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#region License
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/ * MoonWorks - Game Development Framework
* Copyright 2021 Evan Hemsley
* /
/ * Derived from code by Ethan Lee ( Copyright 2009 - 2021 ) .
* Released under the Microsoft Public License .
* See fna . LICENSE for details .
* Derived from code by the Mono . Xna Team ( Copyright 2006 ) .
* Released under the MIT License . See monoxna . LICENSE for details .
* /
# endregion
#region Using Statements
using System ;
using System.Diagnostics ;
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using System.Runtime.InteropServices ;
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# endregion
namespace MoonWorks.Math
{
/// <summary>
/// Describes a 2D-vector.
/// </summary>
[Serializable]
[DebuggerDisplay("{DebugDisplayString,nq}")]
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[StructLayout(LayoutKind.Explicit)]
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public struct Vector2 : IEquatable < Vector2 >
{
#region Public Static Properties
/// <summary>
/// Returns a <see cref="Vector2"/> with components 0, 0.
/// </summary>
public static Vector2 Zero
{
get
{
return zeroVector ;
}
}
/// <summary>
/// Returns a <see cref="Vector2"/> with components 1, 1.
/// </summary>
public static Vector2 One
{
get
{
return unitVector ;
}
}
/// <summary>
/// Returns a <see cref="Vector2"/> with components 1, 0.
/// </summary>
public static Vector2 UnitX
{
get
{
return unitXVector ;
}
}
/// <summary>
/// Returns a <see cref="Vector2"/> with components 0, 1.
/// </summary>
public static Vector2 UnitY
{
get
{
return unitYVector ;
}
}
# endregion
#region Internal Properties
internal string DebugDisplayString
{
get
{
return string . Concat (
X . ToString ( ) , " " ,
Y . ToString ( )
) ;
}
}
# endregion
#region Public Fields
/// <summary>
/// The x coordinate of this <see cref="Vector2"/>.
/// </summary>
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[FieldOffset(0)]
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public float X ;
/// <summary>
/// The y coordinate of this <see cref="Vector2"/>.
/// </summary>
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[FieldOffset(4)]
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public float Y ;
# endregion
#region Private Static Fields
private static readonly Vector2 zeroVector = new Vector2 ( 0f , 0f ) ;
private static readonly Vector2 unitVector = new Vector2 ( 1f , 1f ) ;
private static readonly Vector2 unitXVector = new Vector2 ( 1f , 0f ) ;
private static readonly Vector2 unitYVector = new Vector2 ( 0f , 1f ) ;
# endregion
#region Public Constructors
/// <summary>
/// Constructs a 2d vector with X and Y from two values.
/// </summary>
/// <param name="x">The x coordinate in 2d-space.</param>
/// <param name="y">The y coordinate in 2d-space.</param>
public Vector2 ( float x , float y )
{
this . X = x ;
this . Y = y ;
}
/// <summary>
/// Constructs a 2d vector with X and Y set to the same value.
/// </summary>
/// <param name="value">The x and y coordinates in 2d-space.</param>
public Vector2 ( float value )
{
this . X = value ;
this . Y = value ;
}
# endregion
#region Public Methods
/// <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 )
{
return ( obj is Vector2 ) & & Equals ( ( Vector2 ) obj ) ;
}
/// <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 )
{
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return ( X = = other . X & &
Y = = other . Y ) ;
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}
/// <summary>
/// Gets the hash code of this <see cref="Vector2"/>.
/// </summary>
/// <returns>Hash code of this <see cref="Vector2"/>.</returns>
public override int GetHashCode ( )
{
return X . GetHashCode ( ) + Y . GetHashCode ( ) ;
}
/// <summary>
/// Returns the length of this <see cref="Vector2"/>.
/// </summary>
/// <returns>The length of this <see cref="Vector2"/>.</returns>
public float Length ( )
{
return ( float ) System . 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>
/// Turns this <see cref="Vector2"/> to a unit vector with the same direction.
/// </summary>
public void Normalize ( )
{
float val = 1.0f / ( float ) System . Math . Sqrt ( ( X * X ) + ( Y * Y ) ) ;
X * = val ;
Y * = val ;
}
/// <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 . ToString ( ) +
" Y:" + Y . ToString ( ) +
"}"
) ;
}
# endregion
#region Public Static Methods
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <returns>The result of the vector addition.</returns>
public static Vector2 Add ( Vector2 value1 , Vector2 value2 )
{
value1 . X + = value2 . X ;
value1 . Y + = value2 . Y ;
return value1 ;
}
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and
/// <paramref name="value2"/>, storing the result of the
/// addition in <paramref name="result"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <param name="result">The result of the vector addition.</param>
public static void Add ( ref Vector2 value1 , ref Vector2 value2 , out Vector2 result )
{
result . X = value1 . X + value2 . X ;
result . Y = value1 . Y + value2 . Y ;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
/// </summary>
/// <param name="value1">The first vector of 2d-triangle.</param>
/// <param name="value2">The second vector of 2d-triangle.</param>
/// <param name="value3">The third vector of 2d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
/// <returns>The cartesian translation of barycentric coordinates.</returns>
public static Vector2 Barycentric (
Vector2 value1 ,
Vector2 value2 ,
Vector2 value3 ,
float amount1 ,
float amount2
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)
{
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return new Vector2 (
MathHelper . Barycentric ( value1 . X , value2 . X , value3 . X , amount1 , amount2 ) ,
MathHelper . Barycentric ( value1 . Y , value2 . Y , value3 . Y , amount1 , amount2 )
) ;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
/// </summary>
/// <param name="value1">The first vector of 2d-triangle.</param>
/// <param name="value2">The second vector of 2d-triangle.</param>
/// <param name="value3">The third vector of 2d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
/// <param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
public static void Barycentric (
ref Vector2 value1 ,
ref Vector2 value2 ,
ref Vector2 value3 ,
float amount1 ,
float amount2 ,
out Vector2 result
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)
{
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result . X = MathHelper . Barycentric ( value1 . X , value2 . X , value3 . X , amount1 , amount2 ) ;
result . Y = MathHelper . Barycentric ( value1 . Y , value2 . Y , value3 . Y , amount1 , amount2 ) ;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The result of CatmullRom interpolation.</returns>
public static Vector2 CatmullRom (
Vector2 value1 ,
Vector2 value2 ,
Vector2 value3 ,
Vector2 value4 ,
float amount
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)
{
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return new Vector2 (
MathHelper . CatmullRom ( value1 . X , value2 . X , value3 . X , value4 . X , amount ) ,
MathHelper . CatmullRom ( value1 . Y , value2 . Y , value3 . Y , value4 . Y , amount )
) ;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The result of CatmullRom interpolation as an output parameter.</param>
public static void CatmullRom (
ref Vector2 value1 ,
ref Vector2 value2 ,
ref Vector2 value3 ,
ref Vector2 value4 ,
float amount ,
out Vector2 result
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)
{
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result . X = MathHelper . CatmullRom ( value1 . X , value2 . X , value3 . X , value4 . X , amount ) ;
result . Y = MathHelper . CatmullRom ( value1 . Y , value2 . Y , value3 . Y , value4 . Y , amount ) ;
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <returns>The clamped value.</returns>
public static Vector2 Clamp ( Vector2 value1 , Vector2 min , Vector2 max )
{
return new Vector2 (
MathHelper . Clamp ( value1 . X , min . X , max . X ) ,
MathHelper . Clamp ( value1 . Y , min . Y , max . Y )
) ;
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <param name="result">The clamped value as an output parameter.</param>
public static void Clamp (
ref Vector2 value1 ,
ref Vector2 min ,
ref Vector2 max ,
out Vector2 result
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)
{
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result . X = MathHelper . Clamp ( value1 . X , min . X , max . X ) ;
result . Y = MathHelper . Clamp ( value1 . Y , min . Y , max . Y ) ;
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The distance between two vectors.</returns>
public static float Distance ( Vector2 value1 , Vector2 value2 )
{
float v1 = value1 . X - value2 . X , v2 = value1 . Y - value2 . Y ;
return ( float ) System . Math . Sqrt ( ( v1 * v1 ) + ( v2 * v2 ) ) ;
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The distance between two vectors as an output parameter.</param>
public static void Distance ( ref Vector2 value1 , ref Vector2 value2 , out float result )
{
float v1 = value1 . X - value2 . X , v2 = value1 . Y - value2 . Y ;
result = ( float ) System . Math . Sqrt ( ( v1 * v1 ) + ( v2 * v2 ) ) ;
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The squared distance between two vectors.</returns>
public static float DistanceSquared ( Vector2 value1 , Vector2 value2 )
{
float v1 = value1 . X - value2 . X , v2 = value1 . Y - value2 . Y ;
return ( v1 * v1 ) + ( v2 * v2 ) ;
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The squared distance between two vectors as an output parameter.</param>
public static void DistanceSquared (
ref Vector2 value1 ,
ref Vector2 value2 ,
out float result
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)
{
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float v1 = value1 . X - value2 . X , v2 = value1 . Y - value2 . Y ;
result = ( v1 * v1 ) + ( v2 * v2 ) ;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Divisor <see cref="Vector2"/>.</param>
/// <returns>The result of dividing the vectors.</returns>
public static Vector2 Divide ( Vector2 value1 , Vector2 value2 )
{
value1 . X / = value2 . X ;
value1 . Y / = value2 . Y ;
return value1 ;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Divisor <see cref="Vector2"/>.</param>
/// <param name="result">The result of dividing the vectors as an output parameter.</param>
public static void Divide ( ref Vector2 value1 , ref Vector2 value2 , out Vector2 result )
{
result . X = value1 . X / value2 . X ;
result . Y = value1 . Y / value2 . Y ;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public static Vector2 Divide ( Vector2 value1 , float divider )
{
float factor = 1 / divider ;
value1 . X * = factor ;
value1 . Y * = factor ;
return value1 ;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
public static void Divide ( ref Vector2 value1 , float divider , out Vector2 result )
{
float factor = 1 / divider ;
result . X = value1 . X * factor ;
result . Y = value1 . Y * factor ;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The dot product of two vectors.</returns>
public static float Dot ( Vector2 value1 , Vector2 value2 )
{
return ( value1 . X * value2 . X ) + ( value1 . Y * value2 . Y ) ;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The dot product of two vectors as an output parameter.</param>
public static void Dot ( ref Vector2 value1 , ref Vector2 value2 , out float result )
{
result = ( value1 . X * value2 . X ) + ( value1 . Y * value2 . Y ) ;
}
/// <summary>
/// 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
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)
{
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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
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)
{
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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
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)
{
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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
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)
{
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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>
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/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix4x4"/>.
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/// </summary>
/// <param name="position">Source <see cref="Vector2"/>.</param>
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/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
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/// <returns>Transformed <see cref="Vector2"/>.</returns>
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public static Vector2 Transform ( Vector2 position , Matrix4x4 matrix )
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{
return new Vector2 (
( position . X * matrix . M11 ) + ( position . Y * matrix . M21 ) + matrix . M41 ,
( position . X * matrix . M12 ) + ( position . Y * matrix . M22 ) + matrix . M42
) ;
}
/// <summary>
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/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix4x4"/>.
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/// </summary>
/// <param name="position">Source <see cref="Vector2"/>.</param>
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/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
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/// <param name="result">Transformed <see cref="Vector2"/> as an output parameter.</param>
public static void Transform (
ref Vector2 position ,
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ref Matrix4x4 matrix ,
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out Vector2 result
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)
{
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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
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)
{
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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>
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/// Apply transformation on all vectors within array of <see cref="Vector2"/> by the specified <see cref="Matrix4x4"/> and places the results in an another array.
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/// </summary>
/// <param name="sourceArray">Source array.</param>
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/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
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/// <param name="destinationArray">Destination array.</param>
public static void Transform (
Vector2 [ ] sourceArray ,
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ref Matrix4x4 matrix ,
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Vector2 [ ] destinationArray
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)
{
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Transform ( sourceArray , 0 , ref matrix , destinationArray , 0 , sourceArray . Length ) ;
}
/// <summary>
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/// Apply transformation on vectors within array of <see cref="Vector2"/> by the specified <see cref="Matrix4x4"/> and places the results in an another array.
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/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
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/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
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/// <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 ,
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ref Matrix4x4 matrix ,
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Vector2 [ ] destinationArray ,
int destinationIndex ,
int length
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)
{
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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
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)
{
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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
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)
{
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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>
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/// Creates a new <see cref="Vector2"/> that contains a transformation of the specified normal by the specified <see cref="Matrix4x4"/>.
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/// </summary>
/// <param name="normal">Source <see cref="Vector2"/> which represents a normal vector.</param>
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/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
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/// <returns>Transformed normal.</returns>
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public static Vector2 TransformNormal ( Vector2 normal , Matrix4x4 matrix )
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{
return new Vector2 (
( normal . X * matrix . M11 ) + ( normal . Y * matrix . M21 ) ,
( normal . X * matrix . M12 ) + ( normal . Y * matrix . M22 )
) ;
}
/// <summary>
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/// Creates a new <see cref="Vector2"/> that contains a transformation of the specified normal by the specified <see cref="Matrix4x4"/>.
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/// </summary>
/// <param name="normal">Source <see cref="Vector2"/> which represents a normal vector.</param>
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/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
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/// <param name="result">Transformed normal as an output parameter.</param>
public static void TransformNormal (
ref Vector2 normal ,
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ref Matrix4x4 matrix ,
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out Vector2 result
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)
{
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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>
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/// Apply transformation on all normals within array of <see cref="Vector2"/> by the specified <see cref="Matrix4x4"/> and places the results in an another array.
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/// </summary>
/// <param name="sourceArray">Source array.</param>
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/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
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/// <param name="destinationArray">Destination array.</param>
public static void TransformNormal (
Vector2 [ ] sourceArray ,
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ref Matrix4x4 matrix ,
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Vector2 [ ] destinationArray
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)
{
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TransformNormal (
sourceArray ,
0 ,
ref matrix ,
destinationArray ,
0 ,
sourceArray . Length
) ;
}
/// <summary>
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/// Apply transformation on normals within array of <see cref="Vector2"/> by the specified <see cref="Matrix4x4"/> and places the results in an another array.
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/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
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/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
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/// <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 ,
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ref Matrix4x4 matrix ,
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Vector2 [ ] destinationArray ,
int destinationIndex ,
int length
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)
{
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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 )
{
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return ( value1 . X = = value2 . X & &
value1 . Y = = value2 . Y ) ;
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}
/// <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
}
}