* @param t: The interpolation value [0-1].
*/
static inline Vector2 SlerpUnclamped(Vector2 a, Vector2 b, float t);
/**
* Returns the squared magnitude of a vector.
* This is useful when comparing relative lengths, where the exact length
* is not important, and much time can be saved by not calculating the
* square root.
* @param v: The vector in question.
* @return: A scalar value.
*/
static inline float SqrMagnitude(Vector2 v);
/**
* Calculates the polar coordinate space representation of a vector.
* @param vector: The vector to convert.
* @param rad: The magnitude of the vector.
* @param theta: The angle from the X axis.
*/
static inline void ToPolar(Vector2 vector, float &rad, float &theta);
/**
* Operator overloading.
*/
inline struct Vector2& operator+=(const float rhs);
inline struct Vector2& operator-=(const float rhs);
inline struct Vector2& operator*=(const float rhs);
inline struct Vector2& operator/=(const float rhs);
inline struct Vector2& operator+=(const Vector2 rhs);
inline struct Vector2& operator-=(const Vector2 rhs);
};
inline Vector2 operator-(Vector2 rhs);
inline Vector2 operator+(Vector2 lhs, const float rhs);
inline Vector2 operator-(Vector2 lhs, const float rhs);
inline Vector2 operator*(Vector2 lhs, const float rhs);
inline Vector2 operator/(Vector2 lhs, const float rhs);
inline Vector2 operator+(const float lhs, Vector2 rhs);
inline Vector2 operator-(const float lhs, Vector2 rhs);
inline Vector2 operator*(const float lhs, Vector2 rhs);
inline Vector2 operator/(const float lhs, Vector2 rhs);
inline Vector2 operator+(Vector2 lhs, const Vector2 rhs);
inline Vector2 operator-(Vector2 lhs, const Vector2 rhs);
inline bool operator==(const Vector2 lhs, const Vector2 rhs);
inline bool operator!=(const Vector2 lhs, const Vector2 rhs);
/*******************************************************************************
* Implementation
*/
Vector2::Vector2() : X(0), Y(0) {}
Vector2::Vector2(float data[]) : X(data[0]), Y(data[1]) {}
Vector2::Vector2(float value) : X(value), Y(value) {}
Vector2::Vector2(float x, float y) : X(x), Y(y) {}
Vector2 Vector2::Zero() { return Vector2(0, 0); }
Vector2 Vector2::One() { return Vector2(1, 1); }
Vector2 Vector2::Right() { return Vector2(1, 0); }
Vector2 Vector2::Left() { return Vector2(-1, 0); }
Vector2 Vector2::Up() { return Vector2(0, 1); }
Vector2 Vector2::Down() { return Vector2(0, -1); }
float Vector2::Angle(Vector2 a, Vector2 b)
{
float v = Dot(a, b) / (Magnitude(a) * Magnitude(b));
v = fmax(v, -1.0);
v = fmin(v, 1.0);
return acos(v);
}
Vector2 Vector2::ClampMagnitude(Vector2 vector, float maxLength)
{
float length = Magnitude(vector);
if (length > maxLength)
vector *= maxLength / length;
return vector;
}
float Vector2::Component(Vector2 a, Vector2 b)
{
return Dot(a, b) / Magnitude(b);
}
float Vector2::Distance(Vector2 a, Vector2 b)
{
return Vector2::Magnitude(a - b);
}
float Vector2::Dot(Vector2 lhs, Vector2 rhs)
{
return lhs.X * rhs.X + lhs.Y * rhs.Y;
}
Vector2 Vector2::FromPolar(float rad, float theta)
{
Vector2 v;
v.X = rad * cos(theta);
v.Y = rad * sin(theta);
return v;
}
Vector2 Vector2::Lerp(Vector2 a, Vector2 b, float t)
{
if (t < 0) return a;
else if (t > 1) return b;
return LerpUnclamped(a, b, t);
}
Vector2 Vector2::LerpUnclamped(Vector2 a, Vector2 b, float t)
{
return (b - a) * t + a;
}
float Vector2::Magnitude(Vector2 v)
{
return sqrt(SqrMagnitude(v));
}
Vector2 Vector2::Max(Vector2 a, Vector2 b)
{
float x = a.X > b.X ? a.X : b.X;
float y = a.Y > b.Y ? a.Y : b.Y;
return Vector2(x, y);
}
Vector2 Vector2::Min(Vector2 a, Vector2 b)
{
float x = a.X > b.X ? b.X : a.X;
float y = a.Y > b.Y ? b.Y : a.Y;
return Vector2(x, y);
}
Vector2 Vector2::MoveTowards(Vector2 current, Vector2 target,
float maxDistanceDelta)
{
Vector2 d = target - current;
float m = Magnitude(d);
if (m < maxDistanceDelta || m == 0)
return target;
return current + (d * maxDistanceDelta / m);
}
Vector2 Vector2::Normalized(Vector2 v)
{
float mag = Magnitude(v);
if (mag == 0)
return Vector2::Zero();
return v / mag;
}
void Vector2::OrthoNormalize(Vector2 &normal, Vector2 &tangent)
{
normal = Normalized(normal);
tangent = Reject(tangent, normal);
tangent = Normalized(tangent);
}
Vector2 Vector2::Project(Vector2 a, Vector2 b)
{
float m = Magnitude(b);
return Dot(a, b) / (m * m) * b;
}
Vector2 Vector2::Reflect(Vector2 vector, Vector2 planeNormal)
{
return vector - 2 * Project(vector, planeNormal);
}
Vector2 Vector2::Reject(Vector2 a, Vector2 b)
{
return a - Project(a, b);
}
Vector2 Vector2::RotateTowards(Vector2 current, Vector2 target,
float maxRadiansDelta,
float maxMagnitudeDelta)
{
float magCur = Magnitude(current);
float magTar = Magnitude(target);
float newMag = magCur + maxMagnitudeDelta *
((magTar > magCur) - (magCur > magTar));
newMag = fmin(newMag, fmax(magCur, magTar));
newMag = fmax(newMag, fmin(magCur, magTar));
float totalAngle = Angle(current, target) - maxRadiansDelta;
if (totalAngle <= 0)
return Normalized(target) * newMag;
else if (totalAngle >= M_PI)
return Normalized(-target) * newMag;
float axis = current.X * target.Y - current.Y * target.X;
axis = axis / fabs(axis);
if (!(1 - fabs(axis) < 0.00001))
axis = 1;
current = Normalized(current);
Vector2 newVector = current * cos(maxRadiansDelta) +
Vector2(-current.Y, current.X) * sin(maxRadiansDelta) * axis;
return newVector * newMag;
}
Vector2 Vector2::Scale(Vector2 a, Vector2 b)
{
return Vector2(a.X * b.X, a.Y * b.Y);
}
Vector2 Vector2::Slerp(Vector2 a, Vector2 b, float t)
{
if (t < 0) return a;
else if (t > 1) return b;
return SlerpUnclamped(a, b, t);
}
Vector2 Vector2::SlerpUnclamped(Vector2 a, Vector2 b, float t)
{
float magA = Magnitude(a);
float magB = Magnitude(b);
a /= magA;
b /= magB;
float dot = Dot(a, b);
dot = fmax(dot, -1.0);
dot = fmin(dot, 1.0);
float theta = acos(dot) * t;
Vector2 relativeVec = Normalized(b - a * dot);
Vector2 newVec = a * cos(theta) + relativeVec * sin(theta);
return newVec * (magA + (magB - magA) * t);
}
float Vector2::SqrMagnitude(Vector2 v)
{
return v.X * v.X + v.Y * v.Y;
}
void Vector2::ToPolar(Vector2 vector, float &rad, float &theta)
{
rad = Magnitude(vector);
theta = atan2(vector.Y, vector.X);
}
struct Vector2& Vector2::operator+=(const float rhs)
{
X += rhs;
Y += rhs;
return *this;
}
struct Vector2& Vector2::operator-=(const float rhs)
{
X -= rhs;
Y -= rhs;
return *this;
}
struct Vector2& Vector2::operator*=(const float rhs)
{
X *= rhs;
Y *= rhs;
return *this;
}
struct Vector2& Vector2::operator/=(const float rhs)
{
X /= rhs;
Y /= rhs;
return *this;
}
struct Vector2& Vector2::operator+=(const Vector2 rhs)
{
X += rhs.X;
Y += rhs.Y;
return *this;
}
struct Vector2& Vector2::operator-=(const Vector2 rhs)
{
X -= rhs.X;
Y -= rhs.Y;
return *this;
}
Vector2 operator-(Vector2 rhs) { return rhs * -1; }
Vector2 operator+(Vector2 lhs, const float rhs) { return lhs += rhs; }
Vector2 operator-(Vector2 lhs, const float rhs) { return lhs -= rhs; }
Vector2 operator*(Vector2 lhs, const float rhs) { return lhs *= rhs; }
Vector2 operator/(Vector2 lhs, const float rhs) { return lhs /= rhs; }
Vector2 operator+(const float lhs, Vector2 rhs) { return rhs += lhs; }
Vector2 operator-(const float lhs, Vector2 rhs) { return rhs -= lhs; }
Vector2 operator*(const float lhs, Vector2 rhs) { return rhs *= lhs; }
Vector2 operator/(const float lhs, Vector2 rhs) { return rhs /= lhs; }
Vector2 operator+(Vector2 lhs, const Vector2 rhs) { return lhs += rhs; }
Vector2 operator-(Vector2 lhs, const Vector2 rhs) { return lhs -= rhs; }
bool operator==(const Vector2 lhs, const Vector2 rhs)
{
return lhs.X == rhs.X && lhs.Y == rhs.Y;
}
bool operator!=(const Vector2 lhs, const Vector2 rhs)
{
return !(lhs == rhs);
}
}