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Vec2.h
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#pragma once
#include <vector>
#include <GL/glut.h>
class Vec2f
{
public:
float x = 0.0, y = 0.0;
float w = 1.0;
Vec2f() = default;
Vec2f(float x, float y)
:
x(x),
y(y)
{}
Vec2f(float x, float y, float w)
:
x(x),
y(y),
w(w)
{}
explicit operator Vec2f() const
{
return{ x,y };
}
float dot(const Vec2f& rhs) const
{
return x * rhs.x + y * rhs.y;
}
float length(Vec2f& v)
{
return sqrtf(dot(v));
}
Vec2f Normalize(Vec2f& v)
{
float l = length(v);
return { v.x / l, v.y / l };
}
/*Vec4 operator-() const
{
return Vec4( -x,-y );
}*/
/*Vec3& max()
{
if (x < 0)
x = 0;
if (y < 0)
y = 0;
if (z < 0)
z = 0;
return *this;
}*/
Vec2f& operator=(const Vec2f& rhs)
{
x = rhs.x;
y = rhs.y;
w = rhs.w;
return *this;
}
Vec2f& operator+=(const Vec2f& rhs)
{
x += rhs.x;
y += rhs.y;
return *this;
}
Vec2f& operator-=(const Vec2f& rhs)
{
x -= rhs.x;
y -= rhs.y;
return *this;
}
Vec2f operator+(const Vec2f& rhs) const
{
return Vec2f(*this) += rhs;
}
Vec2f operator-(const Vec2f& rhs) const
{
return Vec2f(*this) -= rhs;
}
Vec2f& operator*=(const float& rhs)
{
x *= rhs;
y *= rhs;
return *this;
}
Vec2f operator*(const float& rhs) const //multiply const with vector
{
return Vec2f(*this) *= rhs;
}
Vec2f& operator*=(const Vec2f& rhs) //for light color
{
{
x *= rhs.x;
y *= rhs.y;
return *this;
}
}
Vec2f operator*(const Vec2f& rhs) const
{
return Vec2f(*this) *= rhs;
}
Vec2f& operator/=(const float& rhs)
{
x /= rhs;
y /= rhs;
w /= rhs;
return *this;
}
Vec2f operator/(const float& rhs) const
{
return Vec2f(*this) /= rhs;
}
//bool operator==( const Vec4 &rhs ) const
//{
// return x == rhs.x && y == rhs.y;
//}
//bool operator!=( const Vec4 &rhs ) const
//{
// return !(*this == rhs);
//}
};