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Copy pathvec2.cpp
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180 lines (145 loc) · 3.23 KB
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#include "vec2.hpp"
#include <math.h>
Vec2 operator+(const Vec2 &v1, const Vec2 &v2) {
Vec2 result;
result.x = v1.x + v2.x;
result.y = v1.y + v2.y;
return result;
}
Vec2 operator-(const Vec2 &v1, const Vec2 &v2) {
Vec2 result;
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
return result;
}
Vec2 operator*(const Vec2 &v1, const Vec2 &v2) {
Vec2 result;
result.x = v1.x * v2.x;
result.y = v1.y * v2.y;
return result;
}
Vec2 operator/(const Vec2 &v1, const Vec2 &v2) {
Vec2 result;
result.x = v1.x / v2.x;
result.y = v1.y / v2.y;
return result;
}
void operator+=(Vec2 &v1, const Vec2 &v2) {
v1.x += v2.x;
v1.y += v2.y;
}
void operator-=(Vec2 &v1, const Vec2 &v2) {
v1.x -= v2.x;
v1.y -= v2.y;
}
void operator*=(Vec2 &v1, const Vec2 &v2) {
v1.x *= v2.x;
v1.y *= v2.y;
}
void operator/=(Vec2 &v1, const Vec2 &v2) {
v1.x /= v2.x;
v1.y /= v2.y;
}
Vec2 operator+(const Vec2 &v, float f) {
Vec2 result;
result.x = v.x + f;
result.y = v.y + f;
return result;
}
Vec2 operator-(const Vec2 &v, float f) {
Vec2 result;
result.x = v.x - f;
result.y = v.y - f;
return result;
}
Vec2 operator*(const Vec2 &v, float f) {
Vec2 result;
result.x = v.x * f;
result.y = v.y * f;
return result;
}
Vec2 operator/(const Vec2 &v, float f) {
Vec2 result;
result.x = v.x / f;
result.y = v.y / f;
return result;
}
Vec2 operator+(float f, const Vec2 &v) {
return v + f;
}
Vec2 operator-(float f, const Vec2 &v) {
return v - f;
}
Vec2 operator*(float f, const Vec2 &v) {
return v * f;
}
Vec2 operator/(float f, const Vec2 &v) {
return v / f;
}
void operator+=(Vec2 &v, float f) {
v.x += f;
v.y += f;
}
void operator-=(Vec2 &v, float f) {
v.x -= f;
v.y -= f;
}
void operator*=(Vec2 &v, float f) {
v.x *= f;
v.y *= f;
}
void operator/=(Vec2 &v, float f) {
v.x /= f;
v.y /= f;
}
float dot(const Vec2 &v1, const Vec2 &v2) {
return v1.x * v2.x + v1.y * v2.y;
}
bool operator==(const Vec2 &v, float f) {
return (v.x == f && v.y == f);
}
bool operator==(const Vec2 &v1, const Vec2 &v2) {
return (v1.x == v2.x && v1.y == v2.y);
}
bool operator!=(const Vec2 &v, float f) {
return (v.x != f || v.y != f);
}
bool operator!=(const Vec2 &v1, const Vec2 &v2) {
return (v1.x != v2.x || v1.y != v2.y);
}
bool operator<(const Vec2 &v1, const Vec2 &v2) {
return length_sq(v1) < length_sq(v2);
}
bool operator>(const Vec2 &v1, const Vec2 &v2) {
return length_sq(v1) > length_sq(v2);
}
void operator-(Vec2 &v) {
v.x = -v.x;
v.y = -v.y;
}
float length(const Vec2 &v) {
return sqrtf(v.x * v.x + v.y * v.y);
}
float length_sq(const Vec2 &v) {
return v.x * v.x + v.y * v.y;
}
void normalize(Vec2 &v) {
float l = length(v);
if (l != 0)
v /= l;
}
Vec2 normalized(const Vec2 &v) {
float l = length(v);
Vec2 result = (l != 0) ? v / l : v;
return result;
}
Vec2 round(const Vec2 &v) {
Vec2 result;
result.x = ((int)(v.x * 100000 + 0.5f)) / 100000.f;
result.y = ((int)(v.y * 100000 + 0.5f)) / 100000.f;
return result;
}
std::ostream &operator<<(std::ostream &os, const Vec2 &v) {
os << "x:" << v.x << " y:" << v.y;
return os;
}