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Vector2.h
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#pragma once
#include <ostream>
#include "ImGui/imgui.h"
class Vector2
{
public:
float x, y;
Vector2();
Vector2(float x, float y);
Vector2(float xy);
Vector2(float* xy);
Vector2(const float* xy);
//Vector2(POINT p)
// : x(p.x), y(p.y)
//{
//}
inline Vector2& operator=(const Vector2& v);
inline Vector2& operator=(const float* v);
inline float& operator[](int i);
inline float operator[](int i) const;
inline Vector2 operator-() const;
inline Vector2& operator+=(const Vector2& v);
inline Vector2& operator-=(const Vector2& v);
inline Vector2& operator*=(const Vector2& v);
inline Vector2& operator/=(const Vector2& v);
inline Vector2& operator+=(float f);
inline Vector2& operator-=(float f);
inline Vector2& operator*=(float f);
inline Vector2& operator/=(float f);
inline Vector2 operator+(const Vector2& v) const;
inline Vector2 operator-(const Vector2& v) const;
inline Vector2 operator*(const Vector2& v) const;
inline Vector2 operator/(const Vector2& v) const;
inline Vector2 operator+(float f) const;
inline Vector2 operator-(float f) const;
inline Vector2 operator*(float f) const;
inline Vector2 operator/(float f) const;
inline float Length() const;
inline float LengthSqr() const;
inline Vector2& Normalize();
inline float Dot(const Vector2& v);
inline bool IsZero() const;
inline bool IsZeroTolerance(float tolerance = 0.01f) const;
inline operator ImVec2&() { return *(ImVec2*)this; }
inline friend std::ostream& operator<<(std::ostream& os, const Vector2& v);
};
inline Vector2& Vector2::operator=(const Vector2& v)
{
x = v.x;
y = v.y;
return *this;
}
inline Vector2& Vector2::operator=(const float* v)
{
x = v[0];
y = v[1];
return *this;
}
inline float& Vector2::operator[](int i)
{
return ((float*)this)[i];
}
inline float Vector2::operator[](int i) const
{
return ((float*)this)[i];
}
inline Vector2 Vector2::operator-() const
{
return Vector2(-x, -y);
}
inline Vector2& Vector2::operator+=(const Vector2& v)
{
x += v.x;
y += v.y;
return *this;
}
inline Vector2& Vector2::operator-=(const Vector2& v)
{
x -= v.x;
y -= v.y;
return *this;
}
inline Vector2& Vector2::operator*=(const Vector2& v)
{
x *= v.x;
y *= v.y;
return *this;
}
inline Vector2& Vector2::operator/=(const Vector2& v)
{
x /= v.x;
y /= v.y;
return *this;
}
inline Vector2& Vector2::operator+=(float f)
{
x += f;
y += f;
return *this;
}
inline Vector2& Vector2::operator-=(float f)
{
x -= f;
y -= f;
return *this;
}
inline Vector2& Vector2::operator*=(float f)
{
x *= f;
y *= f;
return *this;
}
inline Vector2& Vector2::operator/=(float f)
{
x /= f;
y /= f;
return *this;
}
inline Vector2 Vector2::operator+(const Vector2& v) const
{
return Vector2(x + v.x, y + v.y);
}
inline Vector2 Vector2::operator-(const Vector2& v) const
{
return Vector2(x - v.x, y - v.y);
}
inline Vector2 Vector2::operator*(const Vector2& v) const
{
return Vector2(x * v.x, y * v.y);
}
inline Vector2 Vector2::operator/(const Vector2& v) const
{
return Vector2(x / v.x, y / v.y);
}
inline Vector2 Vector2::operator+(float f) const
{
return Vector2(x + f, y + f);
}
inline Vector2 Vector2::operator-(float f) const
{
return Vector2(x - f, y - f);
}
inline Vector2 Vector2::operator*(float f) const
{
return Vector2(x * f, y * f);
}
inline Vector2 Vector2::operator/(float f) const
{
return Vector2(x / f, y / f);
}