Files
HawkeyeVision/Hawkeye.VisionBuilder.Workflow/Vector2.cs
2025-07-14 12:03:59 +02:00

1251 lines
56 KiB
C#

using System.Runtime.CompilerServices;
namespace Hawkeye.VisionBuilder.Workflow
{
public struct Vector2 : IEquatable<Vector2>
{
#region Private Fields
private static readonly Vector2 zeroVector = new Vector2(0f, 0f);
private static readonly Vector2 unitVector = new Vector2(1f, 1f);
private static readonly Vector2 unitXVector = new Vector2(1f, 0f);
private static readonly Vector2 unitYVector = new Vector2(0f, 1f);
#endregion
#region Public Fields
/// <summary>
/// The x coordinate of this <see cref="Vector2"/>.
/// </summary>
public float X;
/// <summary>
/// The y coordinate of this <see cref="Vector2"/>.
/// </summary>
public float Y;
#endregion
#region Properties
/// <summary>
/// Returns a <see cref="Vector2"/> with components 0, 0.
/// </summary>
public static Vector2 Zero
{
get { return zeroVector; }
}
/// <summary>
/// Returns a <see cref="Vector2"/> with components 1, 1.
/// </summary>
public static Vector2 One
{
get { return unitVector; }
}
/// <summary>
/// Returns a <see cref="Vector2"/> with components 1, 0.
/// </summary>
public static Vector2 UnitX
{
get { return unitXVector; }
}
/// <summary>
/// Returns a <see cref="Vector2"/> with components 0, 1.
/// </summary>
public static Vector2 UnitY
{
get { return unitYVector; }
}
#endregion
#region Internal Properties
internal string DebugDisplayString
{
get
{
return string.Concat(
this.X.ToString(), " ",
this.Y.ToString()
);
}
}
#endregion
#region Constructors
/// <summary>
/// Constructs a 2d vector with X and Y from two values.
/// </summary>
/// <param name="x">The x coordinate in 2d-space.</param>
/// <param name="y">The y coordinate in 2d-space.</param>
public Vector2(float x, float y)
{
this.X = x;
this.Y = y;
}
/// <summary>
/// Constructs a 2d vector with X and Y set to the same value.
/// </summary>
/// <param name="value">The x and y coordinates in 2d-space.</param>
public Vector2(float value)
{
this.X = value;
this.Y = value;
}
#endregion
#region Operators
/// <summary>
/// Inverts values in the specified <see cref="Vector2"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/> on the right of the sub sign.</param>
/// <returns>Result of the inversion.</returns>
public static Vector2 operator -(Vector2 value)
{
value.X = -value.X;
value.Y = -value.Y;
return value;
}
/// <summary>
/// Adds two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the add sign.</param>
/// <param name="value2">Source <see cref="Vector2"/> on the right of the add sign.</param>
/// <returns>Sum of the vectors.</returns>
public static Vector2 operator +(Vector2 value1, Vector2 value2)
{
value1.X += value2.X;
value1.Y += value2.Y;
return value1;
}
/// <summary>
/// Subtracts a <see cref="Vector2"/> from a <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the sub sign.</param>
/// <param name="value2">Source <see cref="Vector2"/> on the right of the sub sign.</param>
/// <returns>Result of the vector subtraction.</returns>
public static Vector2 operator -(Vector2 value1, Vector2 value2)
{
value1.X -= value2.X;
value1.Y -= value2.Y;
return value1;
}
/// <summary>
/// Multiplies the components of two vectors by each other.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the mul sign.</param>
/// <param name="value2">Source <see cref="Vector2"/> on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication.</returns>
public static Vector2 operator *(Vector2 value1, Vector2 value2)
{
value1.X *= value2.X;
value1.Y *= value2.Y;
return value1;
}
/// <summary>
/// Multiplies the components of vector by a scalar.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/> on the left of the mul sign.</param>
/// <param name="scaleFactor">Scalar value on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication with a scalar.</returns>
public static Vector2 operator *(Vector2 value, float scaleFactor)
{
value.X *= scaleFactor;
value.Y *= scaleFactor;
return value;
}
/// <summary>
/// Multiplies the components of vector by a scalar.
/// </summary>
/// <param name="scaleFactor">Scalar value on the left of the mul sign.</param>
/// <param name="value">Source <see cref="Vector2"/> on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication with a scalar.</returns>
public static Vector2 operator *(float scaleFactor, Vector2 value)
{
value.X *= scaleFactor;
value.Y *= scaleFactor;
return value;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the div sign.</param>
/// <param name="value2">Divisor <see cref="Vector2"/> on the right of the div sign.</param>
/// <returns>The result of dividing the vectors.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator /(Vector2 value1, Vector2 value2)
{
value1.X /= value2.X;
value1.Y /= value2.Y;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the div sign.</param>
/// <param name="divider">Divisor scalar on the right of the div sign.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator /(Vector2 value1, float divider)
{
float factor = 1 / divider;
value1.X *= factor;
value1.Y *= factor;
return value1;
}
/// <summary>
/// Compares whether two <see cref="Vector2"/> instances are equal.
/// </summary>
/// <param name="value1"><see cref="Vector2"/> instance on the left of the equal sign.</param>
/// <param name="value2"><see cref="Vector2"/> instance on the right of the equal sign.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public static bool operator ==(Vector2 value1, Vector2 value2)
{
return value1.X == value2.X && value1.Y == value2.Y;
}
/// <summary>
/// Compares whether two <see cref="Vector2"/> instances are not equal.
/// </summary>
/// <param name="value1"><see cref="Vector2"/> instance on the left of the not equal sign.</param>
/// <param name="value2"><see cref="Vector2"/> instance on the right of the not equal sign.</param>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
public static bool operator !=(Vector2 value1, Vector2 value2)
{
return value1.X != value2.X || value1.Y != value2.Y;
}
#endregion
#region Public Methods
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <returns>The result of the vector addition.</returns>
public static Vector2 Add(Vector2 value1, Vector2 value2)
{
value1.X += value2.X;
value1.Y += value2.Y;
return value1;
}
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and
/// <paramref name="value2"/>, storing the result of the
/// addition in <paramref name="result"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <param name="result">The result of the vector addition.</param>
public static void Add(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X + value2.X;
result.Y = value1.Y + value2.Y;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
/// </summary>
/// <param name="value1">The first vector of 2d-triangle.</param>
/// <param name="value2">The second vector of 2d-triangle.</param>
/// <param name="value3">The third vector of 2d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
/// <returns>The cartesian translation of barycentric coordinates.</returns>
public static Vector2 Barycentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2)
{
return new Vector2(
MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2));
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
/// </summary>
/// <param name="value1">The first vector of 2d-triangle.</param>
/// <param name="value2">The second vector of 2d-triangle.</param>
/// <param name="value3">The third vector of 2d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
/// <param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
public static void Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, out Vector2 result)
{
result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2);
result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The result of CatmullRom interpolation.</returns>
public static Vector2 CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount)
{
return new Vector2(
MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount));
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The result of CatmullRom interpolation as an output parameter.</param>
public static void CatmullRom(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, ref Vector2 value4, float amount, out Vector2 result)
{
result.X = MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount);
result.Y = MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount);
}
/// <summary>
/// Round the members of this <see cref="Vector2"/> towards positive infinity.
/// </summary>
public void Ceiling()
{
X = (float)Math.Ceiling(X);
Y = (float)Math.Ceiling(Y);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains members from another vector rounded towards positive infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <returns>The rounded <see cref="Vector2"/>.</returns>
public static Vector2 Ceiling(Vector2 value)
{
value.X = (float)Math.Ceiling(value.X);
value.Y = (float)Math.Ceiling(value.Y);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains members from another vector rounded towards positive infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="result">The rounded <see cref="Vector2"/>.</param>
public static void Ceiling(ref Vector2 value, out Vector2 result)
{
result.X = (float)Math.Ceiling(value.X);
result.Y = (float)Math.Ceiling(value.Y);
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <returns>The clamped value.</returns>
public static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
{
return new Vector2(
MathHelper.Clamp(value1.X, min.X, max.X),
MathHelper.Clamp(value1.Y, min.Y, max.Y));
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <param name="result">The clamped value as an output parameter.</param>
public static void Clamp(ref Vector2 value1, ref Vector2 min, ref Vector2 max, out Vector2 result)
{
result.X = MathHelper.Clamp(value1.X, min.X, max.X);
result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y);
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The distance between two vectors.</returns>
public static float Distance(Vector2 value1, Vector2 value2)
{
float v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
return (float)Math.Sqrt((v1 * v1) + (v2 * v2));
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The distance between two vectors as an output parameter.</param>
public static void Distance(ref Vector2 value1, ref Vector2 value2, out float result)
{
float v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
result = (float)Math.Sqrt((v1 * v1) + (v2 * v2));
}
/// <summary>
/// Returns 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 two vectors.</returns>
public static float DistanceSquared(Vector2 value1, Vector2 value2)
{
float v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
return (v1 * v1) + (v2 * v2);
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The squared distance between two vectors as an output parameter.</param>
public static void DistanceSquared(ref Vector2 value1, ref Vector2 value2, out float result)
{
float v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
result = (v1 * v1) + (v2 * v2);
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Divisor <see cref="Vector2"/>.</param>
/// <returns>The result of dividing the vectors.</returns>
public static Vector2 Divide(Vector2 value1, Vector2 value2)
{
value1.X /= value2.X;
value1.Y /= value2.Y;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Divisor <see cref="Vector2"/>.</param>
/// <param name="result">The result of dividing the vectors as an output parameter.</param>
public static void Divide(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X / value2.X;
result.Y = value1.Y / value2.Y;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public static Vector2 Divide(Vector2 value1, float divider)
{
float factor = 1 / divider;
value1.X *= factor;
value1.Y *= factor;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
public static void Divide(ref Vector2 value1, float divider, out Vector2 result)
{
float factor = 1 / divider;
result.X = value1.X * factor;
result.Y = value1.Y * factor;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The dot product of two vectors.</returns>
public static float Dot(Vector2 value1, Vector2 value2)
{
return (value1.X * value2.X) + (value1.Y * value2.Y);
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The dot product of two vectors as an output parameter.</param>
public static void Dot(ref Vector2 value1, ref Vector2 value2, out float result)
{
result = (value1.X * value2.X) + (value1.Y * value2.Y);
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Object"/>.
/// </summary>
/// <param name="obj">The <see cref="Object"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public override bool Equals(object obj)
{
if (obj is Vector2)
{
return Equals((Vector2)obj);
}
return false;
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Vector2"/>.
/// </summary>
/// <param name="other">The <see cref="Vector2"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public bool Equals(Vector2 other)
{
return (X == other.X) && (Y == other.Y);
}
/// <summary>
/// Round the members of this <see cref="Vector2"/> towards negative infinity.
/// </summary>
public void Floor()
{
X = (float)Math.Floor(X);
Y = (float)Math.Floor(Y);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains members from another vector rounded towards negative infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <returns>The rounded <see cref="Vector2"/>.</returns>
public static Vector2 Floor(Vector2 value)
{
value.X = (float)Math.Floor(value.X);
value.Y = (float)Math.Floor(value.Y);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains members from another vector rounded towards negative infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="result">The rounded <see cref="Vector2"/>.</param>
public static void Floor(ref Vector2 value, out Vector2 result)
{
result.X = (float)Math.Floor(value.X);
result.Y = (float)Math.Floor(value.Y);
}
/// <summary>
/// Gets the hash code of this <see cref="Vector2"/>.
/// </summary>
/// <returns>Hash code of this <see cref="Vector2"/>.</returns>
public override int GetHashCode()
{
unchecked
{
return (X.GetHashCode() * 397) ^ Y.GetHashCode();
}
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The hermite spline interpolation vector.</returns>
public static Vector2 Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount)
{
return new Vector2(MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount), MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount));
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The hermite spline interpolation vector as an output parameter.</param>
public static void Hermite(ref Vector2 value1, ref Vector2 tangent1, ref Vector2 value2, ref Vector2 tangent2, float amount, out Vector2 result)
{
result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
}
/// <summary>
/// Returns the length of this <see cref="Vector2"/>.
/// </summary>
/// <returns>The length of this <see cref="Vector2"/>.</returns>
public float Length()
{
return (float)Math.Sqrt((X * X) + (Y * Y));
}
/// <summary>
/// Returns the squared length of this <see cref="Vector2"/>.
/// </summary>
/// <returns>The squared length of this <see cref="Vector2"/>.</returns>
public float LengthSquared()
{
return (X * X) + (Y * Y);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
{
return new Vector2(
MathHelper.Lerp(value1.X, value2.X, amount),
MathHelper.Lerp(value1.Y, value2.Y, amount));
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
public static void Lerp(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)
{
result.X = MathHelper.Lerp(value1.X, value2.X, amount);
result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains linear interpolation of the specified vectors.
/// Uses <see cref="MathHelper.LerpPrecise"/> on MathHelper for the interpolation.
/// Less efficient but more precise compared to <see cref="Vector2.Lerp(Vector2, Vector2, float)"/>.
/// See remarks section of <see cref="MathHelper.LerpPrecise"/> on MathHelper for more info.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public static Vector2 LerpPrecise(Vector2 value1, Vector2 value2, float amount)
{
return new Vector2(
MathHelper.LerpPrecise(value1.X, value2.X, amount),
MathHelper.LerpPrecise(value1.Y, value2.Y, amount));
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains linear interpolation of the specified vectors.
/// Uses <see cref="MathHelper.LerpPrecise"/> on MathHelper for the interpolation.
/// Less efficient but more precise compared to <see cref="Vector2.Lerp(ref Vector2, ref Vector2, float, out Vector2)"/>.
/// See remarks section of <see cref="MathHelper.LerpPrecise"/> on MathHelper for more info.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
public static void LerpPrecise(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)
{
result.X = MathHelper.LerpPrecise(value1.X, value2.X, amount);
result.Y = MathHelper.LerpPrecise(value1.Y, value2.Y, amount);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector2"/> with maximal values from the two vectors.</returns>
public static Vector2 Max(Vector2 value1, Vector2 value2)
{
return new Vector2(value1.X > value2.X ? value1.X : value2.X,
value1.Y > value2.Y ? value1.Y : value2.Y);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector2"/> with maximal values from the two vectors as an output parameter.</param>
public static void Max(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X > value2.X ? value1.X : value2.X;
result.Y = value1.Y > value2.Y ? value1.Y : value2.Y;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector2"/> with minimal values from the two vectors.</returns>
public static Vector2 Min(Vector2 value1, Vector2 value2)
{
return new Vector2(value1.X < value2.X ? value1.X : value2.X,
value1.Y < value2.Y ? value1.Y : value2.Y);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector2"/> with minimal values from the two vectors as an output parameter.</param>
public static void Min(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X < value2.X ? value1.X : value2.X;
result.Y = value1.Y < value2.Y ? value1.Y : value2.Y;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <returns>The result of the vector multiplication.</returns>
public static Vector2 Multiply(Vector2 value1, Vector2 value2)
{
value1.X *= value2.X;
value1.Y *= value2.Y;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <param name="result">The result of the vector multiplication as an output parameter.</param>
public static void Multiply(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X * value2.X;
result.Y = value1.Y * value2.Y;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a multiplication of <see cref="Vector2"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <returns>The result of the vector multiplication with a scalar.</returns>
public static Vector2 Multiply(Vector2 value1, float scaleFactor)
{
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a multiplication of <see cref="Vector2"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <param name="result">The result of the multiplication with a scalar as an output parameter.</param>
public static void Multiply(ref Vector2 value1, float scaleFactor, out Vector2 result)
{
result.X = value1.X * scaleFactor;
result.Y = value1.Y * scaleFactor;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <returns>The result of the vector inversion.</returns>
public static Vector2 Negate(Vector2 value)
{
value.X = -value.X;
value.Y = -value.Y;
return value;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="result">The result of the vector inversion as an output parameter.</param>
public static void Negate(ref Vector2 value, out Vector2 result)
{
result.X = -value.X;
result.Y = -value.Y;
}
/// <summary>
/// Turns this <see cref="Vector2"/> to a unit vector with the same direction.
/// </summary>
public void Normalize()
{
float val = 1.0f / (float)Math.Sqrt((X * X) + (Y * Y));
X *= val;
Y *= val;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <returns>Unit vector.</returns>
public static Vector2 Normalize(Vector2 value)
{
float val = 1.0f / (float)Math.Sqrt((value.X * value.X) + (value.Y * value.Y));
value.X *= val;
value.Y *= val;
return value;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="result">Unit vector as an output parameter.</param>
public static void Normalize(ref Vector2 value, out Vector2 result)
{
float val = 1.0f / (float)Math.Sqrt((value.X * value.X) + (value.Y * value.Y));
result.X = value.X * val;
result.Y = value.Y * val;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains reflect vector of the given vector and normal.
/// </summary>
/// <param name="vector">Source <see cref="Vector2"/>.</param>
/// <param name="normal">Reflection normal.</param>
/// <returns>Reflected vector.</returns>
public static Vector2 Reflect(Vector2 vector, Vector2 normal)
{
Vector2 result;
float val = 2.0f * ((vector.X * normal.X) + (vector.Y * normal.Y));
result.X = vector.X - (normal.X * val);
result.Y = vector.Y - (normal.Y * val);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains reflect vector of the given vector and normal.
/// </summary>
/// <param name="vector">Source <see cref="Vector2"/>.</param>
/// <param name="normal">Reflection normal.</param>
/// <param name="result">Reflected vector as an output parameter.</param>
public static void Reflect(ref Vector2 vector, ref Vector2 normal, out Vector2 result)
{
float val = 2.0f * ((vector.X * normal.X) + (vector.Y * normal.Y));
result.X = vector.X - (normal.X * val);
result.Y = vector.Y - (normal.Y * val);
}
/// <summary>
/// Round the members of this <see cref="Vector2"/> to the nearest integer value.
/// </summary>
public void Round()
{
X = (float)Math.Round(X);
Y = (float)Math.Round(Y);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains members from another vector rounded to the nearest integer value.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <returns>The rounded <see cref="Vector2"/>.</returns>
public static Vector2 Round(Vector2 value)
{
value.X = (float)Math.Round(value.X);
value.Y = (float)Math.Round(value.Y);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains members from another vector rounded to the nearest integer value.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="result">The rounded <see cref="Vector2"/>.</param>
public static void Round(ref Vector2 value, out Vector2 result)
{
result.X = (float)Math.Round(value.X);
result.Y = (float)Math.Round(value.Y);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <returns>Cubic interpolation of the specified vectors.</returns>
public static Vector2 SmoothStep(Vector2 value1, Vector2 value2, float amount)
{
return new Vector2(
MathHelper.SmoothStep(value1.X, value2.X, amount),
MathHelper.SmoothStep(value1.Y, value2.Y, amount));
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
public static void SmoothStep(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)
{
result.X = MathHelper.SmoothStep(value1.X, value2.X, amount);
result.Y = MathHelper.SmoothStep(value1.Y, value2.Y, amount);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains subtraction of on <see cref="Vector2"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <returns>The result of the vector subtraction.</returns>
public static Vector2 Subtract(Vector2 value1, Vector2 value2)
{
value1.X -= value2.X;
value1.Y -= value2.Y;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains subtraction of on <see cref="Vector2"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <param name="result">The result of the vector subtraction as an output parameter.</param>
public static void Subtract(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X - value2.X;
result.Y = value1.Y - value2.Y;
}
/// <summary>
/// Returns a <see cref="String"/> representation of this <see cref="Vector2"/> in the format:
/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>]}
/// </summary>
/// <returns>A <see cref="String"/> representation of this <see cref="Vector2"/>.</returns>
public override string ToString()
{
return "{X:" + X + " Y:" + Y + "}";
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="position">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed <see cref="Vector2"/>.</returns>
public static Vector2 Transform(Vector2 position, Matrix matrix)
{
return new Vector2((position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41, (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="position">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed <see cref="Vector2"/> as an output parameter.</param>
public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector2 result)
{
var x = (position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41;
var y = (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42;
result.X = x;
result.Y = y;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>, representing the rotation.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector2"/>.</returns>
public static Vector2 Transform(Vector2 value, Quaternion rotation)
{
Transform(ref value, ref rotation, out value);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>, representing the rotation.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector2"/> as an output parameter.</param>
public static void Transform(ref Vector2 value, ref Quaternion rotation, out Vector2 result)
{
var rot1 = new Vector3(rotation.X + rotation.X, rotation.Y + rotation.Y, rotation.Z + rotation.Z);
var rot2 = new Vector3(rotation.X, rotation.X, rotation.W);
var rot3 = new Vector3(1, rotation.Y, rotation.Z);
var rot4 = rot1 * rot2;
var rot5 = rot1 * rot3;
var v = new Vector2();
v.X = (float)((double)value.X * (1.0 - (double)rot5.Y - (double)rot5.Z) + (double)value.Y * ((double)rot4.Y - (double)rot4.Z));
v.Y = (float)((double)value.X * ((double)rot4.Y + (double)rot4.Z) + (double)value.Y * (1.0 - (double)rot4.X - (double)rot5.Z));
result.X = v.X;
result.Y = v.Y;
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector2"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector2"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public static void Transform(
Vector2[] sourceArray,
int sourceIndex,
ref Matrix matrix,
Vector2[] destinationArray,
int destinationIndex,
int length)
{
if (sourceArray == null)
throw new ArgumentNullException("sourceArray");
if (destinationArray == null)
throw new ArgumentNullException("destinationArray");
if (sourceArray.Length < sourceIndex + length)
throw new ArgumentException("Source array length is lesser than sourceIndex + length");
if (destinationArray.Length < destinationIndex + length)
throw new ArgumentException("Destination array length is lesser than destinationIndex + length");
for (int x = 0; x < length; x++)
{
var position = sourceArray[sourceIndex + x];
var destination = destinationArray[destinationIndex + x];
destination.X = (position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41;
destination.Y = (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42;
destinationArray[destinationIndex + x] = destination;
}
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector2"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector2"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public static void Transform
(
Vector2[] sourceArray,
int sourceIndex,
ref Quaternion rotation,
Vector2[] destinationArray,
int destinationIndex,
int length
)
{
if (sourceArray == null)
throw new ArgumentNullException("sourceArray");
if (destinationArray == null)
throw new ArgumentNullException("destinationArray");
if (sourceArray.Length < sourceIndex + length)
throw new ArgumentException("Source array length is lesser than sourceIndex + length");
if (destinationArray.Length < destinationIndex + length)
throw new ArgumentException("Destination array length is lesser than destinationIndex + length");
for (int x = 0; x < length; x++)
{
var position = sourceArray[sourceIndex + x];
var destination = destinationArray[destinationIndex + x];
Vector2 v;
Transform(ref position, ref rotation, out v);
destination.X = v.X;
destination.Y = v.Y;
destinationArray[destinationIndex + x] = destination;
}
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector2"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
public static void Transform(
Vector2[] sourceArray,
ref Matrix matrix,
Vector2[] destinationArray)
{
Transform(sourceArray, 0, ref matrix, destinationArray, 0, sourceArray.Length);
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector2"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
public static void Transform
(
Vector2[] sourceArray,
ref Quaternion rotation,
Vector2[] destinationArray
)
{
Transform(sourceArray, 0, ref rotation, destinationArray, 0, sourceArray.Length);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of the specified normal by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="normal">Source <see cref="Vector2"/> which represents a normal vector.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed normal.</returns>
public static Vector2 TransformNormal(Vector2 normal, Matrix matrix)
{
return new Vector2((normal.X * matrix.M11) + (normal.Y * matrix.M21), (normal.X * matrix.M12) + (normal.Y * matrix.M22));
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of the specified normal by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="normal">Source <see cref="Vector2"/> which represents a normal vector.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed normal as an output parameter.</param>
public static void TransformNormal(ref Vector2 normal, ref Matrix matrix, out Vector2 result)
{
var x = (normal.X * matrix.M11) + (normal.Y * matrix.M21);
var y = (normal.X * matrix.M12) + (normal.Y * matrix.M22);
result.X = x;
result.Y = y;
}
/// <summary>
/// Apply transformation on normals within array of <see cref="Vector2"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector2"/> should be written.</param>
/// <param name="length">The number of normals to be transformed.</param>
public static void TransformNormal
(
Vector2[] sourceArray,
int sourceIndex,
ref Matrix matrix,
Vector2[] destinationArray,
int destinationIndex,
int length
)
{
if (sourceArray == null)
throw new ArgumentNullException("sourceArray");
if (destinationArray == null)
throw new ArgumentNullException("destinationArray");
if (sourceArray.Length < sourceIndex + length)
throw new ArgumentException("Source array length is lesser than sourceIndex + length");
if (destinationArray.Length < destinationIndex + length)
throw new ArgumentException("Destination array length is lesser than destinationIndex + length");
for (int i = 0; i < length; i++)
{
var normal = sourceArray[sourceIndex + i];
destinationArray[destinationIndex + i] = new Vector2((normal.X * matrix.M11) + (normal.Y * matrix.M21),
(normal.X * matrix.M12) + (normal.Y * matrix.M22));
}
}
/// <summary>
/// Apply transformation on all normals within array of <see cref="Vector2"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
public static void TransformNormal
(
Vector2[] sourceArray,
ref Matrix matrix,
Vector2[] destinationArray
)
{
if (sourceArray == null)
throw new ArgumentNullException("sourceArray");
if (destinationArray == null)
throw new ArgumentNullException("destinationArray");
if (destinationArray.Length < sourceArray.Length)
throw new ArgumentException("Destination array length is lesser than source array length");
for (int i = 0; i < sourceArray.Length; i++)
{
var normal = sourceArray[i];
destinationArray[i] = new Vector2((normal.X * matrix.M11) + (normal.Y * matrix.M21),
(normal.X * matrix.M12) + (normal.Y * matrix.M22));
}
}
/// <summary>
/// Deconstruction method for <see cref="Vector2"/>.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
public void Deconstruct(out float x, out float y)
{
x = X;
y = Y;
}
#endregion
/// <summary>
/// Returns the angle in radians between the specified vector and the right vector.
/// </summary>
/// <param name="downVector"></param>
/// <returns></returns>
public static float AngleToRightRadians(Vector2 downVector)
{
var angle = (float)Math.Atan2(downVector.Y, downVector.X);
if (angle < 0)
angle += MathHelper.TwoPi;
return angle;
}
}
}