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use std::ops::{Add, Sub, Mul, Div, Neg, AddAssign, SubAssign, MulAssign, DivAssign}; #[derive(Debug, Clone, Copy, PartialEq)] pub struct Vec2 { pub x: f32, pub y: f32, } impl Vec2 { pub fn zero() -> Vec2 { Vec2 {x: 0.0, y: 0.0} } pub fn xy(x: f32, y: f32) -> Vec2 { Vec2 {x, y} } pub fn x(x: f32) -> Vec2 { Vec2 {x, y: 0.0} } pub fn y(y: f32) -> Vec2 { Vec2 {x: 0.0, y} } pub fn from_angle(angle: f32) -> Vec2 { Vec2 {x: angle.cos(), y: angle.sin()} } pub fn clear(&mut self) { self.x = 0.0; self.y = 0.0; } pub fn length(&self) -> f32 { (self.x * self.x + self.y * self.y).sqrt() } pub fn square_length(&self) -> f32 { self.x * self.x + self.y * self.y } } impl Add for Vec2 { type Output = Vec2; fn add(self, other: Vec2) -> Vec2 { Vec2 { x: self.x + other.x, y: self.y + other.y, } } } impl Sub for Vec2 { type Output = Vec2; fn sub(self, other: Vec2) -> Vec2 { Vec2 { x: self.x - other.x, y: self.y - other.y, } } } impl Mul for Vec2 { type Output = f32; fn mul(self, other: Vec2) -> f32 { self.x * other.x + self.y * other.y } } impl Mul<f32> for Vec2 { type Output = Vec2; fn mul(self, scalar: f32) -> Vec2 { Vec2 { x: self.x * scalar, y: self.y * scalar, } } } impl Div<f32> for Vec2 { type Output = Vec2; fn div(self, scalar: f32) -> Vec2 { Vec2 { x: self.x / scalar, y: self.y / scalar, } } } impl Neg for Vec2 { type Output = Vec2; fn neg(self) -> Vec2 { Vec2 { x: -self.x, y: -self.y, } } } impl AddAssign for Vec2 { fn add_assign(&mut self, other: Vec2) { *self = *self + other } } impl SubAssign for Vec2 { fn sub_assign(&mut self, other: Vec2) { *self = *self - other } } impl MulAssign<f32> for Vec2 { fn mul_assign(&mut self, scalar: f32) { *self = *self * scalar } } impl DivAssign<f32> for Vec2 { fn div_assign(&mut self, scalar: f32) { *self = *self / scalar } }