Files
stupidsimcpp/util/vectorlogic/vec2.hpp
2025-11-17 06:44:10 -05:00

307 lines
7.2 KiB
C++

#ifndef VEC2_HPP
#define VEC2_HPP
#include <cmath>
#include <algorithm>
#include <string>
class Vec2 {
public:
float x, y;
Vec2() : x(0), y(0) {}
Vec2(float x, float y) : x(x), y(y) {}
Vec2& move(const Vec2 newpos) {
x = newpos.x;
y = newpos.y;
return *this;
}
Vec2 operator+(const Vec2& other) const {
return Vec2(x + other.x, y + other.y);
}
Vec2 operator-(const Vec2& other) const {
return Vec2(x - other.x, y - other.y);
}
Vec2 operator*(const Vec2& other) const {
return Vec2(x * other.x, y * other.y);
}
Vec2 operator/(const Vec2& other) const {
return Vec2(x / other.x, y / other.y);
}
Vec2 operator+(float scalar) const {
return Vec2(x + scalar, y + scalar);
}
Vec2 operator-(float scalar) const {
return Vec2(x - scalar, y - scalar);
}
Vec2 operator-() const {
return Vec2(-x, -y);
}
Vec2 operator*(float scalar) const {
return Vec2(x * scalar, y * scalar);
}
Vec2 operator/(float scalar) const {
return Vec2(x / scalar, y / scalar);
}
Vec2& operator=(float scalar) {
x = y = scalar;
return *this;
}
Vec2& operator+=(const Vec2& other) {
x += other.x;
y += other.y;
return *this;
}
Vec2& operator-=(const Vec2& other) {
x -= other.x;
y -= other.y;
return *this;
}
Vec2& operator*=(const Vec2& other) {
x *= other.x;
y *= other.y;
return *this;
}
Vec2& operator/=(const Vec2& other) {
x /= other.x;
y /= other.y;
return *this;
}
Vec2& operator+=(float scalar) {
x += scalar;
y += scalar;
return *this;
}
Vec2& operator-=(float scalar) {
x -= scalar;
y -= scalar;
return *this;
}
Vec2& operator*=(float scalar) {
x *= scalar;
y *= scalar;
return *this;
}
Vec2& operator/=(float scalar) {
x /= scalar;
y /= scalar;
return *this;
}
float dot(const Vec2& other) const {
return x * other.x + y * other.y;
}
float length() const {
return std::sqrt(x * x + y * y);
}
float lengthSquared() const {
return x * x + y * y;
}
float distance(const Vec2& other) const {
return (*this - other).length();
}
float distanceSquared(const Vec2& other) const {
Vec2 diff = *this - other;
return diff.x * diff.x + diff.y * diff.y;
}
Vec2 normalized() const {
float len = length();
if (len > 0) {
return *this / len;
}
return *this;
}
bool operator==(const Vec2& other) const {
return x == other.x && y == other.y;
}
bool operator!=(const Vec2& other) const {
return x != other.x || y != other.y;
}
bool operator<(const Vec2& other) const {
return (x < other.x) || (x == other.x && y < other.y);
}
bool operator<=(const Vec2& other) const {
return (x < other.x) || (x == other.x && y <= other.y);
}
bool operator>(const Vec2& other) const {
return (x > other.x) || (x == other.x && y > other.y);
}
bool operator>=(const Vec2& other) const {
return (x > other.x) || (x == other.x && y >= other.y);
}
Vec2 abs() const {
return Vec2(std::abs(x), std::abs(y));
}
Vec2 floor() const {
return Vec2(std::floor(x), std::floor(y));
}
Vec2 ceil() const {
return Vec2(std::ceil(x), std::ceil(y));
}
Vec2 round() const {
return Vec2(std::round(x), std::round(y));
}
Vec2 min(const Vec2& other) const {
return Vec2(std::min(x, other.x), std::min(y, other.y));
}
Vec2 max(const Vec2& other) const {
return Vec2(std::max(x, other.x), std::max(y, other.y));
}
Vec2 clamp(const Vec2& minVal, const Vec2& maxVal) const {
return Vec2(
std::clamp(x, minVal.x, maxVal.x),
std::clamp(y, minVal.y, maxVal.y)
);
}
Vec2 clamp(float minVal, float maxVal) const {
return Vec2(
std::clamp(x, minVal, maxVal),
std::clamp(y, minVal, maxVal)
);
}
bool isZero(float epsilon = 1e-10f) const {
return std::abs(x) < epsilon && std::abs(y) < epsilon;
}
bool equals(const Vec2& other, float epsilon = 1e-10f) const {
return std::abs(x - other.x) < epsilon &&
std::abs(y - other.y) < epsilon;
}
friend Vec2 operator+(float scalar, const Vec2& vec) {
return Vec2(scalar + vec.x, scalar + vec.y);
}
friend Vec2 operator-(float scalar, const Vec2& vec) {
return Vec2(scalar - vec.x, scalar - vec.y);
}
friend Vec2 operator*(float scalar, const Vec2& vec) {
return Vec2(scalar * vec.x, scalar * vec.y);
}
friend Vec2 operator/(float scalar, const Vec2& vec) {
return Vec2(scalar / vec.x, scalar / vec.y);
}
Vec2 perpendicular() const {
return Vec2(-y, x);
}
Vec2 reflect(const Vec2& normal) const {
return *this - 2.0f * this->dot(normal) * normal;
}
Vec2 lerp(const Vec2& other, float t) const {
t = std::clamp(t, 0.0f, 1.0f);
return *this + (other - *this) * t;
}
Vec2 slerp(const Vec2& other, float t) const {
t = std::clamp(t, 0.0f, 1.0f);
float dot = this->dot(other);
dot = std::clamp(dot, -1.0f, 1.0f);
float theta = std::acos(dot) * t;
Vec2 relative = other - *this * dot;
relative = relative.normalized();
return (*this * std::cos(theta)) + (relative * std::sin(theta));
}
Vec2 rotate(float angle) const {
float cosA = std::cos(angle);
float sinA = std::sin(angle);
return Vec2(x * cosA - y * sinA, x * sinA + y * cosA);
}
float angle() const {
return std::atan2(y, x);
}
float angleTo(const Vec2& other) const {
return std::acos(this->dot(other) / (this->length() * other.length()));
}
float directionTo(const Vec2& other) const {
Vec2 direction = other - *this;
return direction.angle();
}
float& operator[](int index) {
return (&x)[index];
}
const float& operator[](int index) const {
return (&x)[index];
}
std::string toString() const {
return "(" + std::to_string(x) + ", " + std::to_string(y) + ")";
}
std::ostream& operator<<(std::ostream& os) {
os << toString();
return os;
}
struct Hash {
std::size_t operator()(const Vec2& v) const {
return std::hash<float>()(v.x) ^ (std::hash<float>()(v.y) << 1);
}
};
};
// inline std::ostream& operator<<(std::ostream& os, const Vec2& vec) {
// os << vec.toString();
// return os;
// }
namespace std {
template<>
struct hash<Vec2> {
size_t operator()(const Vec2& v) const {
return hash<float>()(v.x) ^ (hash<float>()(v.y) << 1);
}
};
}
#endif