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mod conv;
#[cfg(feature = "skia")]
mod skia;
pub mod flo;
pub mod glif;
use super::coordinate::Coordinate;
#[derive(Clone, Copy, Debug)]
pub struct Vector {
pub x: f64,
pub y: f64,
}
#[macro_export]
macro_rules! vec2 {
($x: expr, $y: expr) => {
Vector {
x: $x as f64,
y: $y as f64,
} };
}
impl Vector {
#[cfg(features = "strict")]
pub fn from_components(x: f64, y: f64) -> Self {
assert!(!x.is_nan());
assert!(!y.is_nan());
assert!(x.is_finite());
assert!(y.is_finite());
Vector { x, y }
}
#[cfg(not(features = "strict"))]
pub fn from_components(x: f64, y: f64) -> Self {
Vector { x, y }
}
pub fn is_near(self, v1: Vector, eps: f64) -> bool {
self.x - v1.x <= eps
&& self.x - v1.x >= -eps
&& self.y - v1.y <= eps
&& self.y - v1.y >= -eps
}
pub fn magnitude(self) -> f64 {
f64::sqrt(f64::powi(self.x, 2) + f64::powi(self.y, 2))
}
pub fn distance(self, v1: Vector) -> f64 {
let v0 = self;
f64::sqrt(f64::powi(v1.x - v0.x, 2) + f64::powi(v1.y - v0.y, 2))
}
pub fn normalize(self) -> Self {
let magnitude = self.magnitude();
Vector {
x: self.x / magnitude,
y: self.y / magnitude,
}
}
pub fn dot(self, v1: Vector) -> f64 {
self.x * v1.x + self.y * v1.y
}
pub fn lerp(self, v1: Vector, t: f64) -> Self {
let v0 = self;
Vector {
x: (1. - t) * v0.x + t * v1.x,
y: (1. - t) * v0.y + t * v1.y,
}
}
pub fn angle(self, v1: Vector) -> f64 {
return f64::atan2(v1.y, v1.x) - f64::atan2(self.y, self.x);
}
pub fn rotate(self, pivot: Vector, angle: f64) -> Vector {
let s = f64::sin(angle);
let c = f64::cos(angle);
let translated_point = self - pivot;
let rotated_point = Vector {
x: translated_point.x * c - translated_point.y * s,
y: translated_point.x * s + translated_point.y * c,
};
return rotated_point + pivot;
}
}
impl Coordinate for Vector {
fn magnitude(self) -> f64 {
self.magnitude()
}
fn distance(self, v1: Self) -> f64 {
self.distance(v1)
}
fn lerp(self, v1: Self, t: f64) -> Self {
self.lerp(v1, t)
}
}