Extending CGPoint
, CGSize
and CGVector
with the protocols
VectorOperatable
& VectorArithmetic
Handles some of the Swift bugs related to architecture differences.
Just want to point out that Apple themselves uses CGPoint throughout UIKit for velocity and other vectors. So remember that when you see myPoint + myOtherPoint * 2
To get better interoperability between 32 and 64-bit numerical types use
let vector = CGVector(20, 5.5)
let point = CGPoint(x: 5, y: 5)
vector.angleInRadians // -1.30243011588899
vector.magnitude // 20.7424685126915
vector.length // synonym to magnitude
vector.lengthSquared // 430.25
vector.dotProduct(point) // 127.5
vector.crossProduct(point) // -72.5
vector.distanceTo(point) // 15.0083310198036
vector.reversed // {dx -20.0, dy -5.5}
vector.normalized // {dx 0.96420539280379, dy 0.265156483021042}
vector.limited(20) // {dx 19.2841078560758, dy 5.30312966042085}
vector.scaled(20) // synonym to limited()
vector.angled(90) // {dx -9.29415287392715, dy 18.5436976451859}
var point:CGPoint = CGPoint(x: 2.0, y: 2.0)
var vector:CGVector = CGVector(horizontal: 2.0, vertical: 2.0)
point = point + vector
point += vector
point = point - vector
point -= vector
point = point * vector
point *= vector
point = point / vector
point /= vector
vector = vector * 4.5
vector *= 20.5
vector = vector / 2.0
vector /= 2.0
point == vector
point != vector
point < vector
point <= vector
point > vector
point >= vector
let point = CGPoint(horizontal:2.0,vertical:2.0)
let vector = CGVector(horizontal:2.0,vertical:2.0)
let yourStruct = YourStruct(horizontal:2.0,vertical:2.0)
class Boid<T:VectorOperatable, U:VectorOperatable> {
var position = T(horizontal: 2.0, vertical: 2.5)
var velocity = U(horizontal: 2.0, vertical: 2.5)
}
let boid = Boid<CGPoint, CGVector>()
boid.position = CGPointZero
boid.velocity = CGVectorMake(20, 20)
boid.velocity > boid.position // True
protocol VectorOperatable {
init(horizontal:Double,vertical:Double)
var horizontal:Double { get set }
var vertical:Double { get set }
}
protocol VectorArithmetic : VectorOperatable {
var angleInRadians:Double {get}
var magnitude:Double {get}
var length:Double {get}
var lengthSquared:Double {get}
func dotProduct <T : VectorArithmetic>(vector:T) -> Double
func distanceTo <T : VectorArithmetic>(vector:T) -> Double
var reversed:Self {get}
var normalized:Self {get}
func limited(scalar:Double) -> Self
func scaled(scalar:Double) -> Self
func angled(scalar:Double) -> Self
}
###Contact
If you end up using VectorArithmetic in a project, I'd love to hear about it.
email: seivan.heidari@icloud.com
twitter: @seivanheidari
VectorArithmetic is © 2014 Seivan and may be freely
distributed under the MIT license.
See the LICENSE.md
file.