#include "SynGame.hpp" #pragma region Vector1 class Vector1 { public: float x; Vector1(float = 0); Vector1 operator+(Vector1); Vector1 operator-(Vector1); Vector1 operator/(Vector1); Vector1 operator*(Vector1); Vector1 operator+=(Vector1); Vector1 operator-=(Vector1); Vector1 operator/=(Vector1); Vector1 operator*=(Vector1); Vector1 operator/(float); Vector1 operator*(float); Vector1 operator/=(float); Vector1 operator*=(float); float Magnitude(); float Distance(Vector1); Vector1 Normalized(); }; Vector1::Vector1(float x) { this -> x = x; } Vector1 Vector1::operator+ (Vector1 parameter) { Vector1 vector = Vector1(x); vector.x += parameter.x; return vector; } Vector1 Vector1::operator- (Vector1 parameter) { Vector1 vector = Vector1(x); vector.x -= parameter.x; return vector; } Vector1 Vector1::operator/ (Vector1 parameter) { Vector1 vector = Vector1(x); vector.x /= parameter.x; return vector; } Vector1 Vector1::operator* (Vector1 parameter) { Vector1 vector = Vector1(x); vector.x *= parameter.x; return vector; } Vector1 Vector1::operator+=(Vector1 parameter) { x += parameter.x; return *this; } Vector1 Vector1::operator-=(Vector1 parameter) { x -= parameter.x; return *this; } Vector1 Vector1::operator/=(Vector1 parameter) { x /= parameter.x; return *this; } Vector1 Vector1::operator*=(Vector1 parameter) { x *= parameter.x; return *this; } Vector1 Vector1::operator/ (float parameter) { Vector1 vector = Vector1(x); vector.x /= parameter; return vector; } Vector1 Vector1::operator* (float parameter) { Vector1 vector = Vector1(x); vector.x *= parameter; return vector; } Vector1 Vector1::operator/=(float parameter) { x /= parameter; return *this; } Vector1 Vector1::operator*=(float parameter) { x *= parameter; return *this; } float Vector1::Magnitude() { return x; } float Vector1::Distance(Vector1 parameter) { Vector1 distanceVector = (*this) - parameter; return distanceVector.Magnitude(); } Vector1 Vector1::Normalized() { return Vector1(x < 0.0 ? -1.0 : 1.0); } #pragma endregion #pragma region Vector2 class Vector2 : public Vector1 { public: float y; Vector2(float = 0, float = 0); Vector2 operator+(Vector2); Vector2 operator-(Vector2); Vector2 operator/(Vector2); Vector2 operator*(Vector2); Vector2 operator+=(Vector2); Vector2 operator-=(Vector2); Vector2 operator/=(Vector2); Vector2 operator*=(Vector2); Vector2 operator/(float); Vector2 operator*(float); Vector2 operator/=(float); Vector2 operator*=(float); float Magnitude(); float Distance(Vector2); Vector2 Normalized(); }; Vector2::Vector2(float x, float y) : Vector1(x) { this -> y = y; } Vector2 Vector2::operator+ (Vector2 parameter) { Vector2 vector = Vector2(x, y); vector.x += parameter.x; vector.y += parameter.y; return vector; } Vector2 Vector2::operator- (Vector2 parameter) { Vector2 vector = Vector2(x, y); vector.x -= parameter.x; vector.y -= parameter.y; return vector; } Vector2 Vector2::operator/ (Vector2 parameter) { Vector2 vector = Vector2(x, y); vector.x /= parameter.x; vector.y /= parameter.y; return vector; } Vector2 Vector2::operator* (Vector2 parameter) { Vector2 vector = Vector2(x, y); vector.x *= parameter.x; vector.y *= parameter.y; return vector; } Vector2 Vector2::operator+=(Vector2 parameter) { x += parameter.x; y += parameter.y; return *this; } Vector2 Vector2::operator-=(Vector2 parameter) { x -= parameter.x; y -= parameter.y; return *this; } Vector2 Vector2::operator/=(Vector2 parameter) { x /= parameter.x; y /= parameter.y; return *this; } Vector2 Vector2::operator*=(Vector2 parameter) { x *= parameter.x; y *= parameter.y; return *this; } Vector2 Vector2::operator/ (float parameter) { Vector2 vector = Vector2(x, y); vector.x /= parameter; vector.y /= parameter; return vector; } Vector2 Vector2::operator* (float parameter) { Vector2 vector = Vector2(x, y); vector.x *= parameter; vector.y *= parameter; return vector; } Vector2 Vector2::operator/=(float parameter) { x *= parameter; y *= parameter; return *this; } Vector2 Vector2::operator*=(float parameter) { x /= parameter; y /= parameter; return *this; } float Vector2::Magnitude() { return sqrt(x*x+y*y); } float Vector2::Distance(Vector2 parameter) { Vector2 distanceVector = (*this) - parameter; return distanceVector.Magnitude(); } Vector2 Vector2::Normalized() { Vector2 vector = Vector2(x, y); return vector / Magnitude(); } #pragma endregion #pragma region Vector3 class Vector3 : public Vector2 { public: float z; Vector3(float = 0, float = 0, float = 0); Vector3 operator+(Vector3); Vector3 operator-(Vector3); Vector3 operator/(Vector3); Vector3 operator*(Vector3); Vector3 operator+=(Vector3); Vector3 operator-=(Vector3); Vector3 operator/=(Vector3); Vector3 operator*=(Vector3); Vector3 operator/(float); Vector3 operator*(float); Vector3 operator/=(float); Vector3 operator*=(float); float Magnitude(); float Distance(Vector3); Vector3 Normalized(); }; Vector3::Vector3(float x, float y, float z) : Vector2(x, y) { this -> z = z; } Vector3 Vector3::operator+ (Vector3 parameter) { Vector3 vector = Vector3(x, y, z); vector.x += parameter.x; vector.y += parameter.y; vector.z += parameter.z; return vector; } Vector3 Vector3::operator- (Vector3 parameter) { Vector3 vector = Vector3(x, y, z); vector.x -= parameter.x; vector.y -= parameter.y; vector.z -= parameter.z; return vector; } Vector3 Vector3::operator/ (Vector3 parameter) { Vector3 vector = Vector3(x, y, z); vector.x /= parameter.x; vector.y /= parameter.y; vector.z /= parameter.z; return vector; } Vector3 Vector3::operator* (Vector3 parameter) { Vector3 vector = Vector3(x, y, z); vector.x *= parameter.x; vector.y *= parameter.y; vector.z *= parameter.z; return vector; } Vector3 Vector3::operator+=(Vector3 parameter) { x += parameter.x; y += parameter.y; z += parameter.z; return *this; } Vector3 Vector3::operator-=(Vector3 parameter) { x -= parameter.x; y -= parameter.y; z -= parameter.z; return *this; } Vector3 Vector3::operator/=(Vector3 parameter) { x /= parameter.x; y /= parameter.y; z /= parameter.z; return *this; } Vector3 Vector3::operator*=(Vector3 parameter) { x *= parameter.x; y *= parameter.y; z *= parameter.z; return *this; } Vector3 Vector3::operator/=(float parameter) { x *= parameter; y *= parameter; z *= parameter; return *this; } Vector3 Vector3::operator*=(float parameter) { x /= parameter; y /= parameter; z /= parameter; return *this; } Vector3 Vector3::operator/ (float parameter) { Vector3 vector = Vector3(x, y, z); vector.x /= parameter; vector.y /= parameter; vector.z /= parameter; return vector; } Vector3 Vector3::operator* (float parameter) { Vector3 vector = Vector3(x, y, z); vector.x *= parameter; vector.y *= parameter; vector.z *= parameter; return vector; } float Vector3::Magnitude() { return sqrt(x*x+y*y+z*z); } float Vector3::Distance(Vector3 parameter) { Vector3 distanceVector = (*this) - parameter; return distanceVector.Magnitude(); } Vector3 Vector3::Normalized() { Vector3 vector = Vector3(x, y, z); return vector / Magnitude(); } #pragma endregion