SIMD2
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Returns the pointwise minimal Vector where each component is the minimal scalar value at each index for both vectors.
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Returns the pointwise maximal Vector where each component is the maximal scalar value at each index for both vectors.
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Compares two vectors and returns
true
if all components oflhs
are greater thanrhs
.Performs
lhs.x > rhs.x && lhs.y > rhs.y
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Compares two vectors and returns
true
if all components oflhs
are greater than or equal torhs
.Performs
lhs.x >= rhs.x && lhs.y >= rhs.y
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Compares two vectors and returns
true
if all components oflhs
are less thanrhs
.Performs
lhs.x < rhs.x && lhs.y < rhs.y
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Compares two vectors and returns
true
if all components oflhs
are less than or equal torhs
.Performs
lhs.x <= rhs.x && lhs.y <= rhs.y
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Makes this Vector perpendicular to its current position relative to the origin. This alters the vector instance.
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Returns a Vector perpendicular to this Vector relative to the origin
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Returns a vector that represents this vector’s point, rotated 90º counter clockwise relative to the origin.
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Rotates this vector 90º counter clockwise relative to the origin. This alters the vector instance.
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Returns a vector that represents this vector’s point, rotated 90º clockwise clockwise relative to the origin.
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Rotates this vector 90º clockwise relative to the origin. This alters the vector instance.
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Returns the Euclidean norm (square root of the squared length) of this
Vector2Type
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Returns the distance between this
Vector2Type
and anotherVector2Type
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Returns the angle in radians of the line formed by tracing from the origin (0, 0) to this
Vector2
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Returns a rotated version of this vector, rotated around the origin by a given angle in radians
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Rotates this vector around the origin by a given angle in radians
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Rotates this vector around a given pivot by a given angle in radians
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Rotates a given vector around the origin by an angle in radians
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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
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