// // Created by Иван Ильин on 10.10.2021. // #include #include "Vec2D.h" Vec2D::Vec2D(const Vec2D &vec) { _arr_point[0] = vec.x(); _arr_point[1] = vec.y(); } Vec2D::Vec2D (double x, double y) { _arr_point[0] = x; _arr_point[1] = y; } Vec2D::Vec2D(const Point4D &point4D) { _arr_point[0] = point4D.x(); _arr_point[1] = point4D.y(); } Vec2D Vec2D::operator-() const { return Vec2D(-x(), -y()); } bool Vec2D::operator==(const Vec2D& vec) const { return (*this - vec).sqrAbs() < Consts::EPS; } bool Vec2D::operator!=(const Vec2D& vec) const { return !(*this == vec); } Vec2D Vec2D::operator+(const Vec2D& vec) const { return Vec2D(x()+vec.x(), y()+vec.y()); } Vec2D Vec2D::operator-(const Vec2D& vec) const { return Vec2D(*this) + -vec; } Vec2D Vec2D::operator*(double number) const { return Vec2D(x()*number, y()*number); } Vec2D Vec2D::operator/(double number) const { if(std::abs(number) > Consts::EPS) return Vec2D(*this)*(1.0/number); else throw std::domain_error{"Vec2D::operator/(double number): division by zero"}; } // Other useful methods double Vec2D::sqrAbs() const { return x()*x() + y()*y(); } double Vec2D::abs() const { return sqrt(sqrAbs()); } Vec2D Vec2D::normalized() const { double vecAbs = abs(); if(vecAbs > Consts::EPS) return Vec2D(*this)/abs(); else return Vec2D(0); } double Vec2D::dot(const Vec2D& vec) const { return vec.x() * x() + vec.y() * y(); }