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//-----------------------------------------------------------------------------
// Name: vec2math.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec2.h>
inline vec2 operator+(const vec2 &vec, const vec2 & param) {
return vec2(vec.entries[0] + param.entries[0],
vec.entries[1] + param.entries[1]);
}
inline vec2 operator-(const vec2 &vec, const vec2 & param) {
return vec2(vec.entries[0] - param.entries[0],
vec.entries[1] - param.entries[1]);
}
inline vec2 operator*(const vec2 &vec, float param) {
return vec2(vec.entries[0] * param,
vec.entries[1] * param);
}
inline vec2 operator/(const vec2 &vec, float param) {
return vec2(vec.entries[0] / param,
vec.entries[1] / param);
}
inline vec2& operator+=(vec2 &vec, const vec2 & param) {
vec.entries[0] += param.entries[0];
vec.entries[1] += param.entries[1];
return vec;
}
inline vec2& operator-=(vec2 &vec, const vec2 & param){
vec.entries[0] -= param.entries[0];
vec.entries[1] -= param.entries[1];
return vec;
}
inline vec2& operator*=(vec2 &vec, float param){
vec.entries[0] *= param;
vec.entries[1] *= param;
return vec;
}
inline vec2& operator*=(vec2 &vec, const vec2 & param){
vec.entries[0] *= param.entries[0];
vec.entries[1] *= param.entries[1];
return vec;
}
inline vec2& operator/=(vec2 &vec, float param){
vec.entries[0] /= param;
vec.entries[1] /= param;
return vec;
}
inline bool operator==(const vec2 &vec, const vec2 ¶m) {
return (vec.entries[0] == param.entries[0] &&
vec.entries[1] == param.entries[1]);
}
inline bool operator!=(const vec2 &vec, const vec2 ¶m) {
return(vec.entries[0] != param.entries[0] ||
vec.entries[1] != param.entries[1]);
}
float length(const vec2 &vec);
// TODO: these should be templated
vec2 components_min2(const vec2 &a, const vec2 &b);
vec2 components_max2(const vec2 &a, const vec2 &b);
inline float length_squared(const vec2 &vec) {
return vec[0]*vec[0] + vec[1]*vec[1];
}
inline float dot(const vec2 &vec_a, const vec2 &vec_b) {
return vec_a[0]*vec_b[0] + vec_a[1]*vec_b[1];
}
inline float distance(const vec2 &vec_a, const vec2 &vec_b) {
return length(vec_a-vec_b);
}
inline float distance_squared(const vec2 &vec_a, const vec2 &vec_b) {
return length_squared(vec_a-vec_b);
}
inline vec2 normalize(const vec2 &vec) {
if(vec[0]==0.0f && vec[1]==0.0f && vec[2]==0.0f){
return vec2(0.0);
}
return vec/length(vec);
}
inline vec2 operator*(const vec2 &vec_a, const vec2 &vec_b) {
return vec2(vec_a[0]*vec_b[0],
vec_a[1]*vec_b[1]);
}
inline vec2 reflect(const vec2 &vec, const vec2 &normal) {
return vec - normal*(2.0f*dot(vec, normal));
}
inline vec2 operator-(const vec2 &vec) {
return vec * -1.0f;
}
inline vec2 operator*(float param, const vec2 &vec_b) {
return vec_b*param;
}
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