//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// using System; using System.Runtime.InteropServices; namespace BansheeEngine { /** @addtogroup Math * @{ */ /// /// A two dimensional vector. /// [StructLayout(LayoutKind.Sequential), SerializeObject] public struct Vector2 // Note: Must match C++ struct Vector2 { public float x; public float y; public static readonly Vector2 Zero = new Vector2(0.0f, 0.0f); public static readonly Vector2 One = new Vector2(1.0f, 1.0f); public static readonly Vector2 XAxis = new Vector2(1.0f, 0.0f); public static readonly Vector2 YAxis = new Vector2(0.0f, 1.0f); /// /// Accesses a specific component of the vector. /// /// Index of the component. /// Value of the specific component. public float this[int index] { get { switch (index) { case 0: return x; case 1: return y; default: throw new IndexOutOfRangeException("Invalid Vector2 index."); } } set { switch (index) { case 0: x = value; break; case 1: y = value; break; default: throw new IndexOutOfRangeException("Invalid Vector2 index."); } } } /// /// Returns a normalized copy of the vector. /// public Vector2 Normalized { get { return Normalize(this); } } /// /// Returns the length of the vector. /// public float Length { get { return MathEx.Sqrt(x * x + y * y); } } /// /// Returns the squared length of the vector. /// public float SqrdLength { get { return (x * x + y * y); } } /// /// Creates a new two dimensional vector. /// /// X coordinate. /// Y coordinate. public Vector2(float x, float y) { this.x = x; this.y = y; } public static Vector2 operator+ (Vector2 a, Vector2 b) { return new Vector2(a.x + b.x, a.y + b.y); } public static Vector2 operator- (Vector2 a, Vector2 b) { return new Vector2(a.x - b.x, a.y - b.y); } public static Vector2 operator- (Vector2 v) { return new Vector2(-v.x, -v.y); } public static Vector2 operator *(Vector2 a, Vector2 b) { return new Vector2(a.x * b.x, a.y * b.y); } public static Vector2 operator* (Vector2 v, float d) { return new Vector2(v.x * d, v.y * d); } public static Vector2 operator* (float d, Vector2 v) { return new Vector2(v.x * d, v.y * d); } public static Vector2 operator/ (Vector2 v, float d) { return new Vector2(v.x / d, v.y / d); } public static bool operator== (Vector2 lhs, Vector2 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } public static bool operator!= (Vector2 lhs, Vector2 rhs) { return !(lhs == rhs); } /// /// Scales one vector by another. /// /// First two dimensional vector. /// Second two dimensional vector. /// One vector scaled by another. public static Vector2 Scale(Vector2 a, Vector2 b) { return new Vector2(a.x * b.x, a.y * b.y); } /// /// Normalizes the provided vector and returns the normalized copy. /// /// Vector to normalize. /// Normalized copy of the vector. public static Vector2 Normalize(Vector2 value) { float num = Magnitude(value); if (num > 9.999999E-06f) return value / num; return Zero; } /// /// Calculates the inner product of the two vectors. /// /// First two dimensional vector. /// Second two dimensional vector. /// Inner product between the two vectors. public static float Dot(Vector2 lhs, Vector2 rhs) { return lhs.x * rhs.x + lhs.y * rhs.y; } /// /// Calculates the distance between two points. /// /// First two dimensional point. /// Second two dimensional point. /// Distance between the two points. public static float Distance(Vector2 a, Vector2 b) { Vector2 vector2 = new Vector2(a.x - b.x, a.y - b.y); return MathEx.Sqrt(vector2.x * vector2.x + vector2.y * vector2.y); } /// /// Calculates the magnitude of the provided vector. /// /// Vector to calculate the magnitude for. /// Magnitude of the vector. public static float Magnitude(Vector2 v) { return MathEx.Sqrt(v.x * v.x + v.y * v.y); } /// /// Calculates the squared magnitude of the provided vector. /// /// Vector to calculate the magnitude for. /// Squared magnitude of the vector. public static float SqrMagnitude(Vector2 v) { return (v.x * v.x + v.y * v.y); } /// /// Returns the maximum of all the vector components as a new vector. /// /// First vector. /// Second vector. /// Vector consisting of maximum components of the first and second vector. public static Vector2 Max(Vector2 a, Vector2 b) { return new Vector2(MathEx.Max(a.x, b.x), MathEx.Max(a.y, b.y)); } /// /// Returns the minimum of all the vector components as a new vector. /// /// First vector. /// Second vector. /// Vector consisting of minimum components of the first and second vector. public static Vector2 Min(Vector2 a, Vector2 b) { return new Vector2(MathEx.Min(a.x, b.x), MathEx.Min(a.y, b.y)); } /// /// Scales the components of the vector by specified scale factors. /// /// Scale factors to multiply components by. public void Scale(Vector2 scale) { x *= scale.x; y *= scale.y; } /// /// Normalizes the vector. /// public void Normalize() { float num = Magnitude(this); if (num > 9.999999E-06f) this /= num; else this = Zero; } /// public override int GetHashCode() { return x.GetHashCode() ^ y.GetHashCode() << 2; } /// public override bool Equals(object other) { if (!(other is Vector2)) return false; Vector2 vec = (Vector2)other; if (x.Equals(vec.x) && y.Equals(vec.y)) return true; return false; } /// public override string ToString() { return "(" + x + ", " + y + ")"; } } /** @} */ }