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//! # vector2d //! A simple and convenient 2D vector library without excessive use of external //! dependencies. If other vector crates are swiss-army knives, vector2d is a //! spoon; safe, intuitive, and convenient. As an added bonus, you won't run //! into any excursions with the law using this library thanks to the awfully //! permissive Unlicense. //! //! The only type in this crate is [`Vector2D`], which is highly generic; //! shifting functionality depending upon the traits implemented by its internal //! components' types. //! //! [`Vector2D`]: struct.Vector2D.html //! //! # Example //! ``` //! use vector2d::Vector2D; //! //! fn main() { //! // Vectors have fields X and Y, these can be of any type //! let v1: Vector2D<i32> = Vector2D { x: 10, y: 5 }; //! //! // Alternatively you can use new(..) to condense instantiation //! let v2: Vector2D<f64> = Vector2D::new(13.0, 11.5); //! //! // There are two ways to cast between Vector2Ds, depending on the source //! // and target types. //! // //! // If the target type has a implementation of From<SourceType>, then you //! // can either use source.into_vec2d() or Vector2D::from_vec2d(source). //! assert_eq!(Vector2D::new(10.0, 5.0), v1.into_vec2d()); //! assert_eq!(Vector2D::new(10.0, 5.0), Vector2D::from_vec2d(v1)); //! //! // If there is no From or Into implementation, then you're out of luck //! // unless you are using specific primitives, such as i32 and f64. In //! // this case you can use specialised functions, as shown below: //! assert_eq!(Vector2D::new(13, 11), v2.as_i32s()); //! //! // The full list of interoperable primitives is as follows: //! // - i32, i64, isize //! // - u32, u64, usize //! // - f32, f64 //! //! // As primitives generally implement From/Into for lossless casts, //! // an as_Ts() function is not available for those types, and //! // from(..)/into() should be favoured. //! // //! // Casts between signed and unsigned primitives will perform bounds //! // checking, so casting the vector (-10.0, 2.0) to a Vector2D<u32> will //! // result in the vector (0, 2). //! //! // For types with an Add and Mul implementation, the functions dot() and //! // length_squared() are available. For access to length(), normalise(), //! // or angle() however, you must be using either Vector2D<f32> or //! // Vector2D<f64>. //! let _v1_len_sq = v1.length_squared(); //! let v2_len = v2.length(); //! let v2_dir = v2.normalise(); //! //! // Assuming the operator traits are implemented for the types involved, //! // you can add and subtract Vector2Ds from one-another, as well as //! // multiply and divide them with scalar values. //! assert_eq!(v2, v2_dir * v2_len); //! assert_eq!(Vector2D::new(23.0, 16.5), v2 + v1.into_vec2d()) ; //! //! // If you feel the need to multiply or divide individual components of //! // vectors with the same type, you can use mul_components(...) or //! // div_components(...) provided that their types can be multiplied or //! // divided. //! //! // For any Vector2D<T>, there is an implementation of //! // From<(T, T)> and From<[T; 2]> //! let v4: Vector2D<f64> = Vector2D::new(1.5, 2.3); //! assert_eq!(v4, (1.5, 2.3).into()); //! assert_eq!(v4, [1.5, 2.3].into()); //! //! // Additionally, there is an Into<(T, T)> implementation for any types //! // that the vector components have their own Into implementations for //! assert_eq!((1.5, 2.3), v4.into()); //! //! // If you want the normal of a vector you can just call normal() //! let v5 = Vector2D::new(-10.0, -2.3); //! assert_eq!(Vector2D::new(2.3, -10.0), v5.normal()); //! //! // You can get a vector consisting of only the horizontal or vertical //! // component of a vector by calling horizontal() or vertical() //! // respectively //! let v6 = Vector2D::new(12.3, 83.2); //! assert_eq!(Vector2D::new(12.3, 0.0), v6.horizontal()); //! assert_eq!(Vector2D::new(0.0, 83.2), v6.vertical()); //! } //! ``` #[cfg(test)] mod test; use proc_vector2d::{fn_lower_bounded_as, fn_simple_as}; use std::ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Neg, Sub, SubAssign}; /// A 2D vector, containing an `x` and a `y` component. While many types can be /// used for a `Vector2D`'s components, the traits they implement determine /// what functions are available. /// /// Provided that the components implement the necessary traits, `Vector2D`s /// can be added to or subtracted from one-another, and they can be mulitplied /// and divided by scalar values. /// /// There are generally two options for converting between `Vector2D` types. If /// the internal components' type has an implementation of `Into` that targets /// the desired type, then [`into_vec2d()`] can be called from the source object, /// or [`from_vec2d(..)`] can be called and the source object can be provided. /// /// If no `Into` implementation exists, then the only option is to use one of the /// flavours of casting with `as`. These are in the form `as_types()`, and are only /// implemented for specific types of components. An example usage would look like /// this: /// ``` /// use vector2d::Vector2D; /// let f64_vector: Vector2D<f64> = Vector2D::new(10.3, 11.1); /// let i32_vector: Vector2D<i32> = f64_vector.as_i32s(); /// assert_eq!(Vector2D::new(10, 11), i32_vector); /// ``` /// /// Implementations of `as_types()` are only available when an implementation of /// [`into_vec2d()`] is unavailable. This is to seperate between the lossless casting /// of primitives with `into()` and `from(..)`, and the lossy casting between /// primitives of varying detail. /// /// Casts from signed types to unsigned types have a small additional check that /// ensures a lower bound of 0 on the signed value, to reduce the chances of /// experiencing undefined behaviour. This means that a `Vector2D<f64>` with a /// value of `(-10.3, 11.1)` would become `(0, 11)` when cast to a `Vector2D<u32>` /// with [`as_u32s()`]. /// /// The current list of interoperable types that can be cast with the `as` family of /// functions is as follows: /// - `i32` /// - `i64`, /// - `isize` /// - `u32` /// - `u64` /// - `usize` /// - `f32` /// - `f64` /// /// [`into_vec2d()`]: struct.Vector2D.html#method.into_vec2d /// [`from_vec2d(..)`]: struct.Vector2D.html#method.from_vec2d /// [`as_u32s()`]: struct.Vector2D.html#method.as_u32s-1 #[derive(Copy, Clone, Debug, Eq, PartialEq)] pub struct Vector2D<T> { pub x: T, pub y: T, } impl<T: Copy + Clone> Vector2D<T> { /// Create a new `Vector2D` with the provided components. pub fn new(x: T, y: T) -> Self { Self { x, y } } /// Convert a `Vector2` of type `U` to one of type `T`. Available only when /// type T has implemented `From<U>`. /// /// # Example /// ``` /// use vector2d::Vector2D; /// let i32_vector: Vector2D<i32> = Vector2D::new(25, 8); /// let f64_vector: Vector2D<f64> = Vector2D::from_vec2d(i32_vector); /// assert_eq!(Vector2D::new(25.0, 8.0), f64_vector); /// ``` pub fn from_vec2d<U: Into<T> + Copy + Clone>(src: Vector2D<U>) -> Vector2D<T> { Vector2D { x: src.x.into(), y: src.y.into(), } } /// Convert a `Vector2` of type `T` to one of type `U`. Available only when /// type T has implemented `Into<U>`. /// /// # Example /// ``` /// use vector2d::Vector2D; /// let i32_vector: Vector2D<i32> = Vector2D::new(25, 8); /// let i32_vector: Vector2D<i32> = Vector2D::new(25, 8); /// let f64_vector: Vector2D<f64> = i32_vector.into_vec2d(); /// assert_eq!(Vector2D::new(25.0, 8.0), f64_vector); /// ``` pub fn into_vec2d<U: From<T>>(self) -> Vector2D<U> { Vector2D { x: self.x.into(), y: self.y.into(), } } } impl<T: Default> Vector2D<T> { /// Returns a vector with only the horizontal component of the current one /// /// # Example /// ``` /// use vector2d::Vector2D; /// let v = Vector2D::new(10, 20); /// assert_eq!(Vector2D::new(10, 0), v.horizontal()); /// ``` pub fn horizontal(self) -> Self { Self { x: self.x, y: Default::default(), } } /// Returns a vector with only the vertical component of the current one /// /// # Example /// ``` /// use vector2d::Vector2D; /// let v = Vector2D::new(10, 20); /// assert_eq!(Vector2D::new(0, 20), v.vertical()); pub fn vertical(self) -> Self { Self { x: Default::default(), y: self.y, } } } impl<T> Vector2D<T> where T: Mul<T, Output = T> + Copy + Clone, { /// Returns a new vector with components equal to each of the current vector's /// components multiplied by the corresponding component of the provided vector /// /// # Example /// ``` /// use vector2d::Vector2D; /// let v1 = Vector2D::new(11.0, -2.5); /// let v2 = Vector2D::new(0.5, -2.0); /// assert_eq!(Vector2D::new(5.5, 5.0), v1.mul_components(v2)); /// ``` pub fn mul_components(self, other: Self) -> Self { Self { x: self.x * other.x, y: self.y * other.y, } } } impl<T> Vector2D<T> where T: Div<T, Output = T> + Copy + Clone, { /// Returns a new vector with components equal to each of the current vector's /// components divided by the corresponding component of the provided vector /// /// # Example /// ``` /// use vector2d::Vector2D; /// let v1 = Vector2D::new(11.0, -2.5); /// let v2 = Vector2D::new(0.5, -2.0); /// assert_eq!(Vector2D::new(22.0, 1.25), v1.div_components(v2)); /// ``` pub fn div_components(self, other: Self) -> Self { Self { x: self.x / other.x, y: self.y / other.y, } } } impl<T, U> Neg for Vector2D<T> where T: Neg<Output = U> + Copy + Clone, { type Output = Vector2D<U>; fn neg(self) -> Self::Output { Self::Output { x: -self.x, y: -self.y, } } } impl<T> Vector2D<T> where T: Neg<Output = T> + Copy + Clone, { /// Returns a vector perpendicular to the current one. /// /// # Example /// ``` /// use vector2d::Vector2D; /// let v = Vector2D::new(21.3, -98.1); /// assert_eq!(Vector2D::new(98.1, 21.3), v.normal()); /// ``` pub fn normal(self) -> Self { Self { x: -self.y, y: self.x, } } } impl<T, U, V> Vector2D<T> where T: Mul<T, Output = U> + Copy + Clone, U: Add<U, Output = V> + Copy + Clone, { /// Get the scalar/dot product of the two `Vector2D`. pub fn dot(v1: Self, v2: Self) -> V { v1.x * v2.x + v1.y * v2.y } /// Get the squared length of a `Vector2D`. This is more performant than using /// `length()` -- which is only available for `Vector2D<f32>` and `Vector2D<f64>` /// -- as it does not perform any square root operation. pub fn length_squared(self) -> V { self.x * self.x + self.y * self.y } } impl<T> Vector2D<T> where T: Sub<T, Output = T> + Mul<T, Output = T> + Add<T, Output = T> + Copy + Clone, { /// Linearly interpolates between two vectors pub fn lerp(start: Self, end: Self, progress: T) -> Self { start + ((end - start) * progress) } } // From/Into Implementations impl<T, U> Into<(U, U)> for Vector2D<T> where T: Into<U> + Copy + Clone, { fn into(self) -> (U, U) { (self.x.into(), self.y.into()) } } impl<T, U> From<(U, U)> for Vector2D<T> where T: From<U>, U: Copy + Clone, { fn from(src: (U, U)) -> Vector2D<T> { Vector2D { x: src.0.into(), y: src.1.into(), } } } impl<T, U> From<[U; 2]> for Vector2D<T> where T: From<U>, U: Copy + Clone, { fn from(src: [U; 2]) -> Vector2D<T> { Vector2D { x: src[0].into(), y: src[1].into(), } } } // Specific Primitive Implementations impl Vector2D<f32> { /// Get the length of the vector. If possible, favour `length_squared()` over /// this function, as it is more performant. pub fn length(self) -> f32 { f32::sqrt(self.length_squared()) } /// Get a new vector with the same direction as this vector, but with a length /// of 1.0. If the the length of the vector is 0, then the original vector is /// returned. pub fn normalise(self) -> Self { let len = self.length(); if len == 0.0 { self } else { self / len } } /// Get the vector's direction in radians. pub fn angle(self) -> f32 { self.y.atan2(self.x) } fn_simple_as!(i32); fn_simple_as!(i64); fn_simple_as!(isize); fn_lower_bounded_as!(f32, u32, 0.0); fn_lower_bounded_as!(f32, u64, 0.0); fn_lower_bounded_as!(f32, usize, 0.0); } impl Vector2D<f64> { /// Get the length of the vector. If possible, favour `length_squared()` over /// this function, as it is more performant. pub fn length(self) -> f64 { f64::sqrt(self.length_squared()) } /// Get a new vector with the same direction as this vector, but with a length /// of 1.0. If the the length of the vector is 0, then the original vector is /// returned. pub fn normalise(self) -> Self { let len = self.length(); if len == 0.0 { self } else { self / len } } /// Get the vector's direction in radians. pub fn angle(self) -> f64 { self.y.atan2(self.x) } fn_simple_as!(i32); fn_simple_as!(i64); fn_simple_as!(isize); fn_simple_as!(f32); fn_lower_bounded_as!(f64, u32, 0.0); fn_lower_bounded_as!(f64, u64, 0.0); fn_lower_bounded_as!(f64, usize, 0.0); } impl Vector2D<i32> { fn_simple_as!(isize); fn_simple_as!(f32); fn_simple_as!(f64); fn_lower_bounded_as!(i32, u32, 0); fn_lower_bounded_as!(i32, u64, 0); fn_lower_bounded_as!(i32, usize, 0); } impl Vector2D<i64> { fn_simple_as!(i32); fn_simple_as!(isize); fn_simple_as!(f32); fn_simple_as!(f64); fn_lower_bounded_as!(i64, u32, 0); fn_lower_bounded_as!(i64, u64, 0); fn_lower_bounded_as!(i64, usize, 0); } impl Vector2D<isize> { fn_simple_as!(i32); fn_simple_as!(i64); fn_simple_as!(f32); fn_simple_as!(f64); fn_lower_bounded_as!(isize, u32, 0); fn_lower_bounded_as!(isize, u64, 0); fn_lower_bounded_as!(isize, usize, 0); } impl Vector2D<u32> { fn_simple_as!(i32); fn_simple_as!(i64); fn_simple_as!(isize); fn_simple_as!(f32); fn_simple_as!(f64); fn_simple_as!(usize); } impl Vector2D<u64> { fn_simple_as!(i32); fn_simple_as!(i64); fn_simple_as!(isize); fn_simple_as!(f32); fn_simple_as!(f64); fn_simple_as!(u32); fn_simple_as!(usize); } impl Vector2D<usize> { fn_simple_as!(i32); fn_simple_as!(i64); fn_simple_as!(isize); fn_simple_as!(f32); fn_simple_as!(f64); fn_simple_as!(u32); fn_simple_as!(u64); } // Ops Implementations impl<T, O> Add<Vector2D<T>> for Vector2D<T> where T: Add<T, Output = O> + Copy + Clone, { type Output = Vector2D<O>; fn add(self, rhs: Vector2D<T>) -> Self::Output { Vector2D { x: self.x + rhs.x, y: self.y + rhs.y, } } } impl<T, O> Add<&Vector2D<T>> for &Vector2D<T> where T: Add<T, Output = O> + Copy + Clone, { type Output = Vector2D<O>; fn add(self, rhs: &Vector2D<T>) -> Self::Output { Vector2D { x: self.x + rhs.x, y: self.y + rhs.y, } } } impl<T> AddAssign<Vector2D<T>> for Vector2D<T> where T: Add<T, Output = T> + Copy + Clone, { fn add_assign(&mut self, rhs: Vector2D<T>) { self.x = self.x + rhs.x; self.y = self.y + rhs.y; } } impl<T, O> Sub<Vector2D<T>> for Vector2D<T> where T: Sub<T, Output = O> + Copy + Clone, { type Output = Vector2D<O>; fn sub(self, rhs: Vector2D<T>) -> Self::Output { Vector2D { x: self.x - rhs.x, y: self.y - rhs.y, } } } impl<T, O> Sub<&Vector2D<T>> for &Vector2D<T> where T: Sub<T, Output = O> + Copy + Clone, { type Output = Vector2D<O>; fn sub(self, rhs: &Vector2D<T>) -> Self::Output { Vector2D { x: self.x - rhs.x, y: self.y - rhs.y, } } } impl<T> SubAssign<Vector2D<T>> for Vector2D<T> where T: Sub<T, Output = T> + Copy + Clone, { fn sub_assign(&mut self, rhs: Vector2D<T>) { self.x = self.x - rhs.x; self.y = self.y - rhs.y; } } impl<T, O> Mul<T> for Vector2D<T> where T: Mul<T, Output = O> + Copy + Clone, { type Output = Vector2D<O>; fn mul(self, rhs: T) -> Self::Output { Vector2D { x: self.x * rhs, y: self.y * rhs, } } } impl<T, O> Mul<T> for &Vector2D<T> where T: Mul<T, Output = O> + Copy + Clone, { type Output = Vector2D<O>; fn mul(self, rhs: T) -> Self::Output { Self::Output { x: self.x * rhs, y: self.y * rhs, } } } impl<T> MulAssign<T> for Vector2D<T> where T: Mul<T, Output = T> + Copy + Clone, { fn mul_assign(&mut self, rhs: T) { self.x = self.x * rhs; self.y = self.y * rhs; } } impl<T, O> Div<T> for Vector2D<T> where T: Div<T, Output = O> + Copy + Clone, { type Output = Vector2D<O>; fn div(self, rhs: T) -> Self::Output { Self::Output { x: self.x / rhs, y: self.y / rhs, } } } impl<T, O> Div<T> for &Vector2D<T> where T: Div<T, Output = O> + Copy + Clone, { type Output = Vector2D<O>; fn div(self, rhs: T) -> Self::Output { Self::Output { x: self.x / rhs, y: self.y / rhs, } } } impl<T> DivAssign<T> for Vector2D<T> where T: Div<T, Output = T> + Copy + Clone, { fn div_assign(&mut self, rhs: T) { self.x = self.x / rhs; self.y = self.y / rhs; } }