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#ifndef _RIVE_VEC2D_HPP_
#define _RIVE_VEC2D_HPP_
#include "rive/rive_types.hpp"
namespace rive
{
class Mat2D;
class Vec2D
{
public:
float x, y;
Vec2D() = default;
constexpr Vec2D(float x, float y) : x(x), y(y) {}
float lengthSquared() const { return x * x + y * y; }
float length() const;
Vec2D normalized() const;
// Normalize this Vec, and return its previous length
float normalizeLength()
{
const float len = this->length();
if (len > 0)
{
x /= len;
y /= len;
}
return len;
}
Vec2D operator-() const { return {-x, -y}; }
void operator*=(float s)
{
x *= s;
y *= s;
}
void operator/=(float s)
{
x /= s;
y /= s;
}
friend inline Vec2D operator-(const Vec2D& a, const Vec2D& b)
{
return {a.x - b.x, a.y - b.y};
}
static inline Vec2D lerp(Vec2D a, Vec2D b, float f);
static Vec2D transformDir(const Vec2D& a, const Mat2D& m);
static Vec2D transformMat2D(const Vec2D& a, const Mat2D& m);
static float dot(Vec2D a, Vec2D b) { return a.x * b.x + a.y * b.y; }
static float cross(Vec2D a, Vec2D b) { return a.x * b.y - a.y * b.x; }
static Vec2D scaleAndAdd(Vec2D a, Vec2D b, float scale)
{
return {
a.x + b.x * scale,
a.y + b.y * scale,
};
}
static float distance(const Vec2D& a, const Vec2D& b)
{
return (a - b).length();
}
static float distanceSquared(const Vec2D& a, const Vec2D& b)
{
return (a - b).lengthSquared();
}
Vec2D& operator+=(Vec2D v)
{
x += v.x;
y += v.y;
return *this;
}
Vec2D& operator-=(Vec2D v)
{
x -= v.x;
y -= v.y;
return *this;
}
float operator[](size_t index) const
{
switch (index)
{
case 0:
return x;
case 1:
return y;
default:
RIVE_UNREACHABLE();
}
}
};
static_assert(std::is_pod<Vec2D>::value, "Vec2D must be plain-old-data");
inline Vec2D operator*(const Vec2D& v, float s) { return {v.x * s, v.y * s}; }
inline Vec2D operator*(float s, const Vec2D& v) { return {v.x * s, v.y * s}; }
inline Vec2D operator/(const Vec2D& v, float s) { return {v.x / s, v.y / s}; }
inline Vec2D operator+(const Vec2D& a, const Vec2D& b)
{
return {a.x + b.x, a.y + b.y};
}
inline bool operator==(const Vec2D& a, const Vec2D& b)
{
return a.x == b.x && a.y == b.y;
}
inline bool operator!=(const Vec2D& a, const Vec2D& b)
{
return a.x != b.x || a.y != b.y;
}
Vec2D Vec2D::lerp(Vec2D a, Vec2D b, float t) { return a + (b - a) * t; }
} // namespace rive
namespace std
{
template <> struct hash<rive::Vec2D>
{
size_t operator()(const rive::Vec2D& v) const
{
// Combine the hashes of x and y to produce a hash for Vec2D
size_t h1 = std::hash<float>()(v.x); // Hash for x component
size_t h2 = std::hash<float>()(v.y); // Hash for y component
return h1 ^ (h2 << 1); // Combine them with bitwise XOR and shift
}
};
} // namespace std
#endif