1167 lines
41 KiB
C#
1167 lines
41 KiB
C#
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#region License
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/* MoonWorks - Game Development Framework
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* Copyright 2021 Evan Hemsley
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*/
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/* Derived from code by Ethan Lee (Copyright 2009-2021).
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* Released under the Microsoft Public License.
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* See fna.LICENSE for details.
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* Derived from code by the Mono.Xna Team (Copyright 2006).
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* Released under the MIT License. See monoxna.LICENSE for details.
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*/
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#endregion
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#region Using Statements
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using System;
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using System.Diagnostics;
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#endregion
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namespace MoonWorks.Math
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{
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/// <summary>
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/// Describes a 2D-vector.
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/// </summary>
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[Serializable]
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[DebuggerDisplay("{DebugDisplayString,nq}")]
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public struct Vector2 : IEquatable<Vector2>
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{
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#region Public Static 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
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{
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return zeroVector;
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}
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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
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{
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return unitVector;
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}
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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
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{
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return unitXVector;
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}
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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
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{
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return unitYVector;
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}
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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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X.ToString(), " ",
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Y.ToString()
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);
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}
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}
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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 Private Static 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 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 Public Methods
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/// <summary>
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/// Compares whether current instance is equal to specified <see cref="Object"/>.
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/// </summary>
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/// <param name="obj">The <see cref="Object"/> to compare.</param>
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/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
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public override bool Equals(object obj)
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{
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return (obj is Vector2) && Equals((Vector2) obj);
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}
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/// <summary>
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/// Compares whether current instance is equal to specified <see cref="Vector2"/>.
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/// </summary>
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/// <param name="other">The <see cref="Vector2"/> to compare.</param>
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/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
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public bool Equals(Vector2 other)
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{
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return ( X == other.X &&
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Y == other.Y );
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}
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/// <summary>
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/// Gets the hash code of this <see cref="Vector2"/>.
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/// </summary>
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/// <returns>Hash code of this <see cref="Vector2"/>.</returns>
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public override int GetHashCode()
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{
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return X.GetHashCode() + Y.GetHashCode();
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}
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/// <summary>
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/// Returns the length of this <see cref="Vector2"/>.
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/// </summary>
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/// <returns>The length of this <see cref="Vector2"/>.</returns>
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public float Length()
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{
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return (float) System.Math.Sqrt((X * X) + (Y * Y));
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}
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/// <summary>
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/// Returns the squared length of this <see cref="Vector2"/>.
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/// </summary>
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/// <returns>The squared length of this <see cref="Vector2"/>.</returns>
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public float LengthSquared()
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{
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return (X * X) + (Y * Y);
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}
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/// <summary>
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/// Turns this <see cref="Vector2"/> to a unit vector with the same direction.
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/// </summary>
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public void Normalize()
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{
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float val = 1.0f / (float) System.Math.Sqrt((X * X) + (Y * Y));
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X *= val;
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Y *= val;
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}
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/// <summary>
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/// Returns a <see cref="String"/> representation of this <see cref="Vector2"/> in the format:
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/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>]}
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/// </summary>
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/// <returns>A <see cref="String"/> representation of this <see cref="Vector2"/>.</returns>
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public override string ToString()
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{
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return (
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"{X:" + X.ToString() +
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" Y:" + Y.ToString() +
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"}"
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);
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}
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#endregion
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#region Public Static 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(
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Vector2 value1,
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Vector2 value2,
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Vector2 value3,
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float amount1,
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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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}
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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(
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ref Vector2 value1,
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ref Vector2 value2,
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ref Vector2 value3,
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float amount1,
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float amount2,
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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(
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Vector2 value1,
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Vector2 value2,
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Vector2 value3,
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Vector2 value4,
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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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}
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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(
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ref Vector2 value1,
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ref Vector2 value2,
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ref Vector2 value3,
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ref Vector2 value4,
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float amount,
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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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/// 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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}
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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(
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ref Vector2 value1,
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ref Vector2 min,
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ref Vector2 max,
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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) System.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) System.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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||
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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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||
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public static void DistanceSquared(
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ref Vector2 value1,
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ref Vector2 value2,
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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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||
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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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||
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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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||
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public static Vector2 Divide(Vector2 value1, Vector2 value2)
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||
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{
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||
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value1.X /= value2.X;
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||
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value1.Y /= value2.Y;
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||
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return value1;
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||
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}
|
||
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|
||
|
/// <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>
|
||
|
/// 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
|
||
|
) {
|
||
|
Vector2 result = new Vector2();
|
||
|
Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/// <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>
|
||
|
/// 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 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 <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 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 the specified vector inversion.
|
||
|
/// direction of <paramref name="value"/>.
|
||
|
/// </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.
|
||
|
/// direction of <paramref name="value"/> in <paramref name="result"/>.
|
||
|
/// </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>
|
||
|
/// 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) System.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) System.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>
|
||
|
/// 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>
|
||
|
/// 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
|
||
|
) {
|
||
|
float x = (position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41;
|
||
|
float 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
|
||
|
) {
|
||
|
float x = 2 * -(rotation.Z * value.Y);
|
||
|
float y = 2 * (rotation.Z * value.X);
|
||
|
float z = 2 * (rotation.X * value.Y - rotation.Y * value.X);
|
||
|
|
||
|
result.X = value.X + x * rotation.W + (rotation.Y * z - rotation.Z * y);
|
||
|
result.Y = value.Y + y * rotation.W + (rotation.Z * x - rotation.X * z);
|
||
|
}
|
||
|
|
||
|
/// <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 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
|
||
|
) {
|
||
|
for (int x = 0; x < length; x += 1)
|
||
|
{
|
||
|
Vector2 position = sourceArray[sourceIndex + x];
|
||
|
Vector2 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 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>
|
||
|
/// 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
|
||
|
) {
|
||
|
for (int i = 0; i < length; i += 1)
|
||
|
{
|
||
|
Vector2 position = sourceArray[sourceIndex + i];
|
||
|
Vector2 v;
|
||
|
Transform(ref position, ref rotation, out v);
|
||
|
destinationArray[destinationIndex + i] = v;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <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
|
||
|
) {
|
||
|
float x = (normal.X * matrix.M11) + (normal.Y * matrix.M21);
|
||
|
float y = (normal.X * matrix.M12) + (normal.Y * matrix.M22);
|
||
|
result.X = x;
|
||
|
result.Y = y;
|
||
|
}
|
||
|
|
||
|
/// <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
|
||
|
) {
|
||
|
TransformNormal(
|
||
|
sourceArray,
|
||
|
0,
|
||
|
ref matrix,
|
||
|
destinationArray,
|
||
|
0,
|
||
|
sourceArray.Length
|
||
|
);
|
||
|
}
|
||
|
|
||
|
/// <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
|
||
|
) {
|
||
|
for (int i = 0; i < length; i += 1)
|
||
|
{
|
||
|
Vector2 position = sourceArray[sourceIndex + i];
|
||
|
Vector2 result;
|
||
|
result.X = (position.X * matrix.M11) + (position.Y * matrix.M21);
|
||
|
result.Y = (position.X * matrix.M12) + (position.Y * matrix.M22);
|
||
|
destinationArray[destinationIndex + i] = result;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Public Static 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>
|
||
|
/// 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 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 == value2);
|
||
|
}
|
||
|
|
||
|
/// <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>
|
||
|
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>
|
||
|
public static Vector2 operator /(Vector2 value1, float divider)
|
||
|
{
|
||
|
float factor = 1 / divider;
|
||
|
value1.X *= factor;
|
||
|
value1.Y *= factor;
|
||
|
return value1;
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
}
|
||
|
}
|