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#![allow(dead_code)] use crate::f32::Vec3; #[cfg(feature = "rand")] use rand::{ distributions::{Distribution, Standard}, Rng, }; use std::{f32, fmt, ops::*}; /// A 2-dimensional vector. #[derive(Clone, Copy, PartialEq, PartialOrd, Debug, Default)] #[repr(C)] pub struct Vec2(f32, f32); #[inline] pub fn vec2(x: f32, y: f32) -> Vec2 { Vec2(x, y) } impl Vec2 { /// Returns a new `Vec4` with elements representing the sign of `self`. /// /// - `1.0` if the number is positive, `+0.0` or `INFINITY` /// - `-1.0` if the number is negative, `-0.0` or `NEG_INFINITY` #[inline] pub fn sign(self) -> Self { let mask = self.cmpge(Self::zero()); mask.select(Self::splat(1.0), Self::splat(-1.0)) } /// Computes the reciprocal `1.0/n` of each element, returning the /// results in a new `Vec2`. #[inline] pub fn reciprocal(self) -> Self { Self::one() / self } /// Performs a linear interpolation between `self` and `other` based on /// the value `s`. /// /// When `s` is `0.0`, the result will be equal to `self`. When `s` /// is `1.0`, the result will be equal to `other`. #[inline] pub fn lerp(self, other: Self, s: f32) -> Self { glam_assert!(s >= 0.0 && s <= 1.0); self + ((other - self) * s) } /// Returns whether `self` is length `1.0` or not. /// /// Uses a precision threshold of `std::f32::EPSILON`. #[inline] pub fn is_normalized(self) -> bool { is_normalized!(self) } /// Returns true if the absolute difference of all elements between `self` /// and `other` is less than or equal to `max_abs_diff`. /// /// This can be used to compare if two `Vec2`'s contain similar elements. It /// works best when comparing with a known value. The `max_abs_diff` that /// should be used used depends on the values being compared against. /// /// For more on floating point comparisons see /// https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/ #[inline] pub fn abs_diff_eq(self, other: Self, max_abs_diff: f32) -> bool { abs_diff_eq!(self, other, max_abs_diff) } /// Creates a new `Vec2`. #[inline] pub fn new(x: f32, y: f32) -> Vec2 { Vec2(x, y) } /// Creates a new `Vec2` with all elements set to `0.0`. #[inline] pub fn zero() -> Vec2 { Vec2(0.0, 0.0) } /// Creates a new `Vec2` with all elements set to `1.0`. #[inline] pub fn one() -> Vec2 { Vec2(1.0, 1.0) } /// Creates a new `Vec2` with values `[x: 1.0, y: 0.0]`. #[inline] pub fn unit_x() -> Vec2 { Vec2(1.0, 0.0) } /// Creates a new `Vec2` with values `[x: 0.0, y: 1.0]`. #[inline] pub fn unit_y() -> Vec2 { Vec2(0.0, 1.0) } /// Creates a new `Vec2` with all elements set to `v`. #[inline] pub fn splat(v: f32) -> Vec2 { Vec2(v, v) } /// Creates a new `Vec3` from `self` and the given `z` value. #[inline] pub fn extend(self, z: f32) -> Vec3 { Vec3::new(self.0, self.1, z) } /// Returns element `x`. #[inline] pub fn x(self) -> f32 { self.0 } /// Returns element `y`. #[inline] pub fn y(self) -> f32 { self.1 } /// Sets element `x`. #[inline] pub fn set_x(&mut self, x: f32) { self.0 = x; } /// Sets element `y`. #[inline] pub fn set_y(&mut self, y: f32) { self.1 = y; } /// Returns a `Vec2` with all elements set to the value of element `x`. #[inline] pub(crate) fn dup_x(self) -> Self { Self(self.0, self.0) } /// Returns a `Vec2` with all elements set to the value of element `y`. #[inline] pub(crate) fn dup_y(self) -> Self { Self(self.1, self.1) } /// Computes the dot product of `self` and `other`. #[inline] pub fn dot(self, other: Vec2) -> f32 { (self.0 * other.0) + (self.1 * other.1) } /// Computes the length of `self`. #[inline] pub fn length(self) -> f32 { self.dot(self).sqrt() } /// Computes the squared length of `self`. /// /// This is generally faster than `Vec2::length()` as it avoids a square /// root operation. #[inline] pub fn length_squared(self) -> f32 { self.dot(self) } /// Computes `1.0 / Vec2::length()`. /// /// For valid results, `self` must _not_ be of length zero. #[inline] pub fn length_reciprocal(self) -> f32 { 1.0 / self.length() } /// Returns `self` normalized to length 1.0. /// /// For valid results, `self` must _not_ be of length zero. #[inline] pub fn normalize(self) -> Vec2 { self * self.length_reciprocal() } /// Returns the vertical minimum of `self` and `other`. /// /// In other words, this computes /// `[x: min(x1, x2), y: min(y1, y2)]`, /// taking the minimum of each element individually. #[inline] pub fn min(self, other: Vec2) -> Vec2 { Vec2(self.0.min(other.0), self.1.min(other.1)) } /// Returns the vertical maximum of `self` and `other`. /// /// In other words, this computes /// `[x: max(x1, x2), y: max(y1, y2)]`, /// taking the maximum of each element individually. #[inline] pub fn max(self, other: Vec2) -> Vec2 { Vec2(self.0.max(other.0), self.1.max(other.1)) } /// Returns the horizontal minimum of `self`'s elements. /// /// In other words, this computes `min(x, y)`. #[inline] pub fn min_element(self) -> f32 { self.0.min(self.1) } /// Returns the horizontal maximum of `self`'s elements. /// /// In other words, this computes `max(x, y)`. #[inline] pub fn max_element(self) -> f32 { self.0.max(self.1) } /// Performs a vertical `==` comparison between `self` and `other`, /// returning a `Vec2Mask` of the results. /// /// In other words, this computes `[x1 == x2, y1 == y2, z1 == z2, w1 == w2]`. #[inline] pub fn cmpeq(self, other: Vec2) -> Vec2Mask { Vec2Mask::new(self.0.eq(&other.0), self.1.eq(&other.1)) } /// Performs a vertical `!=` comparison between `self` and `other`, /// returning a `Vec2Mask` of the results. /// /// In other words, this computes `[x1 != x2, y1 != y2, z1 != z2, w1 != w2]`. #[inline] pub fn cmpne(self, other: Vec2) -> Vec2Mask { Vec2Mask::new(self.0.ne(&other.0), self.1.ne(&other.1)) } /// Performs a vertical `>=` comparison between `self` and `other`, /// returning a `Vec2Mask` of the results. /// /// In other words, this computes `[x1 >= x2, y1 >= y2, z1 >= z2, w1 >= w2]`. #[inline] pub fn cmpge(self, other: Vec2) -> Vec2Mask { Vec2Mask::new(self.0.ge(&other.0), self.1.ge(&other.1)) } /// Performs a vertical `>` comparison between `self` and `other`, /// returning a `Vec2Mask` of the results. /// /// In other words, this computes `[x1 > x2, y1 > y2, z1 > z2, w1 > w2]`. #[inline] pub fn cmpgt(self, other: Vec2) -> Vec2Mask { Vec2Mask::new(self.0.gt(&other.0), self.1.gt(&other.1)) } /// Performs a vertical `<=` comparison between `self` and `other`, /// returning a `Vec2Mask` of the results. /// /// In other words, this computes `[x1 <= x2, y1 <= y2, z1 <= z2, w1 <= w2]`. #[inline] pub fn cmple(self, other: Vec2) -> Vec2Mask { Vec2Mask::new(self.0.le(&other.0), self.1.le(&other.1)) } /// Performs a vertical `<` comparison between `self` and `other`, /// returning a `Vec2Mask` of the results. /// /// In other words, this computes `[x1 < x2, y1 < y2, z1 < z2, w1 < w2]`. #[inline] pub fn cmplt(self, other: Vec2) -> Vec2Mask { Vec2Mask::new(self.0.lt(&other.0), self.1.lt(&other.1)) } /// Creates a new `Vec2` from the first two values in `slice`. /// /// # Panics /// /// Panics if `slice` is less than two elements long. #[inline] pub fn from_slice_unaligned(slice: &[f32]) -> Self { Self(slice[0], slice[1]) } /// Writes the elements of `self` to the first two elements in `slice`. /// /// # Panics /// /// Panics if `slice` is less than two elements long. #[inline] pub fn write_to_slice_unaligned(self, slice: &mut [f32]) { slice[0] = self.0; slice[1] = self.1; } /// Per element multiplication/addition of the three inputs: b + (self * a) #[inline] pub(crate) fn mul_add(self, a: Self, b: Self) -> Self { Self((self.0 * a.0) + b.0, (self.1 * a.1) + b.1) } /// Per element negative multiplication/subtraction of the three inputs `-((self * a) - b)` /// This is mathematically equivalent to `b - (self * a)` #[inline] pub(crate) fn neg_mul_sub(self, a: Self, b: Self) -> Self { Self(b.0 - (self.0 * a.0), b.1 - (self.1 * a.1)) } /// Returns a new `Vec2` containing the absolute value of each element of the original /// `Vec2`. #[inline] pub fn abs(self) -> Self { Self(self.0.abs(), self.1.abs()) } } impl fmt::Display for Vec2 { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { write!(f, "[{}, {}]", self.0, self.1) } } impl Div<Vec2> for Vec2 { type Output = Self; #[inline] fn div(self, other: Vec2) -> Self { Self(self.0 / other.0, self.1 / other.1) } } impl DivAssign<Vec2> for Vec2 { #[inline] fn div_assign(&mut self, other: Vec2) { *self = Self(self.0 / other.0, self.1 / other.1) } } impl Div<f32> for Vec2 { type Output = Self; #[inline] fn div(self, other: f32) -> Self { Self(self.0 / other, self.1 / other) } } impl DivAssign<f32> for Vec2 { #[inline] fn div_assign(&mut self, other: f32) { *self = Self(self.0 / other, self.1 / other) } } impl Mul<Vec2> for Vec2 { type Output = Self; #[inline] fn mul(self, other: Vec2) -> Self { Self(self.0 * other.0, self.1 * other.1) } } impl MulAssign<Vec2> for Vec2 { #[inline] fn mul_assign(&mut self, other: Vec2) { *self = Self(self.0 * other.0, self.1 * other.1) } } impl Mul<f32> for Vec2 { type Output = Self; #[inline] fn mul(self, other: f32) -> Self { Self(self.0 * other, self.1 * other) } } impl MulAssign<f32> for Vec2 { #[inline] fn mul_assign(&mut self, other: f32) { *self = Self(self.0 * other, self.1 * other) } } impl Mul<Vec2> for f32 { type Output = Vec2; #[inline] fn mul(self, other: Vec2) -> Vec2 { Vec2(self * other.0, self * other.1) } } impl Add for Vec2 { type Output = Self; #[inline] fn add(self, other: Self) -> Self { Self(self.0 + other.0, self.1 + other.1) } } impl AddAssign for Vec2 { #[inline] fn add_assign(&mut self, other: Self) { *self = Self(self.0 + other.0, self.1 + other.1) } } impl Sub for Vec2 { type Output = Self; #[inline] fn sub(self, other: Vec2) -> Self { Self(self.0 - other.0, self.1 - other.1) } } impl SubAssign for Vec2 { #[inline] fn sub_assign(&mut self, other: Vec2) { *self = Self(self.0 - other.0, self.1 - other.1) } } impl Neg for Vec2 { type Output = Self; #[inline] fn neg(self) -> Self { Self(-self.0, -self.1) } } impl AsRef<[f32; 2]> for Vec2 { #[inline] fn as_ref(&self) -> &[f32; 2] { unsafe { &*(self as *const Vec2 as *const [f32; 2]) } } } impl AsMut<[f32; 2]> for Vec2 { #[inline] fn as_mut(&mut self) -> &mut [f32; 2] { unsafe { &mut *(self as *mut Vec2 as *mut [f32; 2]) } } } impl From<(f32, f32)> for Vec2 { #[inline] fn from(t: (f32, f32)) -> Self { Self(t.0, t.1) } } impl From<Vec2> for (f32, f32) { #[inline] fn from(v: Vec2) -> Self { (v.0, v.1) } } impl From<[f32; 2]> for Vec2 { #[inline] fn from(a: [f32; 2]) -> Self { Self(a[0], a[1]) } } impl From<Vec2> for [f32; 2] { #[inline] fn from(v: Vec2) -> Self { [v.0, v.1] } } #[cfg(feature = "rand")] impl Distribution<Vec2> for Standard { #[inline] fn sample<R: Rng + ?Sized>(&self, rng: &mut R) -> Vec2 { rng.gen::<(f32, f32)>().into() } } /// A 2-dimensional vector mask. /// /// This type is typically created by comparison methods on `Vec2`. #[derive(Clone, Copy, Default)] #[repr(C)] pub struct Vec2Mask(u32, u32); impl Vec2Mask { /// Creates a new `Vec2Mask`. #[inline] pub fn new(x: bool, y: bool) -> Self { const MASK: [u32; 2] = [0, 0xff_ff_ff_ff]; Self(MASK[x as usize], MASK[y as usize]) } /// Returns a bitmask with the lowest two bits set from the elements of /// the `Vec2Mask`. /// /// A true element results in a `1` bit and a false element in a `0` bit. /// Element `x` goes into the first lowest bit, element `y` into the /// second, etc. #[inline] pub fn bitmask(self) -> u32 { (self.0 & 0x1) | (self.1 & 0x1) << 1 } /// Returns true if any of the elements are true, false otherwise. /// /// In other words: `x || y`. #[inline] pub fn any(self) -> bool { (self.0 != 0) || (self.1 != 0) } /// Returns true if all the elements are true, false otherwise. /// /// In other words: `x && y`. #[inline] pub fn all(self) -> bool { (self.0 != 0) && (self.1 != 0) } /// Creates a new `Vec2` from the elements in `if_true` and `if_false`, /// selecting which to use for each element based on the `Vec2Mask`. /// /// A true element in the mask uses the corresponding element from /// `if_true`, and false uses the element from `if_false`. #[inline] pub fn select(self, if_true: Vec2, if_false: Vec2) -> Vec2 { Vec2( if self.0 != 0 { if_true.0 } else { if_false.0 }, if self.1 != 0 { if_true.1 } else { if_false.1 }, ) } } impl BitAnd for Vec2Mask { type Output = Self; #[inline] fn bitand(self, other: Self) -> Self { Self(self.0 & other.0, self.1 & other.1) } } impl BitAndAssign for Vec2Mask { fn bitand_assign(&mut self, other: Self) { *self = *self & other } } impl BitOr for Vec2Mask { type Output = Self; #[inline] fn bitor(self, other: Self) -> Self { Self(self.0 | other.0, self.1 | other.1) } } impl BitOrAssign for Vec2Mask { fn bitor_assign(&mut self, other: Self) { *self = *self | other } } impl Not for Vec2Mask { type Output = Self; #[inline] fn not(self) -> Self { Self(!self.0, !self.1) } }