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-rw-r--r--src/crepe/api/Vector2.h24
-rw-r--r--src/crepe/api/Vector2.hpp48
-rw-r--r--src/test/Vector2Test.cpp148
3 files changed, 220 insertions, 0 deletions
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index c278c87..bbcb932 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -66,6 +66,30 @@ struct Vector2 {
//! Checks if this vector is not equal to another vector.
bool operator!=(const Vector2<T> & other) const;
+
+ //! Truncates the vector to a maximum length.
+ void truncate(T max);
+
+ //! Normalizes the vector.
+ void normalize();
+
+ //! Returns the length of the vector.
+ T length() const;
+
+ //! Returns the squared length of the vector.
+ T length_squared() const;
+
+ //! Returns the dot product of this vector and another vector.
+ T dot(const Vector2<T> & other) const;
+
+ //! Returns the distance between this vector and another vector.
+ T distance(const Vector2<T> & other) const;
+
+ //! Returns the squared distance between this vector and another vector.
+ T distance_squared(const Vector2<T> & other) const;
+
+ //! Returns the perpendicular vector to this vector.
+ Vector2 perpendicular() const;
};
} // namespace crepe
diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp
index cad15f8..ff53cb0 100644
--- a/src/crepe/api/Vector2.hpp
+++ b/src/crepe/api/Vector2.hpp
@@ -1,5 +1,7 @@
#pragma once
+#include <cmath>
+
#include "Vector2.h"
namespace crepe {
@@ -115,4 +117,50 @@ bool Vector2<T>::operator!=(const Vector2<T> & other) const {
return !(*this == other);
}
+template <class T>
+void Vector2<T>::truncate(T max) {
+ if (length() > max) {
+ normalize();
+ *this *= max;
+ }
+}
+
+template <class T>
+void Vector2<T>::normalize() {
+ T len = length();
+ if (len > 0) {
+ *this /= len;
+ }
+}
+
+template <class T>
+T Vector2<T>::length() const {
+ return std::sqrt(x * x + y * y);
+}
+
+template <class T>
+T Vector2<T>::length_squared() const {
+ return x * x + y * y;
+}
+
+template <class T>
+T Vector2<T>::dot(const Vector2<T> & other) const {
+ return x * other.x + y * other.y;
+}
+
+template <class T>
+T Vector2<T>::distance(const Vector2<T> & other) const {
+ return (*this - other).length();
+}
+
+template <class T>
+T Vector2<T>::distance_squared(const Vector2<T> & other) const {
+ return (*this - other).length_squared();
+}
+
+template <class T>
+Vector2<T> Vector2<T>::perpendicular() const {
+ return {-y, x};
+}
+
} // namespace crepe
diff --git a/src/test/Vector2Test.cpp b/src/test/Vector2Test.cpp
index 17bca41..1e21af9 100644
--- a/src/test/Vector2Test.cpp
+++ b/src/test/Vector2Test.cpp
@@ -382,3 +382,151 @@ TEST_F(Vector2Test, NotEquals) {
EXPECT_FALSE(long_vec1 != long_vec1);
EXPECT_TRUE(long_vec1 != long_vec2);
}
+
+TEST_F(Vector2Test, Truncate) {
+ Vector2<int> vec = {3, 4};
+ vec.truncate(3);
+ EXPECT_EQ(vec.x, 0);
+ EXPECT_EQ(vec.y, 0);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ vec2.truncate(3.0);
+ EXPECT_FLOAT_EQ(vec2.x, 1.8);
+ EXPECT_FLOAT_EQ(vec2.y, 2.4);
+
+ Vector2<long> vec3 = {3, 4};
+ vec3.truncate(3);
+ EXPECT_EQ(vec3.x, 0);
+ EXPECT_EQ(vec3.y, 0);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ vec4.truncate(3.0f);
+ EXPECT_FLOAT_EQ(vec4.x, 1.8f);
+ EXPECT_FLOAT_EQ(vec4.y, 2.4f);
+}
+
+TEST_F(Vector2Test, Normalize) {
+ Vector2<int> vec = {3, 4};
+ vec.normalize();
+ EXPECT_EQ(vec.x, 0);
+ EXPECT_EQ(vec.y, 0);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ vec2.normalize();
+ EXPECT_FLOAT_EQ(vec2.x, 0.6);
+ EXPECT_FLOAT_EQ(vec2.y, 0.8);
+
+ Vector2<long> vec3 = {3, 4};
+ vec3.normalize();
+ EXPECT_EQ(vec3.x, 0);
+ EXPECT_EQ(vec3.y, 0);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ vec4.normalize();
+ EXPECT_FLOAT_EQ(vec4.x, 0.6f);
+ EXPECT_FLOAT_EQ(vec4.y, 0.8f);
+}
+
+TEST_F(Vector2Test, Length) {
+ Vector2<int> vec = {3, 4};
+ EXPECT_EQ(vec.length(), 5);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ EXPECT_FLOAT_EQ(vec2.length(), 5.0);
+
+ Vector2<long> vec3 = {3, 4};
+ EXPECT_EQ(vec3.length(), 5);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ EXPECT_FLOAT_EQ(vec4.length(), 5.0f);
+}
+
+TEST_F(Vector2Test, LengthSquared) {
+ Vector2<int> vec = {3, 4};
+ EXPECT_EQ(vec.length_squared(), 25);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ EXPECT_FLOAT_EQ(vec2.length_squared(), 25.0);
+
+ Vector2<long> vec3 = {3, 4};
+ EXPECT_EQ(vec3.length_squared(), 25);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ EXPECT_FLOAT_EQ(vec4.length_squared(), 25.0f);
+}
+
+TEST_F(Vector2Test, Dot) {
+ Vector2<int> vec1 = {3, 4};
+ Vector2<int> vec2 = {5, 6};
+ EXPECT_EQ(vec1.dot(vec2), 39);
+
+ Vector2<double> vec3 = {3.0, 4.0};
+ Vector2<double> vec4 = {5.0, 6.0};
+ EXPECT_FLOAT_EQ(vec3.dot(vec4), 39.0);
+
+ Vector2<long> vec5 = {3, 4};
+ Vector2<long> vec6 = {5, 6};
+ EXPECT_EQ(vec5.dot(vec6), 39);
+
+ Vector2<float> vec7 = {3.0f, 4.0f};
+ Vector2<float> vec8 = {5.0f, 6.0f};
+ EXPECT_FLOAT_EQ(vec7.dot(vec8), 39.0f);
+}
+
+TEST_F(Vector2Test, Distance) {
+ Vector2<int> vec1 = {1, 1};
+ Vector2<int> vec2 = {4, 5};
+ EXPECT_EQ(vec1.distance(vec2), 5);
+
+ Vector2<double> vec3 = {1.0, 1.0};
+ Vector2<double> vec4 = {4.0, 5.0};
+ EXPECT_FLOAT_EQ(vec3.distance(vec4), 5.0);
+
+ Vector2<long> vec5 = {1, 1};
+ Vector2<long> vec6 = {4, 5};
+ EXPECT_EQ(vec5.distance(vec6), 5);
+
+ Vector2<float> vec7 = {1.0f, 1.0f};
+ Vector2<float> vec8 = {4.0f, 5.0f};
+ EXPECT_FLOAT_EQ(vec7.distance(vec8), 5.0f);
+}
+
+TEST_F(Vector2Test, DistanceSquared) {
+ Vector2<int> vec1 = {3, 4};
+ Vector2<int> vec2 = {5, 6};
+ EXPECT_EQ(vec1.distance_squared(vec2), 8);
+
+ Vector2<double> vec3 = {3.0, 4.0};
+ Vector2<double> vec4 = {5.0, 6.0};
+ EXPECT_FLOAT_EQ(vec3.distance_squared(vec4), 8.0);
+
+ Vector2<long> vec5 = {3, 4};
+ Vector2<long> vec6 = {5, 6};
+ EXPECT_EQ(vec5.distance_squared(vec6), 8);
+
+ Vector2<float> vec7 = {3.0f, 4.0f};
+ Vector2<float> vec8 = {5.0f, 6.0f};
+ EXPECT_FLOAT_EQ(vec7.distance_squared(vec8), 8.0f);
+}
+
+TEST_F(Vector2Test, Perpendicular) {
+ Vector2<int> vec = {3, 4};
+ Vector2<int> result = vec.perpendicular();
+ EXPECT_EQ(result.x, -4);
+ EXPECT_EQ(result.y, 3);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ Vector2<double> result2 = vec2.perpendicular();
+ EXPECT_FLOAT_EQ(result2.x, -4.0);
+ EXPECT_FLOAT_EQ(result2.y, 3.0);
+
+ Vector2<long> vec3 = {3, 4};
+ Vector2<long> result3 = vec3.perpendicular();
+ EXPECT_EQ(result3.x, -4);
+ EXPECT_EQ(result3.y, 3);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ Vector2<float> result4 = vec4.perpendicular();
+ EXPECT_FLOAT_EQ(result4.x, -4.0f);
+ EXPECT_FLOAT_EQ(result4.y, 3.0f);
+}