#include "vector2i.h" #include #include "vector2.h" Vector2i Vector2i::abs() const { Vector2i b; b.x = x >= 0 ? x : -x; b.y = y >= 0 ? y : -y; return b; } float Vector2i::angle() const { return atan2(x, y); } float Vector2i::angle_to(const Vector2i &b) const { return atan2(cross(b), dot(b)); } float Vector2i::cross(const Vector2i &b) const { return x * b.y - y * b.x; } float Vector2i::distance_to_squared(const Vector2i &b) const { return (x - b.x) * (x - b.x) + (y - b.y) * (y - b.y); } float Vector2i::distance_to(const Vector2i &b) const { return sqrt((x - b.x) * (x - b.x) + (y - b.y) * (y - b.y)); } float Vector2i::dot(const Vector2i &b) const { return x * b.x + y * b.y; } float Vector2i::length() const { return sqrt(x * x + y * y); } float Vector2i::length_squared() const { return x * x + y * y; } Vector2i Vector2i::lerp(const Vector2i &b, const float t) const { Vector2i v; v.x = x + (t * (b.x - x)); v.y = y + (t * (b.y - y)); return v; } void Vector2i::add(const Vector2i &b) { x += b.x; y += b.y; } void Vector2i::sub(const Vector2i &b) { x -= b.x; y -= b.y; } Vector2i::Vector2i() { x = 0; y = 0; } Vector2i::Vector2i(const Vector2i &b) { x = b.x; y = b.y; } Vector2i::Vector2i(const int p_x, const int p_y) { x = p_x; y = p_y; } Vector2i &Vector2i::operator+=(const Vector2i &b) { x += b.x; y += b.y; return *this; } Vector2i Vector2i::operator+(const Vector2i &b) const { return Vector2i(x + b.x, y + b.y); } Vector2i &Vector2i::operator-=(const Vector2i &b) { x -= b.x; y -= b.y; return *this; } Vector2i Vector2i::operator-(const Vector2i &b) const { return Vector2i(x - b.x, y - b.y); } Vector2i &Vector2i::operator*=(const Vector2i &b) { x *= b.x; y *= b.y; return *this; } Vector2i Vector2i::operator*(const Vector2i &b) const { return Vector2i(x * b.x, y * b.y); } Vector2i &Vector2i::operator/=(const Vector2i &b) { x /= b.x; y /= b.y; return *this; } Vector2i Vector2i::operator/(const Vector2i &b) const { return Vector2i(x / b.x, y / b.y); } Vector2i &Vector2i::operator+=(int scalar) { x += scalar; y += scalar; return *this; } Vector2i Vector2i::operator+(int scalar) const { return Vector2i(x + scalar, y + scalar); } Vector2i &Vector2i::operator-=(int scalar) { x += scalar; y += scalar; return *this; } Vector2i Vector2i::operator-(int scalar) const { return Vector2i(x - scalar, y - scalar); } Vector2i &Vector2i::operator*=(int scalar) { x *= scalar; y *= scalar; return *this; } Vector2i Vector2i::operator*(int scalar) const { return Vector2i(x * scalar, y * scalar); } Vector2i &Vector2i::operator/=(int scalar) { x /= scalar; y /= scalar; return *this; } Vector2i Vector2i::operator/(int scalar) const { return Vector2i(x / scalar, y / scalar); } Vector2i Vector2i::operator-() const { return Vector2i(-x, -y); } bool Vector2i::operator==(const Vector2i &b) const { return x == b.x && y == b.y; } bool Vector2i::operator!=(const Vector2i &b) const { return x != b.x || y != b.y; } const int &Vector2i::operator[](int axis) const { return coordinates[axis]; } int &Vector2i::operator[](int axis) { return coordinates[axis]; } Vector2i::operator String() const { return "[" + String::num(x) + "," + String::num(y) + "]"; } Vector2i::operator Vector2() const { return Vector2(x, y); }