#pragma once #include "Vector2.h" void Vector2::set(const float &o) { this->X = o; this->Y = o; } void Vector2::set(const float &x, const float &y) { this->X = x; this->Y = y; } void Vector2::set(const Vector2 &o) { if (this != &o) { this->X = o.X; this->Y = o.Y; } } void Vector2::add(const float &o) { this->X += o; this->Y += o; } void Vector2::add(const float &x, const float &y) { this->X += x; this->Y += y; } void Vector2::add(const Vector2 &o) { this->X += o.X; this->Y += o.Y; } void Vector2::sub(const float &o) { this->X -= o; this->Y -= o; } void Vector2::sub(const float &x, const float &y) { this->X -= x; this->Y -= y; } void Vector2::sub(const Vector2 &o) { this->X -= o.X; this->Y -= o.Y; } void Vector2::mul(const float &o) { this->X *= o; this->Y *= o; } void Vector2::mul(const float &x, const float &y) { this->X *= x; this->Y *= y; } void Vector2::mul(const Vector2 &o) { this->X *= o.X; this->Y *= o.Y; } void Vector2::div(const float &o) { this->X /= o; this->Y /= o; } void Vector2::div(const float &x, const float &y) { this->X /= x; this->Y /= y; } void Vector2::div(const Vector2 &o) { this->X /= o.X; this->Y /= o.Y; } float Vector2::length() { return (float)sqrt((this->X * this->X) + (this->Y * this->Y)); } float Vector2::distance(const float &x, const float &y) { float X = this->X - x; float Y = this->Y - y; return (float)sqrt((X * X) + (Y * Y)); } float Vector2::distance(const Vector2 &o) { float X = this->X - o.X; float Y = this->Y - o.Y; return (float)sqrt((X * X) + (Y * Y)); } float Vector2::dot(const float &x, const float &y) { return (this->X * x) + (this->Y * y); } float Vector2::dot(const Vector2 &o) { return (this->X * o.X) + (this->Y * o.Y); } void Vector2::normalize() { this->div(this->length()); } void Vector2::rotate(const float rotation) { float mX = cos(rotation); float mY = sin(rotation); float X = this->X * mX + this->Y * mY; this->X = X; float Y = this->X * mY + this->X * mX; this->Y = Y; } void Vector2::rotateAround(const float &x, const float &y, const float &rotation) { this->sub(x, y); this->rotate(rotation); this->add(x, y); } void Vector2::rotateAround(const Vector2 &o, const float &rotation) { this->sub(o); this->rotate(rotation); this->add(o); } float Vector2::deltaRotation() { return (float)(atan2(this->Y, this->X) * (180.0 / M_PI)); } float Vector2::deltaRotation(const float &x, const float &y) { return (float)(atan2(this->Y - y, this->X - x) * (180.0 / M_PI)); } float Vector2::deltaRotation(const Vector2 &o) { return (float)(atan2(this->Y - o.Y, this->X - o.X) * (180.0 / M_PI)); } char* Vector2::serialize() { char* data = new char[9]; memcpy(data, this->Xc, 4); memcpy(data + 4, this->Yc, 4); data[8] = 0; return data; } void Vector2::deserialize(char* o) { memcpy(o, this->Xc, 4); memcpy(o + 4, this->Yc, 4); } /* ------------------------- Exported Functionality ------------------------- */ DLL_EXPORT void Vector2_Set(Vector2* a, float o) { a->set(o); } DLL_EXPORT void Vector2_SetP(Vector2* a, float x, float y) { a->set(x, y); } DLL_EXPORT void Vector2_SetV(Vector2* a, Vector2* b) { a->set(*b); } DLL_EXPORT void Vector2_Add(Vector2* a, float o) { a->add(o); } DLL_EXPORT void Vector2_AddP(Vector2* a, float x, float y) { a->add(x, y); } DLL_EXPORT void Vector2_AddV(Vector2* a, Vector2* b) { a->add(*b); } DLL_EXPORT void Vector2_Sub(Vector2* a, float o) { a->sub(o); } DLL_EXPORT void Vector2_SubP(Vector2* a, float x, float y) { a->sub(x, y); } DLL_EXPORT void Vector2_SubV(Vector2* a, Vector2* b) { a->sub(*b); } DLL_EXPORT void Vector2_Mul(Vector2* a, float o) { a->mul(o); } DLL_EXPORT void Vector2_MulP(Vector2* a, float x, float y) { a->mul(x, y); } DLL_EXPORT void Vector2_MulV(Vector2* a, Vector2* b) { a->mul(*b); } DLL_EXPORT void Vector2_Div(Vector2* a, float o) { a->div(o); } DLL_EXPORT void Vector2_DivP(Vector2* a, float x, float y) { a->div(x, y); } DLL_EXPORT void Vector2_DivV(Vector2* a, Vector2* b) { a->div(*b); } DLL_EXPORT float Vector2_Length(Vector2* a) { return (float)a->length(); } DLL_EXPORT float Vector2_DistanceP(Vector2* a, float x, float y) { return (float)a->distance(x, y); } DLL_EXPORT float Vector2_DistanceV(Vector2* a, Vector2* b) { return (float)a->distance(*b); } DLL_EXPORT float Vector2_DotP(Vector2* a, float x, float y) { return (float)a->dot(x, y); } DLL_EXPORT float Vector2_DotV(Vector2* a, Vector2* b) { return (float)a->dot(*b); } DLL_EXPORT void Vector2_Normalize(Vector2* a) { a->normalize(); } DLL_EXPORT void Vector2_Rotate(Vector2* a, float rotation) { a->rotate(rotation); } DLL_EXPORT void Vector2_RotateAroundP(Vector2* a, float x, float y, float rotation) { a->rotateAround(x, y, rotation); } DLL_EXPORT void Vector2_RotateAroundV(Vector2* a, Vector2* b, float rotation) { a->rotateAround(*b, rotation); } DLL_EXPORT float Vector2_DeltaRotation(Vector2* a) { return (float)a->deltaRotation(); } DLL_EXPORT float Vector2_DeltaRotationP(Vector2* a, float x, float y) { return (float)a->deltaRotation(x, y); } DLL_EXPORT float Vector2_DeltaRotationV(Vector2* a, Vector2* b) { return (float)a->deltaRotation(*b); } DLL_EXPORT char* Vector2_Serialize(Vector2* a) { return a->serialize(); } DLL_EXPORT void Vector2_Deserialize(Vector2* a, char* o) { a->deserialize(o); }