haxis/Source/UnrealProject/External/TeaVector2.hpp

91 lines
1.7 KiB
C++

#ifndef _HEADER_TEA_MATH_VECTOR2
#define _HEADER_TEA_MATH_VECTOR2
namespace TeaLib
{
namespace Math
{
template<typename T>
class Vector2
{
public:
Vector2() : x(0), y(0){};
Vector2(const T a_X, const T a_Y) : x(a_X), y(a_Y){};
Vector2& operator+=(const Vector2& rhs)
{
this->x += rhs.x;
this->y += rhs.y;
return *this;
}
Vector2& operator-=(const Vector2& rhs)
{
this->x -= rhs.x;
this->y -= rhs.y;
return *this;
}
Vector2& operator*=(const float& rhs)
{
this->x *= rhs;
this->y *= rhs;
return *this;
}
Vector2& operator/=(const float& rhs)
{
this->x /= rhs;
this->y /= rhs;
return *this;
}
Vector2 operator+(const Vector2& rhs)
{
Vector2 retVal;
retVal.x = this->x + rhs.x;
retVal.y = this->y + rhs.y;
return retVal;
}
Vector2 operator-(const Vector2& rhs)
{
Vector2 retVal;
retVal.x = this->x - rhs.x;
retVal.y = this->y - rhs.y;
return retVal;
}
Vector2 operator*(const float& rhs)
{
Vector2 retVal;
retVal.x = this->x * rhs;
retVal.y = this->y * rhs;
return retVal;
}
Vector2 operator/(const float& rhs)
{
Vector2 retVal;
retVal.x = this->x / rhs;
retVal.y = this->y / rhs;
return retVal;
}
bool operator==(const Vector2& rhs)
{
return ((this->x == rhs.x) && (this->y == rhs.y));
}
float LengthSquared()
{
return ((x*x) + (y*y));
}
float Length()
{
return sqrtf(LengthSquared());
}
T x, y;
};
typedef Vector2<float> Vector2f;
typedef Vector2<int> Vector2i;
typedef Vector2<unsigned int> Vector2u;
};
};
#endif