1574 lines
73 KiB
C#
1574 lines
73 KiB
C#
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// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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// -----------------------------------------------------------------------------
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// Original code from SlimMath project. http://code.google.com/p/slimmath/
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// Greetings to SlimDX Group. Original code published with the following license:
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// -----------------------------------------------------------------------------
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/*
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* Copyright (c) 2007-2011 SlimDX Group
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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using System;
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using System.Globalization;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using SharpDX.Mathematics.Interop;
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namespace SharpDX
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{
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/// <summary>
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/// Represents a two dimensional mathematical vector.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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public struct Vector2 : IEquatable<Vector2>, IFormattable
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{
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/// <summary>
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/// The size of the <see cref="Vector2"/> type, in bytes.
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/// </summary>
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public static readonly int SizeInBytes = Utilities.SizeOf<Vector2>();
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/// <summary>
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/// A <see cref="Vector2"/> with all of its components set to zero.
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/// </summary>
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public static readonly Vector2 Zero = new Vector2();
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/// <summary>
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/// The X unit <see cref="Vector2"/> (1, 0).
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/// </summary>
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public static readonly Vector2 UnitX = new Vector2(1.0f, 0.0f);
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/// <summary>
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/// The Y unit <see cref="Vector2"/> (0, 1).
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/// </summary>
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public static readonly Vector2 UnitY = new Vector2(0.0f, 1.0f);
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/// <summary>
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/// A <see cref="Vector2"/> with all of its components set to one.
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/// </summary>
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public static readonly Vector2 One = new Vector2(1.0f, 1.0f);
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/// <summary>
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/// The X component of the vector.
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/// </summary>
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public float X;
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/// <summary>
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/// The Y component of the vector.
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/// </summary>
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public float Y;
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/// <summary>
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/// Initializes a new instance of the <see cref="Vector2"/> struct.
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/// </summary>
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/// <param name="value">The value that will be assigned to all components.</param>
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public Vector2(float value)
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{
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X = value;
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Y = value;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="Vector2"/> struct.
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/// </summary>
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/// <param name="x">Initial value for the X component of the vector.</param>
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/// <param name="y">Initial value for the Y component of the vector.</param>
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public Vector2(float x, float y)
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{
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X = x;
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Y = y;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="Vector2"/> struct.
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/// </summary>
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/// <param name="values">The values to assign to the X and Y components of the vector. This must be an array with two elements.</param>
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/// <exception cref="ArgumentNullException">Thrown when <paramref name="values"/> is <c>null</c>.</exception>
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/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="values"/> contains more or less than two elements.</exception>
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public Vector2(float[] values)
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{
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if (values == null)
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throw new ArgumentNullException("values");
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if (values.Length != 2)
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throw new ArgumentOutOfRangeException("values", "There must be two and only two input values for Vector2.");
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X = values[0];
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Y = values[1];
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}
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/// <summary>
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/// Gets a value indicting whether this instance is normalized.
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/// </summary>
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public bool IsNormalized
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{
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get { return MathUtil.IsOne((X * X) + (Y * Y)); }
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}
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/// <summary>
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/// Gets a value indicting whether this vector is zero
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/// </summary>
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public bool IsZero
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{
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get { return X == 0 && Y == 0; }
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}
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/// <summary>
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/// Gets or sets the component at the specified index.
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/// </summary>
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/// <value>The value of the X or Y component, depending on the index.</value>
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/// <param name="index">The index of the component to access. Use 0 for the X component and 1 for the Y component.</param>
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/// <returns>The value of the component at the specified index.</returns>
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/// <exception cref="System.ArgumentOutOfRangeException">Thrown when the <paramref name="index"/> is out of the range [0, 1].</exception>
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public float this[int index]
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{
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get
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{
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switch (index)
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{
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case 0: return X;
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case 1: return Y;
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}
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throw new ArgumentOutOfRangeException("index", "Indices for Vector2 run from 0 to 1, inclusive.");
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}
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set
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{
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switch (index)
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{
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case 0: X = value; break;
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case 1: Y = value; break;
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default: throw new ArgumentOutOfRangeException("index", "Indices for Vector2 run from 0 to 1, inclusive.");
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}
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}
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}
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/// <summary>
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/// Calculates the length of the vector.
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/// </summary>
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/// <returns>The length of the vector.</returns>
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/// <remarks>
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/// <see cref="Vector2.LengthSquared"/> may be preferred when only the relative length is needed
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/// and speed is of the essence.
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/// </remarks>
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public float Length()
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{
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return (float)Math.Sqrt((X * X) + (Y * Y));
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}
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/// <summary>
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/// Calculates the squared length of the vector.
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/// </summary>
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/// <returns>The squared length of the vector.</returns>
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/// <remarks>
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/// This method may be preferred to <see cref="Vector2.Length"/> when only a relative length is needed
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/// and speed is of the essence.
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/// </remarks>
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public float LengthSquared()
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{
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return (X * X) + (Y * Y);
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}
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/// <summary>
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/// Converts the vector into a unit vector.
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/// </summary>
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public void Normalize()
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{
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float length = Length();
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if (!MathUtil.IsZero(length))
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{
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float inv = 1.0f / length;
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X *= inv;
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Y *= inv;
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}
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}
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/// <summary>
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/// Creates an array containing the elements of the vector.
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/// </summary>
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/// <returns>A two-element array containing the components of the vector.</returns>
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public float[] ToArray()
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{
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return new float[] { X, Y };
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}
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/// <summary>
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/// Adds two vectors.
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/// </summary>
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/// <param name="left">The first vector to add.</param>
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/// <param name="right">The second vector to add.</param>
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/// <param name="result">When the method completes, contains the sum of the two vectors.</param>
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public static void Add(ref Vector2 left, ref Vector2 right, out Vector2 result)
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{
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result = new Vector2(left.X + right.X, left.Y + right.Y);
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}
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/// <summary>
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/// Adds two vectors.
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/// </summary>
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/// <param name="left">The first vector to add.</param>
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/// <param name="right">The second vector to add.</param>
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/// <returns>The sum of the two vectors.</returns>
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public static Vector2 Add(Vector2 left, Vector2 right)
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{
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return new Vector2(left.X + right.X, left.Y + right.Y);
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}
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/// <summary>
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/// Perform a component-wise addition
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/// </summary>
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/// <param name="left">The input vector</param>
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/// <param name="right">The scalar value to be added to elements</param>
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/// <param name="result">The vector with added scalar for each element.</param>
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public static void Add(ref Vector2 left, ref float right, out Vector2 result)
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{
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result = new Vector2(left.X + right, left.Y + right);
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}
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/// <summary>
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/// Perform a component-wise addition
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/// </summary>
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/// <param name="left">The input vector</param>
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/// <param name="right">The scalar value to be added to elements</param>
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/// <returns>The vector with added scalar for each element.</returns>
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public static Vector2 Add(Vector2 left, float right)
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{
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return new Vector2(left.X + right, left.Y + right);
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}
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/// <summary>
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/// Subtracts two vectors.
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/// </summary>
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/// <param name="left">The first vector to subtract.</param>
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/// <param name="right">The second vector to subtract.</param>
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/// <param name="result">When the method completes, contains the difference of the two vectors.</param>
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public static void Subtract(ref Vector2 left, ref Vector2 right, out Vector2 result)
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{
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result = new Vector2(left.X - right.X, left.Y - right.Y);
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}
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/// <summary>
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/// Subtracts two vectors.
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/// </summary>
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/// <param name="left">The first vector to subtract.</param>
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/// <param name="right">The second vector to subtract.</param>
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/// <returns>The difference of the two vectors.</returns>
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public static Vector2 Subtract(Vector2 left, Vector2 right)
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{
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return new Vector2(left.X - right.X, left.Y - right.Y);
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}
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/// <summary>
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/// Perform a component-wise subtraction
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/// </summary>
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/// <param name="left">The input vector</param>
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/// <param name="right">The scalar value to be subtraced from elements</param>
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/// <param name="result">The vector with subtracted scalar for each element.</param>
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public static void Subtract(ref Vector2 left, ref float right, out Vector2 result)
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{
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result = new Vector2(left.X - right, left.Y - right);
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}
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/// <summary>
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/// Perform a component-wise subtraction
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/// </summary>
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/// <param name="left">The input vector</param>
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/// <param name="right">The scalar value to be subtraced from elements</param>
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/// <returns>The vector with subtracted scalar for each element.</returns>
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public static Vector2 Subtract(Vector2 left, float right)
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{
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return new Vector2(left.X - right, left.Y - right);
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}
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/// <summary>
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/// Perform a component-wise subtraction
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/// </summary>
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|||
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/// <param name="left">The scalar value to be subtraced from elements</param>
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/// <param name="right">The input vector</param>
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/// <param name="result">The vector with subtracted scalar for each element.</param>
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public static void Subtract(ref float left, ref Vector2 right, out Vector2 result)
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{
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result = new Vector2(left - right.X, left - right.Y);
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}
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/// <summary>
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/// Perform a component-wise subtraction
|
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/// </summary>
|
|||
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/// <param name="left">The scalar value to be subtraced from elements</param>
|
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/// <param name="right">The input vector</param>
|
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/// <returns>The vector with subtracted scalar for each element.</returns>
|
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public static Vector2 Subtract(float left, Vector2 right)
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{
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return new Vector2(left - right.X, left - right.Y);
|
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}
|
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/// <summary>
|
|||
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/// Scales a vector by the given value.
|
|||
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/// </summary>
|
|||
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/// <param name="value">The vector to scale.</param>
|
|||
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/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
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/// <param name="result">When the method completes, contains the scaled vector.</param>
|
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|
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public static void Multiply(ref Vector2 value, float scale, out Vector2 result)
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{
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|||
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result = new Vector2(value.X * scale, value.Y * scale);
|
|||
|
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}
|
|||
|
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|
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/// <summary>
|
|||
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/// Scales a vector by the given value.
|
|||
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/// </summary>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <returns>The scaled vector.</returns>
|
|||
|
|
public static Vector2 Multiply(Vector2 value, float scale)
|
|||
|
|
{
|
|||
|
|
return new Vector2(value.X * scale, value.Y * scale);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Multiplies a vector with another by performing component-wise multiplication.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first vector to multiply.</param>
|
|||
|
|
/// <param name="right">The second vector to multiply.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the multiplied vector.</param>
|
|||
|
|
public static void Multiply(ref Vector2 left, ref Vector2 right, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result = new Vector2(left.X * right.X, left.Y * right.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Multiplies a vector with another by performing component-wise multiplication.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first vector to multiply.</param>
|
|||
|
|
/// <param name="right">The second vector to multiply.</param>
|
|||
|
|
/// <returns>The multiplied vector.</returns>
|
|||
|
|
public static Vector2 Multiply(Vector2 left, Vector2 right)
|
|||
|
|
{
|
|||
|
|
return new Vector2(left.X * right.X, left.Y * right.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Scales a vector by the given value.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the scaled vector.</param>
|
|||
|
|
public static void Divide(ref Vector2 value, float scale, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result = new Vector2(value.X / scale, value.Y / scale);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Scales a vector by the given value.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <returns>The scaled vector.</returns>
|
|||
|
|
public static Vector2 Divide(Vector2 value, float scale)
|
|||
|
|
{
|
|||
|
|
return new Vector2(value.X / scale, value.Y / scale);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Scales a vector by the given value.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the scaled vector.</param>
|
|||
|
|
public static void Divide(float scale,ref Vector2 value, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result = new Vector2(scale / value.X, scale / value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Scales a vector by the given value.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <returns>The scaled vector.</returns>
|
|||
|
|
public static Vector2 Divide(float scale, Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector2(scale / value.X, scale / value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Reverses the direction of a given vector.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to negate.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains a vector facing in the opposite direction.</param>
|
|||
|
|
public static void Negate(ref Vector2 value, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result = new Vector2(-value.X, -value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Reverses the direction of a given vector.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to negate.</param>
|
|||
|
|
/// <returns>A vector facing in the opposite direction.</returns>
|
|||
|
|
public static Vector2 Negate(Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector2(-value.X, -value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns per component absolute value of a vector
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">Input vector</param>
|
|||
|
|
/// <param name="result">When the method completes, contains a vector with each component being the absolute value of the input component</param>
|
|||
|
|
public static void Abs(ref Vector2 value, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result = new Vector2(value.X > 0.0f ? value.X : -value.X,
|
|||
|
|
value.Y > 0.0f ? value.Y : -value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns per component absolute value of a vector
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">Input vector</param>
|
|||
|
|
/// <returns>A vector with each component being the absolute value of the input component</returns>
|
|||
|
|
public static Vector2 Abs(Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector2(
|
|||
|
|
value.X > 0.0f ? value.X : -value.X,
|
|||
|
|
value.Y > 0.0f ? value.Y : -value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a <see cref="Vector2"/> containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">A <see cref="Vector2"/> containing the 2D Cartesian coordinates of vertex 1 of the triangle.</param>
|
|||
|
|
/// <param name="value2">A <see cref="Vector2"/> containing the 2D Cartesian coordinates of vertex 2 of the triangle.</param>
|
|||
|
|
/// <param name="value3">A <see cref="Vector2"/> containing the 2D Cartesian coordinates of vertex 3 of the triangle.</param>
|
|||
|
|
/// <param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
|
|||
|
|
/// <param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the 2D Cartesian coordinates of the specified point.</param>
|
|||
|
|
public static void Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result = new Vector2((value1.X + (amount1 * (value2.X - value1.X))) + (amount2 * (value3.X - value1.X)),
|
|||
|
|
(value1.Y + (amount1 * (value2.Y - value1.Y))) + (amount2 * (value3.Y - value1.Y)));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a <see cref="Vector2"/> containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">A <see cref="Vector2"/> containing the 2D Cartesian coordinates of vertex 1 of the triangle.</param>
|
|||
|
|
/// <param name="value2">A <see cref="Vector2"/> containing the 2D Cartesian coordinates of vertex 2 of the triangle.</param>
|
|||
|
|
/// <param name="value3">A <see cref="Vector2"/> containing the 2D Cartesian coordinates of vertex 3 of the triangle.</param>
|
|||
|
|
/// <param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
|
|||
|
|
/// <param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
|
|||
|
|
/// <returns>A new <see cref="Vector2"/> containing the 2D Cartesian coordinates of the specified point.</returns>
|
|||
|
|
public static Vector2 Barycentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Restricts a value to be within a specified range.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The value to clamp.</param>
|
|||
|
|
/// <param name="min">The minimum value.</param>
|
|||
|
|
/// <param name="max">The maximum value.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the clamped value.</param>
|
|||
|
|
public static void Clamp(ref Vector2 value, ref Vector2 min, ref Vector2 max, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
float x = value.X;
|
|||
|
|
x = (x > max.X) ? max.X : x;
|
|||
|
|
x = (x < min.X) ? min.X : x;
|
|||
|
|
|
|||
|
|
float y = value.Y;
|
|||
|
|
y = (y > max.Y) ? max.Y : y;
|
|||
|
|
y = (y < min.Y) ? min.Y : y;
|
|||
|
|
|
|||
|
|
result = new Vector2(x, y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Restricts a value to be within a specified range.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The value to clamp.</param>
|
|||
|
|
/// <param name="min">The minimum value.</param>
|
|||
|
|
/// <param name="max">The maximum value.</param>
|
|||
|
|
/// <returns>The clamped value.</returns>
|
|||
|
|
public static Vector2 Clamp(Vector2 value, Vector2 min, Vector2 max)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
Clamp(ref value, ref min, ref max, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Saturates this instance in the range [0,1]
|
|||
|
|
/// </summary>
|
|||
|
|
public void Saturate()
|
|||
|
|
{
|
|||
|
|
X = X < 0.0f ? 0.0f : X > 1.0f ? 1.0f : X;
|
|||
|
|
Y = Y < 0.0f ? 0.0f : Y > 1.0f ? 1.0f : Y;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Calculates the distance between two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">The first vector.</param>
|
|||
|
|
/// <param name="value2">The second vector.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the distance between the two vectors.</param>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// <see cref="Vector2.DistanceSquared(ref Vector2, ref Vector2, out float)"/> may be preferred when only the relative distance is needed
|
|||
|
|
/// and speed is of the essence.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static void Distance(ref Vector2 value1, ref Vector2 value2, out float result)
|
|||
|
|
{
|
|||
|
|
float x = value1.X - value2.X;
|
|||
|
|
float y = value1.Y - value2.Y;
|
|||
|
|
|
|||
|
|
result = (float)Math.Sqrt((x * x) + (y * y));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Calculates the distance between two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">The first vector.</param>
|
|||
|
|
/// <param name="value2">The second vector.</param>
|
|||
|
|
/// <returns>The distance between the two vectors.</returns>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// <see cref="Vector2.DistanceSquared(Vector2, Vector2)"/> may be preferred when only the relative distance is needed
|
|||
|
|
/// and speed is of the essence.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static float Distance(Vector2 value1, Vector2 value2)
|
|||
|
|
{
|
|||
|
|
float x = value1.X - value2.X;
|
|||
|
|
float y = value1.Y - value2.Y;
|
|||
|
|
|
|||
|
|
return (float)Math.Sqrt((x * x) + (y * y));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Calculates the squared distance between two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">The first vector.</param>
|
|||
|
|
/// <param name="value2">The second vector</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the squared distance between the two vectors.</param>
|
|||
|
|
/// <remarks>Distance squared is the value before taking the square root.
|
|||
|
|
/// Distance squared can often be used in place of distance if relative comparisons are being made.
|
|||
|
|
/// For example, consider three points A, B, and C. To determine whether B or C is further from A,
|
|||
|
|
/// compare the distance between A and B to the distance between A and C. Calculating the two distances
|
|||
|
|
/// involves two square roots, which are computationally expensive. However, using distance squared
|
|||
|
|
/// provides the same information and avoids calculating two square roots.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static void DistanceSquared(ref Vector2 value1, ref Vector2 value2, out float result)
|
|||
|
|
{
|
|||
|
|
float x = value1.X - value2.X;
|
|||
|
|
float y = value1.Y - value2.Y;
|
|||
|
|
|
|||
|
|
result = (x * x) + (y * y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Calculates the squared distance between two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">The first vector.</param>
|
|||
|
|
/// <param name="value2">The second vector.</param>
|
|||
|
|
/// <returns>The squared distance between the two vectors.</returns>
|
|||
|
|
/// <remarks>Distance squared is the value before taking the square root.
|
|||
|
|
/// Distance squared can often be used in place of distance if relative comparisons are being made.
|
|||
|
|
/// For example, consider three points A, B, and C. To determine whether B or C is further from A,
|
|||
|
|
/// compare the distance between A and B to the distance between A and C. Calculating the two distances
|
|||
|
|
/// involves two square roots, which are computationally expensive. However, using distance squared
|
|||
|
|
/// provides the same information and avoids calculating two square roots.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static float DistanceSquared(Vector2 value1, Vector2 value2)
|
|||
|
|
{
|
|||
|
|
float x = value1.X - value2.X;
|
|||
|
|
float y = value1.Y - value2.Y;
|
|||
|
|
|
|||
|
|
return (x * x) + (y * y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Calculates the dot product of two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">First source vector.</param>
|
|||
|
|
/// <param name="right">Second source vector.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the dot product of the two vectors.</param>
|
|||
|
|
public static void Dot(ref Vector2 left, ref Vector2 right, out float result)
|
|||
|
|
{
|
|||
|
|
result = (left.X * right.X) + (left.Y * right.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Calculates the dot product of two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">First source vector.</param>
|
|||
|
|
/// <param name="right">Second source vector.</param>
|
|||
|
|
/// <returns>The dot product of the two vectors.</returns>
|
|||
|
|
public static float Dot(Vector2 left, Vector2 right)
|
|||
|
|
{
|
|||
|
|
return (left.X * right.X) + (left.Y * right.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Converts the vector into a unit vector.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to normalize.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the normalized vector.</param>
|
|||
|
|
public static void Normalize(ref Vector2 value, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result = value;
|
|||
|
|
result.Normalize();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Converts the vector into a unit vector.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to normalize.</param>
|
|||
|
|
/// <returns>The normalized vector.</returns>
|
|||
|
|
public static Vector2 Normalize(Vector2 value)
|
|||
|
|
{
|
|||
|
|
value.Normalize();
|
|||
|
|
return value;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a linear interpolation between two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="start">Start vector.</param>
|
|||
|
|
/// <param name="end">End vector.</param>
|
|||
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the linear interpolation of the two vectors.</param>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static void Lerp(ref Vector2 start, ref Vector2 end, float amount, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result.X = MathUtil.Lerp(start.X, end.X, amount);
|
|||
|
|
result.Y = MathUtil.Lerp(start.Y, end.Y, amount);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a linear interpolation between two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="start">Start vector.</param>
|
|||
|
|
/// <param name="end">End vector.</param>
|
|||
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
|
|||
|
|
/// <returns>The linear interpolation of the two vectors.</returns>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static Vector2 Lerp(Vector2 start, Vector2 end, float amount)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
Lerp(ref start, ref end, amount, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a cubic interpolation between two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="start">Start vector.</param>
|
|||
|
|
/// <param name="end">End vector.</param>
|
|||
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the cubic interpolation of the two vectors.</param>
|
|||
|
|
public static void SmoothStep(ref Vector2 start, ref Vector2 end, float amount, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
amount = MathUtil.SmoothStep(amount);
|
|||
|
|
Lerp(ref start, ref end, amount, out result);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a cubic interpolation between two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="start">Start vector.</param>
|
|||
|
|
/// <param name="end">End vector.</param>
|
|||
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
|
|||
|
|
/// <returns>The cubic interpolation of the two vectors.</returns>
|
|||
|
|
public static Vector2 SmoothStep(Vector2 start, Vector2 end, float amount)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
SmoothStep(ref start, ref end, amount, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a Hermite spline interpolation.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">First source position vector.</param>
|
|||
|
|
/// <param name="tangent1">First source tangent vector.</param>
|
|||
|
|
/// <param name="value2">Second source position vector.</param>
|
|||
|
|
/// <param name="tangent2">Second source tangent vector.</param>
|
|||
|
|
/// <param name="amount">Weighting factor.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the result of the Hermite spline interpolation.</param>
|
|||
|
|
public static void Hermite(ref Vector2 value1, ref Vector2 tangent1, ref Vector2 value2, ref Vector2 tangent2, float amount, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
float squared = amount * amount;
|
|||
|
|
float cubed = amount * squared;
|
|||
|
|
float part1 = ((2.0f * cubed) - (3.0f * squared)) + 1.0f;
|
|||
|
|
float part2 = (-2.0f * cubed) + (3.0f * squared);
|
|||
|
|
float part3 = (cubed - (2.0f * squared)) + amount;
|
|||
|
|
float part4 = cubed - squared;
|
|||
|
|
|
|||
|
|
result.X = (((value1.X * part1) + (value2.X * part2)) + (tangent1.X * part3)) + (tangent2.X * part4);
|
|||
|
|
result.Y = (((value1.Y * part1) + (value2.Y * part2)) + (tangent1.Y * part3)) + (tangent2.Y * part4);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a Hermite spline interpolation.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">First source position vector.</param>
|
|||
|
|
/// <param name="tangent1">First source tangent vector.</param>
|
|||
|
|
/// <param name="value2">Second source position vector.</param>
|
|||
|
|
/// <param name="tangent2">Second source tangent vector.</param>
|
|||
|
|
/// <param name="amount">Weighting factor.</param>
|
|||
|
|
/// <returns>The result of the Hermite spline interpolation.</returns>
|
|||
|
|
public static Vector2 Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a Catmull-Rom interpolation using the specified positions.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">The first position in the interpolation.</param>
|
|||
|
|
/// <param name="value2">The second position in the interpolation.</param>
|
|||
|
|
/// <param name="value3">The third position in the interpolation.</param>
|
|||
|
|
/// <param name="value4">The fourth position in the interpolation.</param>
|
|||
|
|
/// <param name="amount">Weighting factor.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the result of the Catmull-Rom interpolation.</param>
|
|||
|
|
public static void CatmullRom(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, ref Vector2 value4, float amount, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
float squared = amount * amount;
|
|||
|
|
float cubed = amount * squared;
|
|||
|
|
|
|||
|
|
result.X = 0.5f * ((((2.0f * value2.X) + ((-value1.X + value3.X) * amount)) +
|
|||
|
|
(((((2.0f * value1.X) - (5.0f * value2.X)) + (4.0f * value3.X)) - value4.X) * squared)) +
|
|||
|
|
((((-value1.X + (3.0f * value2.X)) - (3.0f * value3.X)) + value4.X) * cubed));
|
|||
|
|
|
|||
|
|
result.Y = 0.5f * ((((2.0f * value2.Y) + ((-value1.Y + value3.Y) * amount)) +
|
|||
|
|
(((((2.0f * value1.Y) - (5.0f * value2.Y)) + (4.0f * value3.Y)) - value4.Y) * squared)) +
|
|||
|
|
((((-value1.Y + (3.0f * value2.Y)) - (3.0f * value3.Y)) + value4.Y) * cubed));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a Catmull-Rom interpolation using the specified positions.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value1">The first position in the interpolation.</param>
|
|||
|
|
/// <param name="value2">The second position in the interpolation.</param>
|
|||
|
|
/// <param name="value3">The third position in the interpolation.</param>
|
|||
|
|
/// <param name="value4">The fourth position in the interpolation.</param>
|
|||
|
|
/// <param name="amount">Weighting factor.</param>
|
|||
|
|
/// <returns>A vector that is the result of the Catmull-Rom interpolation.</returns>
|
|||
|
|
public static Vector2 CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a vector containing the largest components of the specified vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first source vector.</param>
|
|||
|
|
/// <param name="right">The second source vector.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains an new vector composed of the largest components of the source vectors.</param>
|
|||
|
|
public static void Max(ref Vector2 left, ref Vector2 right, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result.X = (left.X > right.X) ? left.X : right.X;
|
|||
|
|
result.Y = (left.Y > right.Y) ? left.Y : right.Y;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a vector containing the largest components of the specified vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first source vector.</param>
|
|||
|
|
/// <param name="right">The second source vector.</param>
|
|||
|
|
/// <returns>A vector containing the largest components of the source vectors.</returns>
|
|||
|
|
public static Vector2 Max(Vector2 left, Vector2 right)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
Max(ref left, ref right, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a vector containing the smallest components of the specified vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first source vector.</param>
|
|||
|
|
/// <param name="right">The second source vector.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains an new vector composed of the smallest components of the source vectors.</param>
|
|||
|
|
public static void Min(ref Vector2 left, ref Vector2 right, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result.X = (left.X < right.X) ? left.X : right.X;
|
|||
|
|
result.Y = (left.Y < right.Y) ? left.Y : right.Y;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a vector containing the smallest components of the specified vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first source vector.</param>
|
|||
|
|
/// <param name="right">The second source vector.</param>
|
|||
|
|
/// <returns>A vector containing the smallest components of the source vectors.</returns>
|
|||
|
|
public static Vector2 Min(Vector2 left, Vector2 right)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
Min(ref left, ref right, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns the reflection of a vector off a surface that has the specified normal.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="vector">The source vector.</param>
|
|||
|
|
/// <param name="normal">Normal of the surface.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the reflected vector.</param>
|
|||
|
|
/// <remarks>Reflect only gives the direction of a reflection off a surface, it does not determine
|
|||
|
|
/// whether the original vector was close enough to the surface to hit it.</remarks>
|
|||
|
|
public static void Reflect(ref Vector2 vector, ref Vector2 normal, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
float dot = (vector.X * normal.X) + (vector.Y * normal.Y);
|
|||
|
|
|
|||
|
|
result.X = vector.X - ((2.0f * dot) * normal.X);
|
|||
|
|
result.Y = vector.Y - ((2.0f * dot) * normal.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns the reflection of a vector off a surface that has the specified normal.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="vector">The source vector.</param>
|
|||
|
|
/// <param name="normal">Normal of the surface.</param>
|
|||
|
|
/// <returns>The reflected vector.</returns>
|
|||
|
|
/// <remarks>Reflect only gives the direction of a reflection off a surface, it does not determine
|
|||
|
|
/// whether the original vector was close enough to the surface to hit it.</remarks>
|
|||
|
|
public static Vector2 Reflect(Vector2 vector, Vector2 normal)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
Reflect(ref vector, ref normal, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Orthogonalizes a list of vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="destination">The list of orthogonalized vectors.</param>
|
|||
|
|
/// <param name="source">The list of vectors to orthogonalize.</param>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// <para>Orthogonalization is the process of making all vectors orthogonal to each other. This
|
|||
|
|
/// means that any given vector in the list will be orthogonal to any other given vector in the
|
|||
|
|
/// list.</para>
|
|||
|
|
/// <para>Because this method uses the modified Gram-Schmidt process, the resulting vectors
|
|||
|
|
/// tend to be numerically unstable. The numeric stability decreases according to the vectors
|
|||
|
|
/// position in the list so that the first vector is the most stable and the last vector is the
|
|||
|
|
/// least stable.</para>
|
|||
|
|
/// </remarks>
|
|||
|
|
/// <exception cref="ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
|
|||
|
|
/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
|
|||
|
|
public static void Orthogonalize(Vector2[] destination, params Vector2[] source)
|
|||
|
|
{
|
|||
|
|
//Uses the modified Gram-Schmidt process.
|
|||
|
|
//q1 = m1
|
|||
|
|
//q2 = m2 - ((q1 ⋅ m2) / (q1 ⋅ q1)) * q1
|
|||
|
|
//q3 = m3 - ((q1 ⋅ m3) / (q1 ⋅ q1)) * q1 - ((q2 ⋅ m3) / (q2 ⋅ q2)) * q2
|
|||
|
|
//q4 = m4 - ((q1 ⋅ m4) / (q1 ⋅ q1)) * q1 - ((q2 ⋅ m4) / (q2 ⋅ q2)) * q2 - ((q3 ⋅ m4) / (q3 ⋅ q3)) * q3
|
|||
|
|
//q5 = ...
|
|||
|
|
|
|||
|
|
if (source == null)
|
|||
|
|
throw new ArgumentNullException("source");
|
|||
|
|
if (destination == null)
|
|||
|
|
throw new ArgumentNullException("destination");
|
|||
|
|
if (destination.Length < source.Length)
|
|||
|
|
throw new ArgumentOutOfRangeException("destination", "The destination array must be of same length or larger length than the source array.");
|
|||
|
|
|
|||
|
|
for (int i = 0; i < source.Length; ++i)
|
|||
|
|
{
|
|||
|
|
Vector2 newvector = source[i];
|
|||
|
|
|
|||
|
|
for (int r = 0; r < i; ++r)
|
|||
|
|
{
|
|||
|
|
newvector -= (Vector2.Dot(destination[r], newvector) / Vector2.Dot(destination[r], destination[r])) * destination[r];
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
destination[i] = newvector;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Orthonormalizes a list of vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="destination">The list of orthonormalized vectors.</param>
|
|||
|
|
/// <param name="source">The list of vectors to orthonormalize.</param>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// <para>Orthonormalization is the process of making all vectors orthogonal to each
|
|||
|
|
/// other and making all vectors of unit length. This means that any given vector will
|
|||
|
|
/// be orthogonal to any other given vector in the list.</para>
|
|||
|
|
/// <para>Because this method uses the modified Gram-Schmidt process, the resulting vectors
|
|||
|
|
/// tend to be numerically unstable. The numeric stability decreases according to the vectors
|
|||
|
|
/// position in the list so that the first vector is the most stable and the last vector is the
|
|||
|
|
/// least stable.</para>
|
|||
|
|
/// </remarks>
|
|||
|
|
/// <exception cref="ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
|
|||
|
|
/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
|
|||
|
|
public static void Orthonormalize(Vector2[] destination, params Vector2[] source)
|
|||
|
|
{
|
|||
|
|
//Uses the modified Gram-Schmidt process.
|
|||
|
|
//Because we are making unit vectors, we can optimize the math for orthogonalization
|
|||
|
|
//and simplify the projection operation to remove the division.
|
|||
|
|
//q1 = m1 / |m1|
|
|||
|
|
//q2 = (m2 - (q1 ⋅ m2) * q1) / |m2 - (q1 ⋅ m2) * q1|
|
|||
|
|
//q3 = (m3 - (q1 ⋅ m3) * q1 - (q2 ⋅ m3) * q2) / |m3 - (q1 ⋅ m3) * q1 - (q2 ⋅ m3) * q2|
|
|||
|
|
//q4 = (m4 - (q1 ⋅ m4) * q1 - (q2 ⋅ m4) * q2 - (q3 ⋅ m4) * q3) / |m4 - (q1 ⋅ m4) * q1 - (q2 ⋅ m4) * q2 - (q3 ⋅ m4) * q3|
|
|||
|
|
//q5 = ...
|
|||
|
|
|
|||
|
|
if (source == null)
|
|||
|
|
throw new ArgumentNullException("source");
|
|||
|
|
if (destination == null)
|
|||
|
|
throw new ArgumentNullException("destination");
|
|||
|
|
if (destination.Length < source.Length)
|
|||
|
|
throw new ArgumentOutOfRangeException("destination", "The destination array must be of same length or larger length than the source array.");
|
|||
|
|
|
|||
|
|
for (int i = 0; i < source.Length; ++i)
|
|||
|
|
{
|
|||
|
|
Vector2 newvector = source[i];
|
|||
|
|
|
|||
|
|
for (int r = 0; r < i; ++r)
|
|||
|
|
{
|
|||
|
|
newvector -= Vector2.Dot(destination[r], newvector) * destination[r];
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
newvector.Normalize();
|
|||
|
|
destination[i] = newvector;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Transforms a 2D vector by the given <see cref="Quaternion"/> rotation.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="vector">The vector to rotate.</param>
|
|||
|
|
/// <param name="rotation">The <see cref="Quaternion"/> rotation to apply.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the transformed <see cref="Vector4"/>.</param>
|
|||
|
|
public static void Transform(ref Vector2 vector, ref Quaternion rotation, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
float x = rotation.X + rotation.X;
|
|||
|
|
float y = rotation.Y + rotation.Y;
|
|||
|
|
float z = rotation.Z + rotation.Z;
|
|||
|
|
float wz = rotation.W * z;
|
|||
|
|
float xx = rotation.X * x;
|
|||
|
|
float xy = rotation.X * y;
|
|||
|
|
float yy = rotation.Y * y;
|
|||
|
|
float zz = rotation.Z * z;
|
|||
|
|
|
|||
|
|
result = new Vector2((vector.X * (1.0f - yy - zz)) + (vector.Y * (xy - wz)), (vector.X * (xy + wz)) + (vector.Y * (1.0f - xx - zz)));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Transforms a 2D vector by the given <see cref="Quaternion"/> rotation.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="vector">The vector to rotate.</param>
|
|||
|
|
/// <param name="rotation">The <see cref="Quaternion"/> rotation to apply.</param>
|
|||
|
|
/// <returns>The transformed <see cref="Vector4"/>.</returns>
|
|||
|
|
public static Vector2 Transform(Vector2 vector, Quaternion rotation)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
Transform(ref vector, ref rotation, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Transforms an array of vectors by the given <see cref="Quaternion"/> rotation.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="source">The array of vectors to transform.</param>
|
|||
|
|
/// <param name="rotation">The <see cref="Quaternion"/> rotation to apply.</param>
|
|||
|
|
/// <param name="destination">The array for which the transformed vectors are stored.
|
|||
|
|
/// This array may be the same array as <paramref name="source"/>.</param>
|
|||
|
|
/// <exception cref="ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
|
|||
|
|
/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
|
|||
|
|
public static void Transform(Vector2[] source, ref Quaternion rotation, Vector2[] destination)
|
|||
|
|
{
|
|||
|
|
if (source == null)
|
|||
|
|
throw new ArgumentNullException("source");
|
|||
|
|
if (destination == null)
|
|||
|
|
throw new ArgumentNullException("destination");
|
|||
|
|
if (destination.Length < source.Length)
|
|||
|
|
throw new ArgumentOutOfRangeException("destination", "The destination array must be of same length or larger length than the source array.");
|
|||
|
|
|
|||
|
|
float x = rotation.X + rotation.X;
|
|||
|
|
float y = rotation.Y + rotation.Y;
|
|||
|
|
float z = rotation.Z + rotation.Z;
|
|||
|
|
float wz = rotation.W * z;
|
|||
|
|
float xx = rotation.X * x;
|
|||
|
|
float xy = rotation.X * y;
|
|||
|
|
float yy = rotation.Y * y;
|
|||
|
|
float zz = rotation.Z * z;
|
|||
|
|
|
|||
|
|
float num1 = (1.0f - yy - zz);
|
|||
|
|
float num2 = (xy - wz);
|
|||
|
|
float num3 = (xy + wz);
|
|||
|
|
float num4 = (1.0f - xx - zz);
|
|||
|
|
|
|||
|
|
for (int i = 0; i < source.Length; ++i)
|
|||
|
|
{
|
|||
|
|
destination[i] = new Vector2(
|
|||
|
|
(source[i].X * num1) + (source[i].Y * num2),
|
|||
|
|
(source[i].X * num3) + (source[i].Y * num4));
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Transforms a 2D vector by the given <see cref="Matrix"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="vector">The source vector.</param>
|
|||
|
|
/// <param name="transform">The transformation <see cref="Matrix"/>.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the transformed <see cref="Vector4"/>.</param>
|
|||
|
|
public static void Transform(ref Vector2 vector, ref Matrix transform, out Vector4 result)
|
|||
|
|
{
|
|||
|
|
result = new Vector4(
|
|||
|
|
(vector.X * transform.M11) + (vector.Y * transform.M21) + transform.M41,
|
|||
|
|
(vector.X * transform.M12) + (vector.Y * transform.M22) + transform.M42,
|
|||
|
|
(vector.X * transform.M13) + (vector.Y * transform.M23) + transform.M43,
|
|||
|
|
(vector.X * transform.M14) + (vector.Y * transform.M24) + transform.M44);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Transforms a 2D vector by the given <see cref="Matrix"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="vector">The source vector.</param>
|
|||
|
|
/// <param name="transform">The transformation <see cref="Matrix"/>.</param>
|
|||
|
|
/// <returns>The transformed <see cref="Vector4"/>.</returns>
|
|||
|
|
public static Vector4 Transform(Vector2 vector, Matrix transform)
|
|||
|
|
{
|
|||
|
|
Vector4 result;
|
|||
|
|
Transform(ref vector, ref transform, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Transforms an array of 2D vectors by the given <see cref="Matrix"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="source">The array of vectors to transform.</param>
|
|||
|
|
/// <param name="transform">The transformation <see cref="Matrix"/>.</param>
|
|||
|
|
/// <param name="destination">The array for which the transformed vectors are stored.</param>
|
|||
|
|
/// <exception cref="ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
|
|||
|
|
/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
|
|||
|
|
public static void Transform(Vector2[] source, ref Matrix transform, Vector4[] destination)
|
|||
|
|
{
|
|||
|
|
if (source == null)
|
|||
|
|
throw new ArgumentNullException("source");
|
|||
|
|
if (destination == null)
|
|||
|
|
throw new ArgumentNullException("destination");
|
|||
|
|
if (destination.Length < source.Length)
|
|||
|
|
throw new ArgumentOutOfRangeException("destination", "The destination array must be of same length or larger length than the source array.");
|
|||
|
|
|
|||
|
|
for (int i = 0; i < source.Length; ++i)
|
|||
|
|
{
|
|||
|
|
Transform(ref source[i], ref transform, out destination[i]);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a coordinate transformation using the given <see cref="Matrix"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="coordinate">The coordinate vector to transform.</param>
|
|||
|
|
/// <param name="transform">The transformation <see cref="Matrix"/>.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the transformed coordinates.</param>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// A coordinate transform performs the transformation with the assumption that the w component
|
|||
|
|
/// is one. The four dimensional vector obtained from the transformation operation has each
|
|||
|
|
/// component in the vector divided by the w component. This forces the w component to be one and
|
|||
|
|
/// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
|
|||
|
|
/// with coordinates as the w component can safely be ignored.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static void TransformCoordinate(ref Vector2 coordinate, ref Matrix transform, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
Vector4 vector = new Vector4();
|
|||
|
|
vector.X = (coordinate.X * transform.M11) + (coordinate.Y * transform.M21) + transform.M41;
|
|||
|
|
vector.Y = (coordinate.X * transform.M12) + (coordinate.Y * transform.M22) + transform.M42;
|
|||
|
|
vector.Z = (coordinate.X * transform.M13) + (coordinate.Y * transform.M23) + transform.M43;
|
|||
|
|
vector.W = 1f / ((coordinate.X * transform.M14) + (coordinate.Y * transform.M24) + transform.M44);
|
|||
|
|
|
|||
|
|
result = new Vector2(vector.X * vector.W, vector.Y * vector.W);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a coordinate transformation using the given <see cref="Matrix"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="coordinate">The coordinate vector to transform.</param>
|
|||
|
|
/// <param name="transform">The transformation <see cref="Matrix"/>.</param>
|
|||
|
|
/// <returns>The transformed coordinates.</returns>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// A coordinate transform performs the transformation with the assumption that the w component
|
|||
|
|
/// is one. The four dimensional vector obtained from the transformation operation has each
|
|||
|
|
/// component in the vector divided by the w component. This forces the w component to be one and
|
|||
|
|
/// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
|
|||
|
|
/// with coordinates as the w component can safely be ignored.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static Vector2 TransformCoordinate(Vector2 coordinate, Matrix transform)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
TransformCoordinate(ref coordinate, ref transform, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a coordinate transformation on an array of vectors using the given <see cref="Matrix"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="source">The array of coordinate vectors to transform.</param>
|
|||
|
|
/// <param name="transform">The transformation <see cref="Matrix"/>.</param>
|
|||
|
|
/// <param name="destination">The array for which the transformed vectors are stored.
|
|||
|
|
/// This array may be the same array as <paramref name="source"/>.</param>
|
|||
|
|
/// <exception cref="ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
|
|||
|
|
/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// A coordinate transform performs the transformation with the assumption that the w component
|
|||
|
|
/// is one. The four dimensional vector obtained from the transformation operation has each
|
|||
|
|
/// component in the vector divided by the w component. This forces the w component to be one and
|
|||
|
|
/// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
|
|||
|
|
/// with coordinates as the w component can safely be ignored.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static void TransformCoordinate(Vector2[] source, ref Matrix transform, Vector2[] destination)
|
|||
|
|
{
|
|||
|
|
if (source == null)
|
|||
|
|
throw new ArgumentNullException("source");
|
|||
|
|
if (destination == null)
|
|||
|
|
throw new ArgumentNullException("destination");
|
|||
|
|
if (destination.Length < source.Length)
|
|||
|
|
throw new ArgumentOutOfRangeException("destination", "The destination array must be of same length or larger length than the source array.");
|
|||
|
|
|
|||
|
|
for (int i = 0; i < source.Length; ++i)
|
|||
|
|
{
|
|||
|
|
TransformCoordinate(ref source[i], ref transform, out destination[i]);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a normal transformation using the given <see cref="Matrix"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="normal">The normal vector to transform.</param>
|
|||
|
|
/// <param name="transform">The transformation <see cref="Matrix"/>.</param>
|
|||
|
|
/// <param name="result">When the method completes, contains the transformed normal.</param>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// A normal transform performs the transformation with the assumption that the w component
|
|||
|
|
/// is zero. This causes the fourth row and fourth column of the matrix to be unused. The
|
|||
|
|
/// end result is a vector that is not translated, but all other transformation properties
|
|||
|
|
/// apply. This is often preferred for normal vectors as normals purely represent direction
|
|||
|
|
/// rather than location because normal vectors should not be translated.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static void TransformNormal(ref Vector2 normal, ref Matrix transform, out Vector2 result)
|
|||
|
|
{
|
|||
|
|
result = new Vector2(
|
|||
|
|
(normal.X * transform.M11) + (normal.Y * transform.M21),
|
|||
|
|
(normal.X * transform.M12) + (normal.Y * transform.M22));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a normal transformation using the given <see cref="Matrix"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="normal">The normal vector to transform.</param>
|
|||
|
|
/// <param name="transform">The transformation <see cref="Matrix"/>.</param>
|
|||
|
|
/// <returns>The transformed normal.</returns>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// A normal transform performs the transformation with the assumption that the w component
|
|||
|
|
/// is zero. This causes the fourth row and fourth column of the matrix to be unused. The
|
|||
|
|
/// end result is a vector that is not translated, but all other transformation properties
|
|||
|
|
/// apply. This is often preferred for normal vectors as normals purely represent direction
|
|||
|
|
/// rather than location because normal vectors should not be translated.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static Vector2 TransformNormal(Vector2 normal, Matrix transform)
|
|||
|
|
{
|
|||
|
|
Vector2 result;
|
|||
|
|
TransformNormal(ref normal, ref transform, out result);
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs a normal transformation on an array of vectors using the given <see cref="Matrix"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="source">The array of normal vectors to transform.</param>
|
|||
|
|
/// <param name="transform">The transformation <see cref="Matrix"/>.</param>
|
|||
|
|
/// <param name="destination">The array for which the transformed vectors are stored.
|
|||
|
|
/// This array may be the same array as <paramref name="source"/>.</param>
|
|||
|
|
/// <exception cref="ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
|
|||
|
|
/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
|
|||
|
|
/// <remarks>
|
|||
|
|
/// A normal transform performs the transformation with the assumption that the w component
|
|||
|
|
/// is zero. This causes the fourth row and fourth column of the matrix to be unused. The
|
|||
|
|
/// end result is a vector that is not translated, but all other transformation properties
|
|||
|
|
/// apply. This is often preferred for normal vectors as normals purely represent direction
|
|||
|
|
/// rather than location because normal vectors should not be translated.
|
|||
|
|
/// </remarks>
|
|||
|
|
public static void TransformNormal(Vector2[] source, ref Matrix transform, Vector2[] destination)
|
|||
|
|
{
|
|||
|
|
if (source == null)
|
|||
|
|
throw new ArgumentNullException("source");
|
|||
|
|
if (destination == null)
|
|||
|
|
throw new ArgumentNullException("destination");
|
|||
|
|
if (destination.Length < source.Length)
|
|||
|
|
throw new ArgumentOutOfRangeException("destination", "The destination array must be of same length or larger length than the source array.");
|
|||
|
|
|
|||
|
|
for (int i = 0; i < source.Length; ++i)
|
|||
|
|
{
|
|||
|
|
TransformNormal(ref source[i], ref transform, out destination[i]);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Adds two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first vector to add.</param>
|
|||
|
|
/// <param name="right">The second vector to add.</param>
|
|||
|
|
/// <returns>The sum of the two vectors.</returns>
|
|||
|
|
public static Vector2 operator +(Vector2 left, Vector2 right)
|
|||
|
|
{
|
|||
|
|
return new Vector2(left.X + right.X, left.Y + right.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Multiplies a vector with another by performing component-wise multiplication equivalent to <see cref="Multiply(ref Vector2,ref Vector2,out Vector2)"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first vector to multiply.</param>
|
|||
|
|
/// <param name="right">The second vector to multiply.</param>
|
|||
|
|
/// <returns>The multiplication of the two vectors.</returns>
|
|||
|
|
public static Vector2 operator *(Vector2 left, Vector2 right)
|
|||
|
|
{
|
|||
|
|
return new Vector2(left.X * right.X, left.Y * right.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Assert a vector (return it unchanged).
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to assert (unchanged).</param>
|
|||
|
|
/// <returns>The asserted (unchanged) vector.</returns>
|
|||
|
|
public static Vector2 operator +(Vector2 value)
|
|||
|
|
{
|
|||
|
|
return value;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Subtracts two vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first vector to subtract.</param>
|
|||
|
|
/// <param name="right">The second vector to subtract.</param>
|
|||
|
|
/// <returns>The difference of the two vectors.</returns>
|
|||
|
|
public static Vector2 operator -(Vector2 left, Vector2 right)
|
|||
|
|
{
|
|||
|
|
return new Vector2(left.X - right.X, left.Y - right.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Reverses the direction of a given vector.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to negate.</param>
|
|||
|
|
/// <returns>A vector facing in the opposite direction.</returns>
|
|||
|
|
public static Vector2 operator -(Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector2(-value.X, -value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Scales a vector by the given value.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <returns>The scaled vector.</returns>
|
|||
|
|
public static Vector2 operator *(float scale, Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector2(value.X * scale, value.Y * scale);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Scales a vector by the given value.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <returns>The scaled vector.</returns>
|
|||
|
|
public static Vector2 operator *(Vector2 value, float scale)
|
|||
|
|
{
|
|||
|
|
return new Vector2(value.X * scale, value.Y * scale);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Scales a vector by the given value.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <returns>The scaled vector.</returns>
|
|||
|
|
public static Vector2 operator /(Vector2 value, float scale)
|
|||
|
|
{
|
|||
|
|
return new Vector2(value.X / scale, value.Y / scale);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Scales a vector by the given value.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <returns>The scaled vector.</returns>
|
|||
|
|
public static Vector2 operator /(float scale , Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector2(scale / value.X, scale / value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Scales a vector by the given value.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The vector to scale.</param>
|
|||
|
|
/// <param name="scale">The amount by which to scale the vector.</param>
|
|||
|
|
/// <returns>The scaled vector.</returns>
|
|||
|
|
public static Vector2 operator /(Vector2 value, Vector2 scale)
|
|||
|
|
{
|
|||
|
|
return new Vector2(value.X / scale.X, value.Y / scale.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Perform a component-wise addition
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The input vector.</param>
|
|||
|
|
/// <param name="scalar">The scalar value to be added on elements</param>
|
|||
|
|
/// <returns>The vector with added scalar for each element.</returns>
|
|||
|
|
public static Vector2 operator +(Vector2 value, float scalar)
|
|||
|
|
{
|
|||
|
|
return new Vector2(value.X + scalar, value.Y + scalar);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Perform a component-wise addition
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The input vector.</param>
|
|||
|
|
/// <param name="scalar">The scalar value to be added on elements</param>
|
|||
|
|
/// <returns>The vector with added scalar for each element.</returns>
|
|||
|
|
public static Vector2 operator +(float scalar, Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector2(scalar + value.X, scalar + value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Perform a component-wise subtraction
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The input vector.</param>
|
|||
|
|
/// <param name="scalar">The scalar value to be subtraced from elements</param>
|
|||
|
|
/// <returns>The vector with subtraced scalar from each element.</returns>
|
|||
|
|
public static Vector2 operator -(Vector2 value, float scalar)
|
|||
|
|
{
|
|||
|
|
return new Vector2(value.X - scalar, value.Y - scalar);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Perform a component-wise subtraction
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The input vector.</param>
|
|||
|
|
/// <param name="scalar">The scalar value to be subtraced from elements</param>
|
|||
|
|
/// <returns>The vector with subtraced scalar from each element.</returns>
|
|||
|
|
public static Vector2 operator -(float scalar, Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector2(scalar - value.X, scalar - value.Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Tests for equality between two objects.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first value to compare.</param>
|
|||
|
|
/// <param name="right">The second value to compare.</param>
|
|||
|
|
/// <returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>
|
|||
|
|
[MethodImpl((MethodImplOptions)0x100)] // MethodImplOptions.AggressiveInlining
|
|||
|
|
public static bool operator ==(Vector2 left, Vector2 right)
|
|||
|
|
{
|
|||
|
|
return left.Equals(ref right);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Tests for inequality between two objects.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="left">The first value to compare.</param>
|
|||
|
|
/// <param name="right">The second value to compare.</param>
|
|||
|
|
/// <returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>
|
|||
|
|
[MethodImpl((MethodImplOptions)0x100)] // MethodImplOptions.AggressiveInlining
|
|||
|
|
public static bool operator !=(Vector2 left, Vector2 right)
|
|||
|
|
{
|
|||
|
|
return !left.Equals(ref right);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs an explicit conversion from <see cref="Vector2"/> to <see cref="Vector3"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The value.</param>
|
|||
|
|
/// <returns>The result of the conversion.</returns>
|
|||
|
|
public static explicit operator Vector3(Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector3(value, 0.0f);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs an explicit conversion from <see cref="Vector2"/> to <see cref="Vector4"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The value.</param>
|
|||
|
|
/// <returns>The result of the conversion.</returns>
|
|||
|
|
public static explicit operator Vector4(Vector2 value)
|
|||
|
|
{
|
|||
|
|
return new Vector4(value, 0.0f, 0.0f);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a <see cref="System.String"/> that represents this instance.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <returns>
|
|||
|
|
/// A <see cref="System.String"/> that represents this instance.
|
|||
|
|
/// </returns>
|
|||
|
|
public override string ToString()
|
|||
|
|
{
|
|||
|
|
return string.Format(CultureInfo.CurrentCulture, "X:{0} Y:{1}", X, Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a <see cref="System.String"/> that represents this instance.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="format">The format.</param>
|
|||
|
|
/// <returns>
|
|||
|
|
/// A <see cref="System.String"/> that represents this instance.
|
|||
|
|
/// </returns>
|
|||
|
|
public string ToString(string format)
|
|||
|
|
{
|
|||
|
|
if (format == null)
|
|||
|
|
return ToString();
|
|||
|
|
|
|||
|
|
return string.Format(CultureInfo.CurrentCulture, "X:{0} Y:{1}", X.ToString(format, CultureInfo.CurrentCulture), Y.ToString(format, CultureInfo.CurrentCulture));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a <see cref="System.String"/> that represents this instance.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="formatProvider">The format provider.</param>
|
|||
|
|
/// <returns>
|
|||
|
|
/// A <see cref="System.String"/> that represents this instance.
|
|||
|
|
/// </returns>
|
|||
|
|
public string ToString(IFormatProvider formatProvider)
|
|||
|
|
{
|
|||
|
|
return string.Format(formatProvider, "X:{0} Y:{1}", X, Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a <see cref="System.String"/> that represents this instance.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="format">The format.</param>
|
|||
|
|
/// <param name="formatProvider">The format provider.</param>
|
|||
|
|
/// <returns>
|
|||
|
|
/// A <see cref="System.String"/> that represents this instance.
|
|||
|
|
/// </returns>
|
|||
|
|
public string ToString(string format, IFormatProvider formatProvider)
|
|||
|
|
{
|
|||
|
|
if (format == null)
|
|||
|
|
ToString(formatProvider);
|
|||
|
|
|
|||
|
|
return string.Format(formatProvider, "X:{0} Y:{1}", X.ToString(format, formatProvider), Y.ToString(format, formatProvider));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Returns a hash code for this instance.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <returns>
|
|||
|
|
/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
|
|||
|
|
/// </returns>
|
|||
|
|
public override int GetHashCode()
|
|||
|
|
{
|
|||
|
|
unchecked
|
|||
|
|
{
|
|||
|
|
return (X.GetHashCode() * 397) ^ Y.GetHashCode();
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Determines whether the specified <see cref="Vector2"/> is equal to this instance.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="other">The <see cref="Vector2"/> to compare with this instance.</param>
|
|||
|
|
/// <returns>
|
|||
|
|
/// <c>true</c> if the specified <see cref="Vector2"/> is equal to this instance; otherwise, <c>false</c>.
|
|||
|
|
/// </returns>
|
|||
|
|
[MethodImpl((MethodImplOptions)0x100)] // MethodImplOptions.AggressiveInlining
|
|||
|
|
public bool Equals(ref Vector2 other)
|
|||
|
|
{
|
|||
|
|
return MathUtil.NearEqual(other.X, X) && MathUtil.NearEqual(other.Y, Y);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Determines whether the specified <see cref="Vector2"/> is equal to this instance.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="other">The <see cref="Vector2"/> to compare with this instance.</param>
|
|||
|
|
/// <returns>
|
|||
|
|
/// <c>true</c> if the specified <see cref="Vector2"/> is equal to this instance; otherwise, <c>false</c>.
|
|||
|
|
/// </returns>
|
|||
|
|
[MethodImpl((MethodImplOptions)0x100)] // MethodImplOptions.AggressiveInlining
|
|||
|
|
public bool Equals(Vector2 other)
|
|||
|
|
{
|
|||
|
|
return Equals(ref other);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Determines whether the specified <see cref="System.Object"/> is equal to this instance.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The <see cref="System.Object"/> to compare with this instance.</param>
|
|||
|
|
/// <returns>
|
|||
|
|
/// <c>true</c> if the specified <see cref="System.Object"/> is equal to this instance; otherwise, <c>false</c>.
|
|||
|
|
/// </returns>
|
|||
|
|
public override bool Equals(object value)
|
|||
|
|
{
|
|||
|
|
if (!(value is Vector2))
|
|||
|
|
return false;
|
|||
|
|
|
|||
|
|
var strongValue = (Vector2)value;
|
|||
|
|
return Equals(ref strongValue);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs an implicit conversion from <see cref="Vector2"/> to <see cref="RawVector2"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The value.</param>
|
|||
|
|
/// <returns>The result of the conversion.</returns>
|
|||
|
|
public unsafe static implicit operator RawVector2(Vector2 value)
|
|||
|
|
{
|
|||
|
|
return *(RawVector2*)&value;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Performs an implicit conversion from <see cref="RawVector2"/> to <see cref="Vector2"/>.
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="value">The value.</param>
|
|||
|
|
/// <returns>The result of the conversion.</returns>
|
|||
|
|
public unsafe static implicit operator Vector2(RawVector2 value)
|
|||
|
|
{
|
|||
|
|
return *(Vector2*)&value;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|