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use sdl2::rect::Point;
#[derive(PartialEq, Clone, Copy)]
pub struct Vector2 {
pub y: f64,
pub x: f64,
}
impl Vector2 {
pub fn new(x: f64, y: f64) -> Vector2 {
Vector2 { x, y }
}
pub fn from_point(point: Point) -> Vector2 {
Vector2::new(point.x as f64, point.y as f64)
}
pub fn norm(&self) -> f64 {
(self.x * self.x + self.y * self.y).sqrt()
}
pub fn normalize(&mut self) {
*self = *self / self.norm();
}
pub fn set_mag(&mut self, mag: f64) {
*self = *self / self.norm() * mag;
}
pub fn limit(&mut self, max: f64) {
if self.norm() > max {
self.set_mag(max);
}
}
pub fn low(&mut self, min: f64) {
if self.norm() < min {
self.set_mag(min);
}
}
}
use std::ops::{Add, AddAssign, Sub, Mul, MulAssign, Div};
impl Add for Vector2 {
type Output = Self;
fn add(self, other: Self) -> Self::Output {
Vector2::new(self.x + other.x, self.y + other.y)
}
}
impl AddAssign for Vector2 {
fn add_assign(&mut self, other: Self) {
self.x += other.x;
self.y += other.y;
}
}
impl Sub for Vector2 {
type Output = Self;
fn sub(self, other: Self) -> Self::Output {
Vector2::new(self.x - other.x, self.y - other.y)
}
}
impl Mul<f64> for Vector2 {
type Output = Vector2;
fn mul(self, scalar: f64) -> Self::Output {
Vector2::new(self.x * scalar, self.y * scalar)
}
}
impl MulAssign<f64> for Vector2 {
fn mul_assign(&mut self, scalar: f64) {
self.x *= scalar;
self.y *= scalar;
}
}
impl Div<f64> for Vector2 {
type Output = Vector2;
fn div(self, scalar: f64) -> Self::Output {
Vector2::new(self.x / scalar, self.y / scalar)
}
}
use std::fmt;
impl fmt::Debug for Vector2 {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "{} {}", self.x, self.y)
}
}
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