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Copy pathVector2D.h
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91 lines (67 loc) · 1.29 KB
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#ifndef VECTOR2D_H
#define VECTOR2D_H
#include<math.h>
class Vector2D
{
public:
Vector2D(float x, float y)
: m_x(x), m_y(y)
{}
inline float GetX(){ return m_x; }
inline float GetY(){ return m_y; }
void SetX(float x){ m_x = x; }
void SetY(float y){ m_y = y; }
float Length() { return sqrt(m_x * m_x + m_y * m_y); }
void normalize()
{
float l = Length();
if (l > 0) // we never want to attempt to divide by 0
{
(*this) *= 1 / l;
}
}
Vector2D operator+(const Vector2D& v2) const
{
return Vector2D(m_x + v2.m_x, m_y + v2.m_y);
}
friend Vector2D& operator += (Vector2D& v1, Vector2D& v2)
{
v1.m_x += v2.m_x;
v1.m_y += v2.m_y;
return v1;
}
Vector2D operator*(float scalar)
{
return Vector2D(m_x * scalar, m_y * scalar);
}
Vector2D& operator *= (float scalar)
{
m_x *= scalar;
m_y *= scalar;
return *this;
}
Vector2D operator-(const Vector2D& v2) const
{
return Vector2D(m_x - v2.m_x, m_y - v2.m_y);
}
friend Vector2D& operator-=(Vector2D& v1, const Vector2D& v2)
{
v1.m_x -= v2.m_x;
v1.m_y -= v2.m_y;
return v1;
}
Vector2D operator/(float scalar)
{
return Vector2D(m_x / scalar, m_y / scalar);
}
Vector2D& operator/=(float scalar)
{
m_x /= scalar;
m_y /= scalar;
return *this;
}
private:
float m_x;
float m_y;
};
#endif