1251 lines
56 KiB
C#
1251 lines
56 KiB
C#
using System.Runtime.CompilerServices;
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namespace Hawkeye.VisionBuilder.Workflow
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{
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public struct Vector2 : IEquatable<Vector2>
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{
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#region Private Fields
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private static readonly Vector2 zeroVector = new Vector2(0f, 0f);
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private static readonly Vector2 unitVector = new Vector2(1f, 1f);
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private static readonly Vector2 unitXVector = new Vector2(1f, 0f);
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private static readonly Vector2 unitYVector = new Vector2(0f, 1f);
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#endregion
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#region Public Fields
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/// <summary>
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/// The x coordinate of this <see cref="Vector2"/>.
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/// </summary>
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public float X;
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/// <summary>
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/// The y coordinate of this <see cref="Vector2"/>.
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/// </summary>
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public float Y;
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#endregion
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#region Properties
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/// <summary>
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/// Returns a <see cref="Vector2"/> with components 0, 0.
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/// </summary>
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public static Vector2 Zero
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{
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get { return zeroVector; }
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}
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/// <summary>
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/// Returns a <see cref="Vector2"/> with components 1, 1.
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/// </summary>
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public static Vector2 One
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{
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get { return unitVector; }
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}
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/// <summary>
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/// Returns a <see cref="Vector2"/> with components 1, 0.
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/// </summary>
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public static Vector2 UnitX
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{
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get { return unitXVector; }
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}
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/// <summary>
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/// Returns a <see cref="Vector2"/> with components 0, 1.
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/// </summary>
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public static Vector2 UnitY
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{
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get { return unitYVector; }
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}
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#endregion
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#region Internal Properties
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internal string DebugDisplayString
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{
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get
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{
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return string.Concat(
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this.X.ToString(), " ",
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this.Y.ToString()
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);
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}
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}
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#endregion
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#region Constructors
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/// <summary>
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/// Constructs a 2d vector with X and Y from two values.
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/// </summary>
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/// <param name="x">The x coordinate in 2d-space.</param>
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/// <param name="y">The y coordinate in 2d-space.</param>
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public Vector2(float x, float y)
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{
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this.X = x;
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this.Y = y;
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}
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/// <summary>
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/// Constructs a 2d vector with X and Y set to the same value.
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/// </summary>
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/// <param name="value">The x and y coordinates in 2d-space.</param>
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public Vector2(float value)
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{
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this.X = value;
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this.Y = value;
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}
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#endregion
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#region Operators
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/// <summary>
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/// Inverts values in the specified <see cref="Vector2"/>.
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/// </summary>
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/// <param name="value">Source <see cref="Vector2"/> on the right of the sub sign.</param>
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/// <returns>Result of the inversion.</returns>
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public static Vector2 operator -(Vector2 value)
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{
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value.X = -value.X;
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value.Y = -value.Y;
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return value;
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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="value1">Source <see cref="Vector2"/> on the left of the add sign.</param>
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/// <param name="value2">Source <see cref="Vector2"/> on the right of the add sign.</param>
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/// <returns>Sum of the vectors.</returns>
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public static Vector2 operator +(Vector2 value1, Vector2 value2)
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{
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value1.X += value2.X;
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value1.Y += value2.Y;
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return value1;
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}
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/// <summary>
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/// Subtracts a <see cref="Vector2"/> from a <see cref="Vector2"/>.
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/// </summary>
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/// <param name="value1">Source <see cref="Vector2"/> on the left of the sub sign.</param>
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/// <param name="value2">Source <see cref="Vector2"/> on the right of the sub sign.</param>
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/// <returns>Result of the vector subtraction.</returns>
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public static Vector2 operator -(Vector2 value1, Vector2 value2)
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{
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value1.X -= value2.X;
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value1.Y -= value2.Y;
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return value1;
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}
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/// <summary>
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/// Multiplies the components of two vectors by each other.
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/// </summary>
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/// <param name="value1">Source <see cref="Vector2"/> on the left of the mul sign.</param>
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/// <param name="value2">Source <see cref="Vector2"/> on the right of the mul sign.</param>
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/// <returns>Result of the vector multiplication.</returns>
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public static Vector2 operator *(Vector2 value1, Vector2 value2)
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{
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value1.X *= value2.X;
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value1.Y *= value2.Y;
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return value1;
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}
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/// <summary>
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/// Multiplies the components of vector by a scalar.
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/// </summary>
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/// <param name="value">Source <see cref="Vector2"/> on the left of the mul sign.</param>
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/// <param name="scaleFactor">Scalar value on the right of the mul sign.</param>
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/// <returns>Result of the vector multiplication with a scalar.</returns>
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public static Vector2 operator *(Vector2 value, float scaleFactor)
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{
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value.X *= scaleFactor;
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value.Y *= scaleFactor;
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return value;
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}
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/// <summary>
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/// Multiplies the components of vector by a scalar.
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/// </summary>
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/// <param name="scaleFactor">Scalar value on the left of the mul sign.</param>
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/// <param name="value">Source <see cref="Vector2"/> on the right of the mul sign.</param>
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/// <returns>Result of the vector multiplication with a scalar.</returns>
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public static Vector2 operator *(float scaleFactor, Vector2 value)
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{
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value.X *= scaleFactor;
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value.Y *= scaleFactor;
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return value;
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}
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/// <summary>
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/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
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/// </summary>
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/// <param name="value1">Source <see cref="Vector2"/> on the left of the div sign.</param>
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/// <param name="value2">Divisor <see cref="Vector2"/> on the right of the div sign.</param>
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/// <returns>The result of dividing the vectors.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator /(Vector2 value1, Vector2 value2)
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{
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value1.X /= value2.X;
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value1.Y /= value2.Y;
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return value1;
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}
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/// <summary>
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/// Divides the components of a <see cref="Vector2"/> by a scalar.
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/// </summary>
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/// <param name="value1">Source <see cref="Vector2"/> on the left of the div sign.</param>
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/// <param name="divider">Divisor scalar on the right of the div sign.</param>
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/// <returns>The result of dividing a vector by a scalar.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator /(Vector2 value1, float divider)
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{
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float factor = 1 / divider;
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value1.X *= factor;
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value1.Y *= factor;
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return value1;
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}
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/// <summary>
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/// Compares whether two <see cref="Vector2"/> instances are equal.
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/// </summary>
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/// <param name="value1"><see cref="Vector2"/> instance on the left of the equal sign.</param>
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/// <param name="value2"><see cref="Vector2"/> instance on the right of the equal sign.</param>
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/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
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public static bool operator ==(Vector2 value1, Vector2 value2)
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{
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return value1.X == value2.X && value1.Y == value2.Y;
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}
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/// <summary>
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/// Compares whether two <see cref="Vector2"/> instances are not equal.
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/// </summary>
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/// <param name="value1"><see cref="Vector2"/> instance on the left of the not equal sign.</param>
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/// <param name="value2"><see cref="Vector2"/> instance on the right of the not equal sign.</param>
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/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
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public static bool operator !=(Vector2 value1, Vector2 value2)
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{
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return value1.X != value2.X || value1.Y != value2.Y;
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
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/// </summary>
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/// <param name="value1">The first vector to add.</param>
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/// <param name="value2">The second vector to add.</param>
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/// <returns>The result of the vector addition.</returns>
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public static Vector2 Add(Vector2 value1, Vector2 value2)
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{
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value1.X += value2.X;
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value1.Y += value2.Y;
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return value1;
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}
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/// <summary>
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/// Performs vector addition on <paramref name="value1"/> and
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/// <paramref name="value2"/>, storing the result of the
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/// addition in <paramref name="result"/>.
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/// </summary>
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/// <param name="value1">The first vector to add.</param>
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/// <param name="value2">The second vector to add.</param>
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/// <param name="result">The result of the vector addition.</param>
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public static void Add(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
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{
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result.X = value1.X + value2.X;
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result.Y = value1.Y + value2.Y;
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}
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/// <summary>
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/// Creates a new <see cref="Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
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/// </summary>
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/// <param name="value1">The first vector of 2d-triangle.</param>
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/// <param name="value2">The second vector of 2d-triangle.</param>
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/// <param name="value3">The third vector of 2d-triangle.</param>
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/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
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/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
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/// <returns>The cartesian translation of barycentric coordinates.</returns>
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public static Vector2 Barycentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2)
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{
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return new Vector2(
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MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
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MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2));
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}
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/// <summary>
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/// Creates a new <see cref="Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
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/// </summary>
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/// <param name="value1">The first vector of 2d-triangle.</param>
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/// <param name="value2">The second vector of 2d-triangle.</param>
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/// <param name="value3">The third vector of 2d-triangle.</param>
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/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
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/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
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/// <param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
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public static void Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, out Vector2 result)
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{
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result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2);
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result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2);
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}
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/// <summary>
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/// Creates a new <see cref="Vector2"/> that contains CatmullRom interpolation of the specified vectors.
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/// </summary>
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/// <param name="value1">The first vector in interpolation.</param>
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/// <param name="value2">The second vector in interpolation.</param>
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/// <param name="value3">The third vector in interpolation.</param>
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/// <param name="value4">The fourth vector in interpolation.</param>
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/// <param name="amount">Weighting factor.</param>
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/// <returns>The result of CatmullRom interpolation.</returns>
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public static Vector2 CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount)
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{
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return new Vector2(
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MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
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MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount));
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}
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/// <summary>
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/// Creates a new <see cref="Vector2"/> that contains CatmullRom interpolation of the specified vectors.
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/// </summary>
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/// <param name="value1">The first vector in interpolation.</param>
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/// <param name="value2">The second vector in interpolation.</param>
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/// <param name="value3">The third vector in interpolation.</param>
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/// <param name="value4">The fourth vector in interpolation.</param>
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/// <param name="amount">Weighting factor.</param>
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/// <param name="result">The result of CatmullRom interpolation as an output parameter.</param>
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public static void CatmullRom(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, ref Vector2 value4, float amount, out Vector2 result)
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{
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result.X = MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount);
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result.Y = MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount);
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}
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/// <summary>
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/// Round the members of this <see cref="Vector2"/> towards positive infinity.
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/// </summary>
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public void Ceiling()
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{
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X = (float)Math.Ceiling(X);
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Y = (float)Math.Ceiling(Y);
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}
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/// <summary>
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/// Creates a new <see cref="Vector2"/> that contains members from another vector rounded towards positive infinity.
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/// </summary>
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/// <param name="value">Source <see cref="Vector2"/>.</param>
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/// <returns>The rounded <see cref="Vector2"/>.</returns>
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public static Vector2 Ceiling(Vector2 value)
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{
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value.X = (float)Math.Ceiling(value.X);
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value.Y = (float)Math.Ceiling(value.Y);
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return value;
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}
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/// <summary>
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/// Creates a new <see cref="Vector2"/> that contains members from another vector rounded towards positive infinity.
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/// </summary>
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/// <param name="value">Source <see cref="Vector2"/>.</param>
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/// <param name="result">The rounded <see cref="Vector2"/>.</param>
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public static void Ceiling(ref Vector2 value, out Vector2 result)
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{
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result.X = (float)Math.Ceiling(value.X);
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result.Y = (float)Math.Ceiling(value.Y);
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}
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/// <summary>
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/// Clamps the specified value within a range.
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/// </summary>
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/// <param name="value1">The value to clamp.</param>
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/// <param name="min">The min value.</param>
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/// <param name="max">The max value.</param>
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/// <returns>The clamped value.</returns>
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public static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
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{
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return new Vector2(
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MathHelper.Clamp(value1.X, min.X, max.X),
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MathHelper.Clamp(value1.Y, min.Y, max.Y));
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}
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/// <summary>
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/// Clamps the specified value within a range.
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/// </summary>
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/// <param name="value1">The value to clamp.</param>
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/// <param name="min">The min value.</param>
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/// <param name="max">The max value.</param>
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/// <param name="result">The clamped value as an output parameter.</param>
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public static void Clamp(ref Vector2 value1, ref Vector2 min, ref Vector2 max, out Vector2 result)
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{
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result.X = MathHelper.Clamp(value1.X, min.X, max.X);
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result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y);
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}
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/// <summary>
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/// Returns the distance between two vectors.
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/// </summary>
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/// <param name="value1">The first vector.</param>
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/// <param name="value2">The second vector.</param>
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/// <returns>The distance between two vectors.</returns>
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public static float Distance(Vector2 value1, Vector2 value2)
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{
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float v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
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return (float)Math.Sqrt((v1 * v1) + (v2 * v2));
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}
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/// <summary>
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/// Returns the distance between two vectors.
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/// </summary>
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/// <param name="value1">The first vector.</param>
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/// <param name="value2">The second vector.</param>
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/// <param name="result">The distance between two vectors as an output parameter.</param>
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public static void Distance(ref Vector2 value1, ref Vector2 value2, out float result)
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{
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float v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
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result = (float)Math.Sqrt((v1 * v1) + (v2 * v2));
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}
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/// <summary>
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/// Returns the squared distance between two vectors.
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/// </summary>
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/// <param name="value1">The first vector.</param>
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/// <param name="value2">The second vector.</param>
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/// <returns>The squared distance between two vectors.</returns>
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public static float DistanceSquared(Vector2 value1, Vector2 value2)
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{
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float v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
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return (v1 * v1) + (v2 * v2);
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}
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/// <summary>
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/// Returns the squared distance between two vectors.
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/// </summary>
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/// <param name="value1">The first vector.</param>
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/// <param name="value2">The second vector.</param>
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/// <param name="result">The squared distance between two vectors as an output parameter.</param>
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public static void DistanceSquared(ref Vector2 value1, ref Vector2 value2, out float result)
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{
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float v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
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result = (v1 * v1) + (v2 * v2);
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}
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/// <summary>
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/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
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/// </summary>
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/// <param name="value1">Source <see cref="Vector2"/>.</param>
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/// <param name="value2">Divisor <see cref="Vector2"/>.</param>
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/// <returns>The result of dividing the vectors.</returns>
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public static Vector2 Divide(Vector2 value1, Vector2 value2)
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{
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value1.X /= value2.X;
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value1.Y /= value2.Y;
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return value1;
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}
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/// <summary>
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/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
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/// </summary>
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/// <param name="value1">Source <see cref="Vector2"/>.</param>
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/// <param name="value2">Divisor <see cref="Vector2"/>.</param>
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/// <param name="result">The result of dividing the vectors as an output parameter.</param>
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public static void Divide(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
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{
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result.X = value1.X / value2.X;
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result.Y = value1.Y / value2.Y;
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}
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/// <summary>
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/// Divides the components of a <see cref="Vector2"/> by a scalar.
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/// </summary>
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|
/// <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;
|
|
}
|
|
}
|
|
} |