mirror of
https://github.com/gbowne1/ClassicOS.git
synced 2024-11-22 06:06:52 -08:00
375 lines
5.3 KiB
C++
375 lines
5.3 KiB
C++
#pragma once
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#include "EHS.h"
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#include "UTF.h"
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#include "Str.h"
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#include "Math.h"
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template<typename T = float>
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class Vec2
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{
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public:
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T x;
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T y;
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Vec2(const T x, const T y)
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: x(x), y(y)
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{
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}
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template<typename C>
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Vec2(const Vec2<C>& vec)
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: x((T)vec.x), y((T)vec.y)
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{
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}
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Vec2(const T scalar = 0)
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: x(scalar), y(scalar)
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{
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}
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template<typename C>
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Vec2<T>& operator=(const Vec2<C>& vec)
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{
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x = (T)vec.x;
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y = (T)vec.y;
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return *this;
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}
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bool operator==(const Vec2<T>& vec) const
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{
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return Math::ComCmp(x, vec.x) && Math::ComCmp(x, vec.y);
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}
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bool operator!=(const Vec2<T>& vec) const
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{
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return !Math::ComCmp(x, vec.x) || !Math::ComCmp(x, vec.y);
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}
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Vec2<T>& operator+=(const Vec2<T>& vec)
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{
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x += vec.x;
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y += vec.y;
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return *this;
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}
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Vec2<T> operator+(const Vec2<T>& vec) const
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{
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Vec2<T> tmp;
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tmp.x = x + vec.x;
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tmp.y = y + vec.y;
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return tmp;
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}
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Vec2<T>& operator+=(const T scalar)
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{
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x += scalar;
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y += scalar;
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return *this;
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}
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Vec2<T> operator+(const T scalar) const
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{
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Vec2<T> tmp;
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tmp.x = x + scalar;
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tmp.y = y + scalar;
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return tmp;
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}
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Vec2<T>& operator-=(const Vec2<T>& vec)
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{
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x -= vec.x;
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y -= vec.y;
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return *this;
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}
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Vec2<T> operator-(const Vec2<T>& vec) const
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{
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Vec2<T> tmp;
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tmp.x = x - vec.x;
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tmp.y = y - vec.y;
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return tmp;
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}
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Vec2<T>& operator-=(const T scalar)
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{
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x -= scalar;
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y -= scalar;
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return *this;
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}
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Vec2<T> operator-(const T scalar) const
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{
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Vec2<T> tmp;
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tmp.x = x - scalar;
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tmp.y = y - scalar;
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return tmp;
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}
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Vec2<T>& operator/=(const Vec2<T>& vec)
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{
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x /= vec.x;
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y /= vec.y;
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return *this;
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}
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Vec2<T> operator/(const Vec2<T>& vec) const
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{
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Vec2<T> tmp;
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tmp.x = x / vec.x;
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tmp.y = y / vec.y;
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return tmp;
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}
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Vec2<T>& operator/=(const T scalar)
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{
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x /= scalar;
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y /= scalar;
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return *this;
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}
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Vec2<T> operator/(const T scalar) const
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{
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Vec2<T> tmp;
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tmp.x = x / scalar;
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tmp.y = y / scalar;
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return tmp;
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}
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Vec2<T>& operator*=(const Vec2<T>& vec)
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{
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x *= vec.x;
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y *= vec.y;
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return *this;
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}
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Vec2<T> operator*(const Vec2<T>& vec) const
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{
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Vec2<T> tmp;
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tmp.x = x * vec.x;
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tmp.y = y * vec.y;
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return tmp;
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}
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Vec2<T>& operator*=(const T scalar)
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{
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x *= scalar;
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y *= scalar;
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return *this;
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}
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Vec2<T> operator*(const T scalar) const
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{
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Vec2<T> tmp;
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tmp.x = x * scalar;
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tmp.y = y * scalar;
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return tmp;
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}
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bool operator<=(const Vec2<T>& other) const
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{
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return x <= other.x && y <= other.y;
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}
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bool operator<(const Vec2<T>& other) const
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{
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return x < other.x && y < other.y;
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}
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bool operator>=(const Vec2<T>& other) const
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{
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return x >= other.x && y >= other.y;
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}
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bool operator>(const Vec2<T>& other) const
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{
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return x > other.x && y > other.y;
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}
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T operator[](const UInt_64 index) const
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{
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switch (index)
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{
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case 0:
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return x;
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case 1:
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return y;
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default:
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return x;
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}
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}
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T& operator[](const UInt_64 index)
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{
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switch (index)
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{
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case 0:
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return x;
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case 1:
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return y;
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default:
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return x;
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}
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}
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Vec2<T> GetAbs() const
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{
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Vec2<T> tmp;
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tmp.x = Math::Abs(x);
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tmp.y = Math::Abs(y);
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return tmp;
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}
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void Abs()
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{
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x = Math::Abs(x);
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y = Math::Abs(y);
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}
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/// If positive, the vectors are pointing in the same direction. If negative, the vectors are pointing in opposing directions.
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/// If zero, the vectors are perpendicular.
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T GetDot(const Vec2<T>& vec) const
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{
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return x * vec.x + y * vec.y;
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}
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T GetAngle(const Vec2<T>& vec) const
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{
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return Math::ACos(GetDot(vec) / Math::Sqrt(GetMagnitude2() * vec.GetMagnitude2()));
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}
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Vec2<T> GetProjection(const Vec2<T>& length) const
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{
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return operator*(length.GetDot(*this) / GetMagnitude2());
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}
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Vec2<T> GetPerpendicular(const Vec2<T>& length) const
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{
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return length - GetProjection(length);
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}
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Vec2<T> GetReflection(const Vec2<T>& normal) const
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{
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return operator-(normal * (GetDot(normal) * 2));
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}
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T GetMagnitude() const
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{
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return Math::Sqrt(x * x + y * y);
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}
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T GetMagnitude2() const
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{
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return x * x + y * y;
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}
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T GetDistance(const Vec2<T>& vec) const
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{
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return Math::Sqrt(Math::Pow(vec.x - x, 2) + Math::Pow(vec.y - y, 2));
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}
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T GetDistance2(const Vec2<T>& vec) const
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{
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return Math::Pow(vec.x - x, 2) + Math::Pow(vec.y - y, 2);
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}
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Vec2<T> GetNorm() const
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{
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Vec2<T> norm;
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T dis = GetMagnitude();
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norm.x = x / dis;
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norm.y = y / dis;
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return norm;
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}
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void Norm()
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{
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T dis = GetMagnitude();
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x /= dis;
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y /= dis;
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}
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Vec2<T> GetRads() const
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{
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Vec2<T> tmp;
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tmp.x = Math::Rads(x);
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tmp.y = Math::Rads(y);
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return tmp;
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}
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void ToRads()
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{
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x = Math::Rads(x);
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y = Math::Rads(y);
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}
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Vec2<T> GetDegr() const
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{
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Vec2<T> tmp;
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tmp.x = Math::Degr(x);
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tmp.y = Math::Degr(y);
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return tmp;
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}
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void ToDegr()
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{
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x = Math::Degr(x);
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y = Math::Degr(y);
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}
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static Vec2 Lerp(const Vec2& start, const Vec2& finish, const T t)
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{
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return start + (finish - start) * t;
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}
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};
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typedef Vec2<UInt_64> Vec2_u64;
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typedef Vec2<SInt_64> Vec2_s64;
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typedef Vec2<Int_64> Vec2_64;
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typedef Vec2<UInt_32> Vec2_u32;
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typedef Vec2<SInt_32> Vec2_s32;
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typedef Vec2<Int_32> Vec2_32;
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typedef Vec2<UInt_16> Vec2_u16;
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typedef Vec2<SInt_16> Vec2_s16;
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typedef Vec2<Int_16> Vec2_16;
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typedef Vec2<UInt_8> Vec2_u8;
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typedef Vec2<SInt_8> Vec2_s8;
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typedef Vec2<Int_8> Vec2_8;
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typedef Vec2<float> Vec2_f;
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typedef Vec2<double> Vec2_d; |