Magic_Game/src/math/vector.hpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "scalar.hpp"
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#include <d2d1.h>
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namespace easy2d
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{
namespace math
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{
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struct Vector2
{
float x;
float y;
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Vector2() : x(0.f), y(0.f) {}
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Vector2(float x, float y) : x(x), y(y) {}
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Vector2(const Vector2& other) : x(other.x), y(other.y) {}
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inline float Length() const
{
return math::Sqrt(x * x + y * y);
}
inline bool IsOrigin() const
{
return (x == 0) && (y == 0);
}
inline const Vector2 operator + (const Vector2 & other) const
{
return Vector2(x + other.x, y + other.y);
}
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inline const Vector2 operator - (const Vector2 & other) const
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{
return Vector2(x - other.x, y - other.y);
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}
inline const Vector2 operator * (float val) const
{
return Vector2(x * val, y * val);
}
inline const Vector2 operator / (float val) const
{
return Vector2(x / val, y / val);
}
inline const Vector2 operator - () const
{
return Vector2(-x, -y);
}
inline bool operator== (const Vector2& other) const
{
return (x == other.x) && (y == other.y);
}
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inline operator D2D1_POINT_2F const& () const
{
return reinterpret_cast<D2D1_POINT_2F const&>(*this);
}
inline operator D2D1_POINT_2F& ()
{
return reinterpret_cast<D2D1_POINT_2F&>(*this);
}
};
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using Point = Vector2;
using Size = Vector2;
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}
}