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  #pragma once
  #ifndef MATH_FLOAT2_H
  #define MATH_FLOAT2_H
  //------------------------------------------------------------------------------
  /**
      @class Math::float2
  
      A 2-component float vector class.
  
  */
  #include "core/types.h"
  #include "math/scalar.h"
  
  //------------------------------------------------------------------------------
  namespace Math
  {
  class float2
  {
  public:
      /// default constructor, NOTE: does NOT setup components!
      float2();
      /// construct from values
      float2(scalar x, scalar y);
      /// copy constructor
      float2(const float2& rhs);
      /// assignment operator
      void operator=(const float2& rhs);
      /// flip sign
      float2 operator-() const;
      /// inplace add
      void operator+=(const float2& rhs);
      /// inplace sub
      void operator-=(const float2& rhs);
      /// inplace scalar multiply
      void operator*=(scalar s);
      /// add 2 vectors
      float2 operator+(const float2& rhs) const;
      /// subtract 2 vectors
      float2 operator-(const float2& rhs) const;
      /// multiply with scalar
      float2 operator*(scalar s) const;
      /// equality operator
      bool operator==(const float2& rhs) const;
      /// inequality operator
      bool operator!=(const float2& rhs) const;
      /// set content
      void set(scalar x, scalar y);
      /// read/write access to x component
      scalar& x();
      /// read/write access to y component
      scalar& y();
      /// read-only access to x component
      scalar x() const;
      /// read-only access to y component
      scalar y() const;
  
      /// return length of vector
      scalar length() const;
      /// return squared length of vector
      scalar lengthsq() const;
      /// return compononent-wise absolute
      float2 abs() const;    
      /// return true if any components are non-zero
      bool any() const;
      /// return true if all components are non-zero
      bool all() const;
      /// return vector made up of largest components of 2 vectors
      static float2 maximize(const float2& v0, const float2& v1);
      /// return vector made up of smallest components of 2 vectors
      static float2 minimize(const float2& v0, const float2& v1);
      /// return normalized version of vector
      static float2 normalize(const float2& v);
      /// set less-then components to non-zero 
      static float2 lt(const float2& v0, const float2& v1);
      /// set less-or-equal components to non-zero
      static float2 le(const float2& v0, const float2& v1);
      /// set greater-then components to non-zero
      static float2 gt(const float2& v0, const float2& v1);
      /// set greater-or-equal components to non-zero
      static float2 ge(const float2& v0, const float2& v1);
  
      /// convert to anything
      template<typename T> T as() const;
  
  protected:
      scalar X;
      scalar Y;
  };
  
  //------------------------------------------------------------------------------
  /**
  */
  inline
  float2::float2() : X(0.0f),Y(0.0f)
  {
      //  empty
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline 
  float2::float2(scalar x, scalar y) :
      X(x), Y(y)
  {
      // empty
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline
  float2::float2(const float2& rhs) :
      X(rhs.X), Y(rhs.Y)
  {
      // empty
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline void
  float2::operator=(const float2& rhs)
  {
      this->X = rhs.X;
      this->Y = rhs.Y;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline bool
  float2::operator==(const float2& rhs) const
  {
      return (this->X == rhs.X) && (this->Y == rhs.Y);
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline bool
  float2::operator!=(const float2& rhs) const
  {
      return (this->X != rhs.X) || (this->Y != rhs.Y);
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::operator-() const
  {
      return float2(-this->X, -this->Y);
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::operator*(scalar t) const
  {
      return float2(this->X * t, this->Y * t);
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline void
  float2::operator+=(const float2& rhs)
  {
      this->X += rhs.X;
      this->Y += rhs.Y;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline void
  float2::operator-=(const float2& rhs)
  {
      this->X -= rhs.X;
      this->Y -= rhs.Y;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline void
  float2::operator*=(scalar s)
  {
      this->X *= s;
      this->Y *= s;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::operator+(const float2& rhs) const
  {
      return float2(this->X + rhs.X, this->Y + rhs.Y);
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::operator-(const float2& rhs) const
  {
      //return float2(this->X + rhs.X, this->Y + rhs.Y);
  	return float2(this->X - rhs.X, this->Y - rhs.Y);
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline void
  float2::set(scalar x, scalar y)
  {
      this->X = x;
      this->Y = y;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline scalar&
  float2::x()
  {
      return this->X;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline scalar
  float2::x() const
  {
      return this->X;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline scalar&
  float2::y()
  {
      return this->Y;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline scalar
  float2::y() const
  {
      return this->Y;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline scalar
  float2::length() const
  {
      return n_sqrt(this->X * this->X + this->Y * this->Y);
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline scalar
  float2::lengthsq() const
  {
      return this->X * this->X + this->Y * this->Y;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::abs() const
  {
      return float2(n_abs(this->X), n_abs(this->Y));
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline bool
  float2::any() const
  {
      return (this->X != 0.0f) || (this->Y != 0.0f);
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline bool
  float2::all() const
  {
      return (this->X != 0.0f) && (this->Y != 0.0f);
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::lt(const float2& v0, const float2& v1)
  {
      float2 res;
      res.X = (v0.X < v1.X) ? 1.0f : 0.0f;
      res.Y = (v0.Y < v1.Y) ? 1.0f : 0.0f;
      return res;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::le(const float2& v0, const float2& v1)
  {
      float2 res;
      res.X = (v0.X <= v1.X) ? 1.0f : 0.0f;
      res.Y = (v0.Y <= v1.Y) ? 1.0f : 0.0f;
      return res;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::gt(const float2& v0, const float2& v1)
  {
      float2 res;
      res.X = (v0.X > v1.X) ? 1.0f : 0.0f;
      res.Y = (v0.Y > v1.Y) ? 1.0f : 0.0f;
      return res;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::ge(const float2& v0, const float2& v1)
  {
      float2 res;
      res.X = (v0.X >= v1.X) ? 1.0f : 0.0f;
      res.Y = (v0.Y >= v1.Y) ? 1.0f : 0.0f;
      return res;
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::normalize(const float2& v)
  {
      scalar l = v.length();
      if (l > 0.0f)
      {
          return float2(v.X / l, v.Y / l);
      }
      else
      {
          return float2(1.0f, 0.0f);
      }
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::maximize(const float2& v0, const float2& v1)
  {
      return float2(n_max(v0.X, v1.X), n_max(v0.Y, v1.Y));
  }
  
  //------------------------------------------------------------------------------
  /**
  */
  inline float2
  float2::minimize(const float2& v0, const float2& v1)
  {
      return float2(n_min(v0.X, v1.X), n_min(v0.Y, v1.Y));
  }
  
  } // namespace Math
  //------------------------------------------------------------------------------
  #endif
  