Initial Cross Platform Work
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135
include/pd/core/vec2.hpp
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135
include/pd/core/vec2.hpp
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 René Amthor (tobid7)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/core/common.hpp>
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namespace PD {
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template <typename T>
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class vec2 {
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public:
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// SECTION: Constructors //
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vec2() = default;
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vec2(T v) {
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x = v;
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y = v;
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}
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vec2(T x, T y) {
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this->x = x;
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this->y = y;
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}
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vec2(const vec2<T> &v) {
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x = v.x;
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y = v.y;
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}
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// SECTION: Operators //
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// ADD //
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vec2 &operator+=(T v) {
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x += v;
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y += v;
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return *this;
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}
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vec2 &operator+=(const vec2 &v) {
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x += v.x;
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y += v.y;
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return *this;
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}
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vec2 operator+(T v) const { return vec2(x + v, y + v); }
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vec2 operator+(vec2 v) const { return vec2(x + v.x, y + v.y); }
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// SUB //
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vec2 &operator-=(T v) {
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x -= v;
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y -= v;
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return *this;
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}
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vec2 &operator-=(const vec2 &v) {
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x -= v.x;
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y -= v.y;
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return *this;
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}
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vec2 operator-(T v) const { return vec2(x - v, y - v); }
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vec2 operator-(vec2 v) const { return vec2(x - v.x, y - v.y); }
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// MUL //
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vec2 &operator*=(T v) {
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x *= v;
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y *= v;
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return *this;
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}
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vec2 &operator*=(const vec2 &v) {
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x *= v.x;
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y *= v.y;
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return *this;
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}
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vec2 operator*(T v) const { return vec2(x * v, y * v); }
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vec2 operator*(vec2 v) const { return vec2(x * v.x, y * v.y); }
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// DIV //
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vec2 &operator/=(T v) {
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x /= v;
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y /= v;
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return *this;
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}
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vec2 &operator/=(const vec2 &v) {
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x /= v.x;
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y /= v.y;
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return *this;
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}
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vec2 operator/(T v) const { return vec2(x / v, y / v); }
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vec2 operator/(vec2 v) const { return vec2(x / v.x, y / v.y); }
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// Make Negative //
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vec2 operator-() const { return vec2(-x, -y); }
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bool operator==(const vec2 &v) const { return x == v.x && y == v.y; }
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bool operator!=(const vec2 &v) const { return !(*this == v); }
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// SECTION: Additional Functions //
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float Len() const { return sqrt(SqLen()); }
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float SqLen() const { return x * x + y * y; }
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void Swap() {
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T t = x;
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x = y;
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y = t;
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}
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// SECTION: DATA //
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T x = 0;
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T y = 0;
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};
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using dvec2 = vec2<double>;
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using fvec2 = vec2<float>;
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using ivec2 = vec2<int>;
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} // namespace PD
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