Add project files.

This commit is contained in:
2018-06-25 21:48:45 -04:00
parent b04a25689b
commit 3c1b7d28e8
425 changed files with 35333 additions and 0 deletions
@@ -0,0 +1,39 @@
#include "Vector2.hpp"
/*** Custom Header File ***/
#include "../iVector/iVector2.hpp"
using MathEngine::Vector2;
using MathEngine::iVector2;
Vector2::Vector2( const float X /*= 0.0f*/, const float Y /*= 0.0f*/ )
: x(X), y(Y)
{};
Vector2::Vector2( const SDL_Rect& copy )
{
x = float(copy.x);
y = float(copy.y);
}
Vector2& Vector2::operator=( const SDL_Rect& copy )
{
x = float(copy.x);
y = float(copy.y);
return *this;
}
Vector2::Vector2( const iVector2& copy )
{
x = float(copy.x);
y = float(copy.y);
}
Vector2& Vector2::operator=( const iVector2& copy )
{
x = float(copy.x);
y = float(copy.y);
return *this;
}
@@ -0,0 +1,29 @@
#ifndef _VECTOR2_HPP_
#define _VECTOR2_HPP_
/*** SDL Header Files ***/
#include <SDL.h>
/*** DLL Header File ***/
#include "dllExport.h"
namespace MathEngine {
struct iVector2;
struct EXPORT_FROM_MYDLL Vector2
{
Vector2( const float X = 0.0f, const float Y = 0.0f );
Vector2( const SDL_Rect& copy );
Vector2& operator=( const SDL_Rect& copy );
Vector2( const iVector2& copy );
Vector2& operator=( const iVector2& copy );
float x;
float y;
};/// END STRUCT DEFINITION Vector2
}/// END NAMESPACE DEFINITION MathEngine
#endif/// END IFNDEF _VECTOR2_HPP_
@@ -0,0 +1,43 @@
#include "Vector3.hpp"
/*** Custom Header File ***/
#include "../iVector/iVector3.hpp"
using MathEngine::Vector3;
using MathEngine::iVector3;
Vector3::Vector3( const float X /*= 0.0f*/, const float Y /*= 0.0f*/, const float Z /*= 0.0f*/ )
: Vector2( X, Y ), z(Z)
{}
Vector3::Vector3( const SDL_Rect& copy )
{
x = float(copy.x);
y = float(copy.y);
z = float(copy.w);
}
Vector3& Vector3::operator=( const SDL_Rect& copy )
{
x = float(copy.x);
y = float(copy.y);
z = float(copy.w);
return *this;
}
Vector3::Vector3( const iVector3& copy )
{
x = float(copy.x);
y = float(copy.y);
z = float(copy.z);
}
Vector3& Vector3::operator=( const iVector3& copy )
{
x = float(copy.x);
y = float(copy.y);
z = float(copy.z);
return *this;
}
@@ -0,0 +1,31 @@
#ifndef _VECTOR3_HPP_
#define _VECTOR3_HPP_
/*** SDL Header Files ***/
#include <SDL.h>
/*** DLL Header File ***/
#include "dllExport.h"
/*** Custom Header File ***/
#include "Vector2.hpp"
namespace MathEngine {
struct iVector3;
struct EXPORT_FROM_MYDLL Vector3 : public Vector2
{
Vector3( const float X = 0.0f, const float Y = 0.0f, const float Z = 0.0f );
Vector3( const SDL_Rect& copy );
Vector3& operator=( const SDL_Rect& copy );
Vector3( const iVector3& copy );
Vector3& operator=( const iVector3& copy );
float z;
};/// END STRUCT DEFINITION Vector3
}/// END NAMESPACE DEFINITION MathEngine
#endif/// END IFNDEF _VECTOR3_HPP_
@@ -0,0 +1,46 @@
#include "Vector4.hpp"
#include "../iVector/iVector4.hpp"
using MathEngine::Vector4;
using MathEngine::iVector4;
Vector4::Vector4( const float X /*= 0.0f*/, const float Y /*= 0.0f*/, const float Z /*= 0.0f*/, const float W /*= 0.0f*/)
: Vector3( X, Y, Z ), w(W)
{}
Vector4::Vector4( const SDL_Rect& copy )
{
x = float(copy.x);
y = float(copy.y);
z = float(copy.w);
w = float(copy.h);
}
Vector4& Vector4::operator=( const SDL_Rect& copy )
{
x = float(copy.x);
y = float(copy.y);
z = float(copy.w);
w = float(copy.h);
return *this;
}
Vector4::Vector4( const iVector4& copy )
{
x = float(copy.x);
y = float(copy.y);
z = float(copy.z);
w = float(copy.w);
}
Vector4& Vector4::operator=( const iVector4& copy )
{
x = float(copy.x);
y = float(copy.y);
z = float(copy.z);
w = float(copy.w);
return *this;
}
@@ -0,0 +1,35 @@
#ifndef _VECTOR4_HPP_
#define _VECTOR4_HPP_
/*** SDL Header Files ***/
#include <SDL.h>
/*** DLL Header File ***/
#include "dllExport.h"
/*** Custom Header File ***/
#include "Vector3.hpp"
namespace MathEngine {
struct iVector4;
struct EXPORT_FROM_MYDLL Vector4 : public Vector3
{
Vector4( const float X = 0.0f, const float Y = 0.0f, const float Z = 0.0f, const float W = 0.0f );
Vector4( const SDL_Rect& copy );
Vector4& operator=( const SDL_Rect& copy );
bool operator==(const SDL_Rect& other) const;
Vector4( const iVector4& copy );
Vector4& operator=( const iVector4& copy );
bool operator==(const Vector4& other) const;
float w;
};/// END STRUCT DEFINITION Vector4
}/// END NAMESPACE DEFINITION MathEngine
#endif/// END IFNDEF _VECTOR4_HPP_