Cemu/src/util/math/vector2.h
2022-08-22 22:21:23 +02:00

150 lines
2.2 KiB
C++

#pragma once
#include <cassert>
template <typename T>
class Vector2
{
public:
T x;
T y;
Vector2()
: x{}, y{} {}
Vector2(T x, T y)
: x(x), y(y) {}
template <typename U = T>
Vector2(const Vector2<U>& v)
: x((T)v.x), y((T)v.y) {}
float Length() const
{
return (float)std::sqrt((x * x) + (y * y));
}
float Cross(const Vector2& v) const
{
return x * v.y - y * v.x;
}
float Dot(const Vector2& v) const
{
return x * v.x + y * v.y;
}
Vector2 Ortho() const
{
return Vector2(y, -x);
}
Vector2 Normalized() const
{
const auto len = Length();
if (len == 0)
return Vector2<T>();
return Vector2<T>((T)((float)x / len), (T)((float)y / len));
}
Vector2& Normalize()
{
const auto len = Length();
if (len != 0)
{
x = (T)((float)x / len);
y = (T)((float)y / len);
}
return *this;
}
static Vector2 Max(const Vector2& v1, const Vector2& v2)
{
return Vector2(std::max(v1.x, v2.x), std::max(v1.y, v2.y));
}
static Vector2 Min(const Vector2& v1, const Vector2& v2)
{
return Vector2(std::min(v1.x, v2.x), std::min(v1.y, v2.y));
}
bool operator==(const Vector2& v) const
{
return x == v.x && y == v.y;
}
bool operator!=(const Vector2& v) const
{
return !(*this == v);
}
Vector2& operator+=(const Vector2& v)
{
x += v.x;
y += v.y;
return *this;
}
Vector2& operator-=(const Vector2& v)
{
x -= v.x;
y -= v.y;
return *this;
}
Vector2 operator+(const Vector2& v) const
{
return Vector2(x + v.x, y + v.y);
}
Vector2 operator-(const Vector2& v) const
{
return Vector2(x - v.x, y - v.y);
}
Vector2& operator+=(const T& v)
{
x += v;
y += v;
return *this;
}
Vector2& operator-=(const T& v)
{
x -= v;
y -= v;
return *this;
}
Vector2& operator*=(const T& v)
{
x *= v;
y *= v;
return *this;
}
Vector2& operator/=(const T& v)
{
assert(v != 0);
x /= v;
y /= v;
return *this;
}
Vector2 operator+(const T& v)
{
return Vector2(x + v, y + v);
}
Vector2 operator-(const T& v)
{
return Vector2(x - v, y - v);
}
Vector2 operator*(const T& v)
{
return Vector2(x * v, y * v);
}
Vector2 operator/(const T& v)
{
assert(v != 0);
return Vector2(x / v, y / v);
}
};
using Vector2f = Vector2<float>;
using Vector2i = Vector2<int>;