91 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			91 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
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								// Copyright (c) 2016-2018 Easy2D - Nomango
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								// 
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								// Permission is hereby granted, free of charge, to any person obtaining a copy
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								// of this software and associated documentation files (the "Software"), to deal
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								// in the Software without restriction, including without limitation the rights
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								// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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								// copies of the Software, and to permit persons to whom the Software is
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								// furnished to do so, subject to the following conditions:
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								// 
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								// The above copyright notice and this permission notice shall be included in
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								// all copies or substantial portions of the Software.
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								// 
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								// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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								// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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								// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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								// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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								// THE SOFTWARE.
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								#pragma once
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								#include "scalar.hpp"
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								namespace easy2d
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								{
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									namespace math
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									{
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										struct Vec2
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										{
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											float x;
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											float y;
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											Vec2() : x(0.f), y(0.f) {}
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											Vec2(float x, float y) : x(x), y(y) {}
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											Vec2(const Vec2& other) : x(other.x), y(other.y) {}
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											inline float Length() const
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											{
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												return math::Sqrt(x * x + y * y);
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											}
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											inline bool IsOrigin() const
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											{
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												return (x == 0) && (y == 0);
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											}
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											inline void Set(float x, float y)
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											{
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												this->x = x;
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												this->y = y;
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											}
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											inline const Vec2 operator + (const Vec2 & other) const
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											{
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												return Vec2(x + other.x, y + other.y);
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											}
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											inline const Vec2 operator - (const Vec2 & other) const
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											{
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												return Vec2(x - other.x, y - other.y);
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											}
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											inline const Vec2 operator * (float val) const
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											{
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												return Vec2(x * val, y * val);
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											}
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											inline const Vec2 operator / (float val) const
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											{
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												return Vec2(x / val, y / val);
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											}
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											inline const Vec2 operator - () const
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											{
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												return Vec2(-x, -y);
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											}
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											inline bool operator== (const Vec2& other) const
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											{
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												return (x == other.x) && (y == other.y);
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											}
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											inline bool operator!= (const Vec2& other) const
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											{
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												return (x != other.x) || (y != other.y);
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											}
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										};
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									}
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								}
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