SIMD2

  • Returns the pointwise minimal Vector where each component is the minimal scalar value at each index for both vectors.

  • Returns the pointwise maximal Vector where each component is the maximal scalar value at each index for both vectors.

  • Compares two vectors and returns true if all components of lhs are greater than rhs.

    Performs lhs.x > rhs.x && lhs.y > rhs.y

  • Compares two vectors and returns true if all components of lhs are greater than or equal to rhs.

    Performs lhs.x >= rhs.x && lhs.y >= rhs.y

  • Compares two vectors and returns true if all components of lhs are less than rhs.

    Performs lhs.x < rhs.x && lhs.y < rhs.y

  • Compares two vectors and returns true if all components of lhs are less than or equal to rhs.

    Performs lhs.x <= rhs.x && lhs.y <= rhs.y

  • Makes this Vector perpendicular to its current position relative to the origin. This alters the vector instance.

  • Returns a Vector perpendicular to this Vector relative to the origin

  • Returns a vector that represents this vector’s point, rotated 90º counter clockwise relative to the origin.

  • Rotates this vector 90º counter clockwise relative to the origin. This alters the vector instance.

  • Returns a vector that represents this vector’s point, rotated 90º clockwise clockwise relative to the origin.

  • Rotates this vector 90º clockwise relative to the origin. This alters the vector instance.

  • Returns the Euclidean norm (square root of the squared length) of this Vector2Type

  • Returns the distance between this Vector2Type and another Vector2Type

  • Returns the angle in radians of the line formed by tracing from the origin (0, 0) to this Vector2.

  • Returns a rotated version of this vector, rotated around the origin by a given angle in radians

  • Rotates this vector around the origin by a given angle in radians

  • Rotates this vector around a given pivot by a given angle in radians

  • Rotates a given vector around the origin by an angle in radians

  • Creates a matrix that when multiplied with a Vector object applies the given set of transformations.

    If all default values are set, an identity matrix is created, which does not alter a Vector’s coordinates once applied.

    The order of operations are: scaling -> rotation -> translation