// 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" #include namespace easy2d { namespace math { class Vector2 { public: float x; float y; public: Vector2() : x(0.f), y(0.f) {} Vector2( float x, float y ) : x(x) , y(y) {} Vector2( const Vector2& other ) : x(other.x) , y(other.y) {} inline Vector2 operator + (const Vector2 & other) const { return Vector2(x + other.x, y + other.y); } inline Vector2 operator - (const Vector2 & other) const { return Vector2(x - other.x, y - other.y); } inline Vector2 operator * (float val) const { return Vector2(x * val, y * val); } inline Vector2 operator / (float val) const { return Vector2(x / val, y / val); } inline Vector2 operator - () const { return Vector2(-x, -y); } inline bool operator== (const Vector2& other) const { return (x == other.x) && (y == other.y); } inline float Length() const { return math::Sqrt(x * x + y * y); } inline float Distance(const Vector2& v) { return Vector2(x - v.x, y - v.y).Length(); } inline operator D2D1_POINT_2F () const { return D2D1_POINT_2F{ x, y }; } }; } }