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2022-05-21 19:58:09 +02:00
#include "stdafx.h"
#include "Vector2.h"
namespace Math
{
Vector2::Vector2()
: X(0), Y(0)
{
}
Vector2::Vector2(float X, float Y)
: X(X), Y(Y)
{
}
float& Vector2::operator[](int Index)
{
if (Index == 0)
return X;
return Y;
}
Vector2 Vector2::operator+(const Vector2& Rhs) const
{
return Vector2(X + Rhs.X, Y + Rhs.Y);
}
Vector2 Vector2::operator-(const Vector2& Rhs) const
{
return Vector2(X - Rhs.X, Y - Rhs.Y);
}
Vector2 Vector2::operator*(const Vector2& Rhs) const
{
return Vector2(X*Rhs.X, Y*Rhs.Y);
}
Vector2 Vector2::operator/(const Vector2& Rhs) const
{
return Vector2(X / Rhs.X, Y / Rhs.Y);
}
Vector2& Vector2::operator+=(const Vector2& Rhs)
{
X += Rhs.X;
Y += Rhs.Y;
return *this;
}
Vector2& Vector2::operator-=(const Vector2& Rhs)
{
X -= Rhs.X;
Y -= Rhs.Y;
return *this;
}
Vector2& Vector2::operator*=(const Vector2& Rhs)
{
X *= Rhs.X;
Y *= Rhs.Y;
return *this;
}
Vector2& Vector2::operator/=(const Vector2& Rhs)
{
X /= Rhs.X;
Y /= Rhs.Y;
return *this;
}
Vector2 Vector2::operator+(const float Rhs) const
{
return Vector2(X + Rhs, Y + Rhs);
}
Vector2 Vector2::operator-(const float Rhs) const
{
return Vector2(X - Rhs, Y - Rhs);
}
Vector2 Vector2::operator*(const float Rhs) const
{
return Vector2(X * Rhs, Y * Rhs);
}
Vector2 Vector2::operator/(const float Rhs) const
{
return Vector2(X / Rhs, Y / Rhs);
}
Vector2& Vector2::operator+=(const float Rhs)
{
X += Rhs;
Y += Rhs;
return *this;
}
Vector2& Vector2::operator-=(const float Rhs)
{
X -= Rhs;
Y -= Rhs;
return *this;
}
Vector2& Vector2::operator*=(const float Rhs)
{
X *= Rhs;
Y *= Rhs;
return *this;
}
Vector2& Vector2::operator/=(const float Rhs)
{
X /= Rhs;
Y /= Rhs;
return *this;
}
bool Vector2::operator==(const Vector2& Rhs) const
{
return (std::abs(X - Rhs.X) < MathHelper::Epsilon) && (std::abs(Y - Rhs.Y) < MathHelper::Epsilon);
}
bool Vector2::operator!=(const Vector2& Rhs) const
{
return !(*this == Rhs);
}
Vector2 Vector2::operator-() const
{
return Vector2(-X, -Y);
}
float Vector2::Length() const
{
return (float)std::sqrt(X * X + Y * Y);
}
float Vector2::LengthSq() const
{
return X * X + Y * Y;
}
void Vector2::Normalize()
{
auto Length = this->Length();
if (Length > 0.0f)
{
X /= Length;
Y /= Length;
}
}
Vector2 Vector2::GetNormalized() const
{
auto Length = this->Length();
return (Length > 0.0f) ? Vector2(X / Length, Y / Length) : Vector2(X, Y);
}
Vector2 Vector2::Lerp(float Factor, const Vector2& Rhs) const
{
return (*this) + (Rhs - (*this)) * Factor;
}
Vector2 Vector2::Zero()
{
return Vector2();
}
Vector2 Vector2::One()
{
return Vector2(1.0f, 1.0f);
}
}