243 lines
6.1 KiB
C++
243 lines
6.1 KiB
C++
/**
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* @author Edouard DUPIN
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*
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* @copyright 2011, Edouard DUPIN, all right reserved
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*
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* @license BSD v3 (see license file)
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*/
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#ifndef __ETK_MATH_VECTOR2D_H__
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#define __ETK_MATH_VECTOR2D_H__
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namespace etk
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{
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template <typename T> class Vector2D
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{
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public:
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T x;
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T y;
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public:
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/*****************************************************
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* Constructor
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*****************************************************/
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Vector2D(void) : x(0), y(0) { };
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Vector2D(double _x, double _y) : x(_x), y(_y) { };
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Vector2D(float _x, float _y) : x(_x), y(_y) { };
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Vector2D(int32_t _x, int32_t _y) : x(_x), y(_y) { };
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Vector2D(const Vector2D<double>& obj) : x((T)obj.x), y((T)obj.y) { };
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Vector2D(const Vector2D<float>& obj) : x((T)obj.x), y((T)obj.y) { };
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Vector2D(const Vector2D<int32_t>& obj) : x((T)obj.x), y((T)obj.y) { };
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~Vector2D(void) { };
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/*****************************************************
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* = assigment
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*****************************************************/
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const Vector2D<T>& operator= (const Vector2D<T>& obj ) {
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x = (T)obj.x;
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y = (T)obj.y;
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return *this;
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}
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/*****************************************************
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* == operator
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*****************************************************/
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bool operator== (const Vector2D<T>& obj) const {
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if ((T)obj.x == x && (T)obj.y == y) {
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return true;
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}
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return false;
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}
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/*****************************************************
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* != operator
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*****************************************************/
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bool operator!= (const Vector2D<T>& obj) const {
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if ((T)obj.x == x && (T)obj.y == y) {
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return false;
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}
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return true;
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}
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/*****************************************************
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* += operator
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*****************************************************/
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const Vector2D<T>& operator+= (const Vector2D<T>& obj) {
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x += (T)obj.x;
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y += (T)obj.y;
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return *this;
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}
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/*****************************************************
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* + operator
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*****************************************************/
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Vector2D<T> operator+ (const Vector2D<T>& obj) {
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Vector2D<T> tmpp(x,y);
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tmpp.x += (T)obj.x;
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tmpp.y += (T)obj.y;
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return tmpp;
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}
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/*****************************************************
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* -= operator
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*****************************************************/
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const Vector2D<T>& operator-= (const Vector2D<T>& obj) {
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x -= (T)obj.x;
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y -= (T)obj.y;
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return *this;
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}
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/*****************************************************
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* - operator
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*****************************************************/
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Vector2D<T> operator- (const Vector2D<T>& obj) {
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Vector2D<T> tmpp(x,y);
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tmpp.x -= (T)obj.x;
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tmpp.y -= (T)obj.y;
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return tmpp;
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}
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/*****************************************************
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* /= operator
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*****************************************************/
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const Vector2D<T>& operator/= (const Vector2D<T>& obj) {
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x /= (T)obj.x;
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y /= (T)obj.y;
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return *this;
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}
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/*****************************************************
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* / operator
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*****************************************************/
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Vector2D<T> operator/ (const Vector2D<T>& obj) {
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Vector2D<T> tmpp(x,y);
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tmpp.x /= (T)obj.x;
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tmpp.y /= (T)obj.y;
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return tmpp;
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}
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/*****************************************************
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* *= operator
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*****************************************************/
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const Vector2D<T>& operator*= (const Vector2D<T>& obj) {
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x *= (T)obj.x;
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y *= (T)obj.y;
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return *this;
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}
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/*****************************************************
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* * operator
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*****************************************************/
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Vector2D<T> operator* (const Vector2D<T>& obj) {
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Vector2D<T> tmpp(x,y);
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tmpp.x *= (T)obj.x;
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tmpp.y *= (T)obj.y;
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return tmpp;
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}
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/*****************************************************
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* ++ operator
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*****************************************************/
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Vector2D<T>& operator++() // prefix
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{
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++x;
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++y;
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return *this;
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}
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Vector2D<T> operator++(int unused) // postfix
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{
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Vector2D<T> result = *this;
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++(*this);
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return result;
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}
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/*****************************************************
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* -- operator
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*****************************************************/
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Vector2D<T>& operator--() // prefix
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{
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--x;
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--y;
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return *this;
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}
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Vector2D<T> operator--(int unused) // postfix
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{
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Vector2D<T> result = *this;
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--(*this);
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return result;
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}
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/**
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* @brief Set the vector at (0,0)
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*/
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void Zero(void)
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{
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x=0;
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y=0;
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};
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/**
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* @brief Set the vector at (1,1)
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*/
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void One(void)
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{
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x=0;
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y=0;
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};
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/**
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* @brief normalize the curent vector
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*/
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void Normalize(void)
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{
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float length=GetLength();
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if( length==1
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|| length==0) {
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return;
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}
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float scalefactor = 1.0f/length;
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x *= scalefactor;
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y *= scalefactor;
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};
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/**
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* @brief Get the normalized vector
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* @return a new vector normalized
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*/
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Vector2D<T> GetNormalized(void) const
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{
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Vector2D<T> tmp(*this);
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tmp.Normalize();
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return tmp;
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};
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/**
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* @brief Get the size of the vector
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* @return the float value
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*/
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float GetLength(void) const
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{
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return (float)sqrt((x*x)+(y*y));
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};
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/**
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* @brief Get the square size of the vector
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* @return flat value
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*/
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float GetSquaredLength(void) const
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{
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return (float)(x*x)+(y*y);
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};
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/**
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* @brief Linar intermolation of the curent Vector
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* @param[in] input
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* @param[in] factor
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* @return the interpolate vector
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*/
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Vector2D<T> LinearInterpolate(const Vector2D<T> & input, float factor) const
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{
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return (*this)*(1.0f-factor) + input*factor;
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};
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/**
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* @brief Quadratic intermolation of the curent Vector
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* @param[in] v1
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* @param[in] v2
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* @param[in] factor
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* @return the interpolate vector
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*/
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Vector2D<T> QuadraticInterpolate(const Vector2D<T> & v2, const Vector2D<T> & v3, float factor) const
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{
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return (*this)*(1.0f-factor)*(1.0f-factor) + 2*v2*factor*(1.0f-factor) + v3*factor*factor;}
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};
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};
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#endif
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