252 lines
6.0 KiB
C++
252 lines
6.0 KiB
C++
/*
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* LICENSE: zlib/libpng
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*
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* raylib-cpp is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2020 Rob Loach (@RobLoach)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef RAYLIB_CPP_INCLUDE_VECTOR2_HPP_
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#define RAYLIB_CPP_INCLUDE_VECTOR2_HPP_
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#ifndef RAYLIB_CPP_NO_MATH
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#include <cmath>
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#endif
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#include "./raylib.hpp"
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#include "./raymath.hpp"
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#include "./raylib-cpp-utils.hpp"
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namespace raylib {
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class Vector2 : public ::Vector2 {
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public:
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Vector2(::Vector2 vec) {
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set(vec);
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}
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Vector2(float x, float y) : ::Vector2{x, y} {};
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Vector2(float x) : ::Vector2{x, 0} {};
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Vector2() : ::Vector2{0, 0} {};
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GETTERSETTER(float, X, x)
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GETTERSETTER(float, Y, y)
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Vector2& operator=(const ::Vector2& vector2) {
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set(vector2);
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return *this;
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}
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Vector2& operator=(const Vector2& vector2) {
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set(vector2);
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return *this;
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}
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bool operator==(const Vector2& other) {
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return x == other.x
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&& y == other.y;
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}
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#ifndef RAYLIB_CPP_NO_MATH
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Vector2 Add(const Vector2& vector2) {
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return Vector2Add(*this, vector2);
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}
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Vector2 operator+(const Vector2& vector2) {
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return Vector2Add(*this, vector2);
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}
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Vector2 Subtract(const Vector2& vector2) {
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return Vector2Subtract(*this, vector2);
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}
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Vector2 operator-(const Vector2& vector2) {
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return Vector2Subtract(*this, vector2);
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}
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Vector2 Negate() {
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return Vector2Negate(*this);
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}
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Vector2 operator-() {
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return Vector2Negate(*this);
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}
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Vector2 Multiply(const Vector2& vector2) {
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return Vector2Multiply(*this, vector2);
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}
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Vector2 operator*(const Vector2& vector2) {
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return Vector2Multiply(*this, vector2);
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}
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Vector2 Scale(const float scale) {
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return Vector2Scale(*this, scale);
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}
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Vector2 operator*(const float scale) {
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return Vector2Scale(*this, scale);
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}
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Vector2 Divide(const Vector2& vector2) {
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return Vector2Divide(*this, vector2);
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}
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Vector2 operator/(const Vector2& vector2) {
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return Vector2Divide(*this, vector2);
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}
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Vector2& Divide(const float div) {
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x /= div;
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y /= div;
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return *this;
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}
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Vector2& operator/(const float div) {
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x /= div;
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y /= div;
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return *this;
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}
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Vector2& operator+=(const Vector2& vector2) {
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set(Vector2Add(*this, vector2));
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return *this;
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}
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Vector2& operator-=(const Vector2& vector2) {
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set(Vector2Subtract(*this, vector2));
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return *this;
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}
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Vector2& operator*=(const Vector2& vector2) {
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set(Vector2Multiply(*this, vector2));
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return *this;
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}
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Vector2& operator*=(const float scale) {
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set(Vector2Scale(*this, scale));
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return *this;
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}
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Vector2& operator/=(const Vector2& vector2) {
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set(Vector2Divide(*this, vector2));
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return *this;
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}
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Vector2& operator/=(const float div) {
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this->x /= div;
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this->y /= div;
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return *this;
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}
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float Length() const {
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return Vector2Length(*this);
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}
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Vector2 Normalize() {
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return Vector2Normalize(*this);
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}
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float DotProduct(const Vector2& vector2) {
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return Vector2DotProduct(*this, vector2);
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}
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float Angle(const Vector2& vector2) {
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return Vector2Angle(*this, vector2);
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}
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float Distance(const Vector2& vector2) {
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return Vector2Distance(*this, vector2);
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}
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Vector2 Lerp(const Vector2& vector2, const float amount) {
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return Vector2Lerp(*this, vector2, amount);
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}
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Vector2 Reflect(const Vector2& normal) {
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return Vector2Reflect(*this, normal);
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}
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Vector2 Rotate(float degrees) {
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return Vector2Rotate(*this, degrees);
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}
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static Vector2 Zero() {
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return Vector2Zero();
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}
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static Vector2 One() {
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return Vector2One();
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}
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#endif
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inline Vector2& DrawPixel(::Color color) {
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::DrawPixelV(*this, color);
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return *this;
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}
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inline Vector2& DrawLine(::Vector2 endPos, ::Color color) {
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::DrawLineV(*this, endPos, color);
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return *this;
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}
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inline Vector2& DrawLine(::Vector2 endPos, float thick, ::Color color) {
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::DrawLineEx(*this, endPos, thick, color);
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return *this;
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}
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inline Vector2& DrawLineBezier(::Vector2 endPos, float thick, ::Color color) {
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::DrawLineBezier(*this, endPos, thick, color);
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return *this;
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}
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inline Vector2& DrawCircle(float radius, ::Color color) {
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::DrawCircleV(*this, radius, color);
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return *this;
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}
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inline Vector2& DrawRectangle(::Vector2 size, ::Color color) {
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::DrawRectangleV(*this, size, color);
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return *this;
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}
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inline Vector2& DrawPoly(int sides, float radius, float rotation, ::Color color) {
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::DrawPoly(*this, sides, radius, rotation, color);
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return *this;
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}
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protected:
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inline void set(::Vector2 vec) {
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x = vec.x;
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y = vec.y;
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}
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};
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} // namespace raylib
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#endif // RAYLIB_CPP_INCLUDE_VECTOR2_HPP_
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