use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Neg, RangeInclusive, Sub, SubAssign}; use crate::*; /// A vector has a direction and length. /// A [`Vec2`] is often used to represent a size. /// /// emath represents positions using [`Pos2`]. /// /// Normally the units are points (logical pixels). #[derive(Clone, Copy, Default)] #[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))] pub struct Vec2 { pub x: f32, pub y: f32, } /// `vec2(x,y) == Vec2::new(x, y)` #[inline(always)] pub const fn vec2(x: f32, y: f32) -> Vec2 { Vec2 { x, y } } impl From<[f32; 2]> for Vec2 { fn from(v: [f32; 2]) -> Self { Self { x: v[0], y: v[1] } } } impl From<&[f32; 2]> for Vec2 { fn from(v: &[f32; 2]) -> Self { Self { x: v[0], y: v[1] } } } impl Vec2 { pub const X: Vec2 = Vec2 { x: 1.0, y: 0.0 }; pub const Y: Vec2 = Vec2 { x: 0.0, y: 1.0 }; pub fn zero() -> Self { Self { x: 0.0, y: 0.0 } } pub fn infinity() -> Self { Self { x: f32::INFINITY, y: f32::INFINITY, } } pub fn new(x: f32, y: f32) -> Self { Self { x, y } } pub fn splat(v: impl Into) -> Self { let v: f32 = v.into(); Self { x: v, y: v } } #[must_use] pub fn normalized(self) -> Self { let len = self.length(); if len <= 0.0 { self } else { self / len } } /// Rotates the vector by 90°, i.e positive X to positive Y /// (clockwise in egui coordinates). #[inline(always)] pub fn rot90(self) -> Self { vec2(self.y, -self.x) } pub fn length(self) -> f32 { self.x.hypot(self.y) } pub fn length_sq(self) -> f32 { self.x * self.x + self.y * self.y } /// Create a unit vector with the given angle (in radians). /// * An angle of zero gives the unit X axis. /// * An angle of 𝞃/4 = 90° gives the unit Y axis. pub fn angled(angle: f32) -> Self { vec2(angle.cos(), angle.sin()) } #[must_use] pub fn floor(self) -> Self { vec2(self.x.floor(), self.y.floor()) } #[must_use] pub fn round(self) -> Self { vec2(self.x.round(), self.y.round()) } #[must_use] pub fn ceil(self) -> Self { vec2(self.x.ceil(), self.y.ceil()) } /// True if all members are also finite. pub fn is_finite(self) -> bool { self.x.is_finite() && self.y.is_finite() } #[must_use] pub fn min(self, other: Self) -> Self { vec2(self.x.min(other.x), self.y.min(other.y)) } #[must_use] pub fn max(self, other: Self) -> Self { vec2(self.x.max(other.x), self.y.max(other.y)) } /// Returns the minimum of `self.x` and `self.y`. #[must_use] pub fn min_elem(self) -> f32 { self.x.min(self.y) } /// Returns the maximum of `self.x` and `self.y`. #[must_use] pub fn max_elem(self) -> f32 { self.x.max(self.y) } #[must_use] pub fn clamp(self, range: RangeInclusive) -> Self { Self { x: clamp(self.x, range.start().x..=range.end().x), y: clamp(self.y, range.start().y..=range.end().y), } } } impl PartialEq for Vec2 { fn eq(&self, other: &Self) -> bool { self.x == other.x && self.y == other.y } } impl Eq for Vec2 {} impl Neg for Vec2 { type Output = Vec2; fn neg(self) -> Vec2 { vec2(-self.x, -self.y) } } impl AddAssign for Vec2 { fn add_assign(&mut self, rhs: Vec2) { *self = Vec2 { x: self.x + rhs.x, y: self.y + rhs.y, }; } } impl SubAssign for Vec2 { fn sub_assign(&mut self, rhs: Vec2) { *self = Vec2 { x: self.x - rhs.x, y: self.y - rhs.y, }; } } impl Add for Vec2 { type Output = Vec2; fn add(self, rhs: Vec2) -> Vec2 { Vec2 { x: self.x + rhs.x, y: self.y + rhs.y, } } } impl Sub for Vec2 { type Output = Vec2; fn sub(self, rhs: Vec2) -> Vec2 { Vec2 { x: self.x - rhs.x, y: self.y - rhs.y, } } } impl MulAssign for Vec2 { fn mul_assign(&mut self, rhs: f32) { self.x *= rhs; self.y *= rhs; } } impl Mul for Vec2 { type Output = Vec2; fn mul(self, factor: f32) -> Vec2 { Vec2 { x: self.x * factor, y: self.y * factor, } } } impl Mul for f32 { type Output = Vec2; fn mul(self, vec: Vec2) -> Vec2 { Vec2 { x: self * vec.x, y: self * vec.y, } } } impl Div for Vec2 { type Output = Vec2; fn div(self, factor: f32) -> Vec2 { Vec2 { x: self.x / factor, y: self.y / factor, } } } impl std::fmt::Debug for Vec2 { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { write!(f, "[{:.1} {:.1}]", self.x, self.y) } }