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- #region --- License ---
- /*
- Copyright (c) 2006 - 2008 The Open Toolkit library.
- Permission is hereby granted, free of charge, to any person obtaining a copy of
- this software and associated documentation files (the "Software"), to deal in
- the Software without restriction, including without limitation the rights to
- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
- of the Software, and to permit persons to whom the Software is furnished to do
- so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
- */
- #endregion --- License ---
- using System;
- using System.Runtime.InteropServices;
- namespace MatterHackers.VectorMath
- {
- /// <summary>Represents a 2D vector using two double-precision floating-point numbers.</summary>
-
- [Serializable]
- [StructLayout(LayoutKind.Sequential)]
- public struct Vector2Float : IEquatable<Vector2Float>
- {
- #region Fields
- /// <summary>The X coordinate of this instance.</summary>
- public float X;
- /// <summary>The Y coordinate of this instance.</summary>
- public float Y;
- /// <summary>
- /// Defines a unit-length Vector2d that points towards the X-axis.
- /// </summary>
- public static Vector2Float UnitX = new Vector2Float(1, 0);
- /// <summary>
- /// Defines a unit-length Vector2d that points towards the Y-axis.
- /// </summary>
- public static Vector2Float UnitY = new Vector2Float(0, 1);
- /// <summary>
- /// Defines a zero-length Vector2d.
- /// </summary>
- public static Vector2Float Zero = new Vector2Float(0, 0);
- /// <summary>
- /// Defines an instance with all components set to 1.
- /// </summary>
- public static readonly Vector2Float One = new Vector2Float(1, 1);
- /// <summary>
- /// Defines the size of the Vector2d struct in bytes.
- /// </summary>
- public static readonly int SizeInBytes = Marshal.SizeOf(new Vector2Float());
- #endregion Fields
- #region Constructors
- /// <summary>Constructs left vector with the given coordinates.</summary>
- /// <param name="x">The X coordinate.</param>
- /// <param name="y">The Y coordinate.</param>
- public Vector2Float(double x, double y)
- {
- this.X = (float)x;
- this.Y = (float)y;
- }
- public Vector2Float(Vector3 vector)
- {
- this.X = (float)vector.X;
- this.Y = (float)vector.Y;
- }
- public Vector2Float(Vector2 vector)
- {
- this.X = (float)vector.X;
- this.Y = (float)vector.Y;
- }
- public Vector2Float(Vector3Float vector)
- {
- this.X = vector.X;
- this.Y = vector.Y;
- }
- #endregion Constructors
- #region Properties
- public float this[int index]
- {
- get
- {
- switch (index)
- {
- case 0:
- return X;
- case 1:
- return Y;
- default:
- return 0;
- }
- }
- set
- {
- switch (index)
- {
- case 0:
- X = value;
- break;
- case 1:
- Y = value;
- break;
- default:
- throw new Exception();
- }
- }
- }
- /// <summary>
- /// Get the delta angle from start to end relative to this
- /// </summary>
- /// <param name="startPosition"></param>
- /// <param name="endPosition"></param>
- public double GetDeltaAngle(Vector2Float startPosition, Vector2Float endPosition)
- {
- startPosition -= this;
- var startAngle = Math.Atan2(startPosition.Y, startPosition.X);
- startAngle = startAngle < 0 ? startAngle + MathHelper.Tau : startAngle;
- endPosition -= this;
- var endAngle = Math.Atan2(endPosition.Y, endPosition.X);
- endAngle = endAngle < 0 ? endAngle + MathHelper.Tau : endAngle;
- return endAngle - startAngle;
- }
- #endregion Properties
- #region Public Members
- #region Instance
- /// <summary>
- /// Gets the length (magnitude) of the vector.
- /// </summary>
- /// <seealso cref="LengthSquared"/>
-
- public float Length
- {
- get => (float)System.Math.Sqrt(X * X + Y * Y);
- }
- /// <summary>
- /// Gets the square of the vector length (magnitude).
- /// </summary>
- /// <remarks>
- /// This property avoids the costly square root operation required by the Length property. This makes it more suitable
- /// for comparisons.
- /// </remarks>
- /// <see cref="Length"/>
-
- public double LengthSquared
- {
- get => X * X + Y * Y;
- }
- public void Rotate(double radians)
- {
- this = Vector2Float.Rotate(this, radians);
- }
- public double GetAngle()
- {
- return System.Math.Atan2(Y, X);
- }
- public double GetAngle0To2PI()
- {
- return MathHelper.Range0ToTau(GetAngle());
- }
- #region public Vector2d PerpendicularRight
- /// <summary>
- /// Gets the perpendicular vector on the right side of this vector.
- /// </summary>
- public Vector2Float GetPerpendicularRight()
- {
- return new Vector2Float(Y, -X);
- }
- #endregion public Vector2d PerpendicularRight
- #region public Vector2d PerpendicularLeft
- /// <summary>
- /// Gets the perpendicular vector on the left side of this vector.
- /// </summary>
- public Vector2Float GetPerpendicularLeft()
- {
- return new Vector2Float(-Y, X);
- }
- #endregion public Vector2d PerpendicularLeft
- #region public void Normalize()
- /// <summary>
- /// Returns a normalized Vector of this.
- /// </summary>
- /// <returns></returns>
- public Vector2Float GetNormal()
- {
- Vector2Float temp = this;
- temp.Normalize();
- return temp;
- }
- /// <summary>
- /// Scales the Vector2 to unit length.
- /// </summary>
- public void Normalize()
- {
- float scale = 1.0f / Length;
- X *= scale;
- Y *= scale;
- }
- #endregion public void Normalize()
- #endregion Instance
- #region Static
- #region Add
- /// <summary>
- /// Adds two vectors.
- /// </summary>
- /// <param name="a">Left operand.</param>
- /// <param name="b">Right operand.</param>
- /// <returns>Result of operation.</returns>
- public static Vector2Float Add(Vector2Float a, Vector2Float b)
- {
- Add(ref a, ref b, out a);
- return a;
- }
- /// <summary>
- /// Adds two vectors.
- /// </summary>
- /// <param name="a">Left operand.</param>
- /// <param name="b">Right operand.</param>
- /// <param name="result">Result of operation.</param>
- public static void Add(ref Vector2Float a, ref Vector2Float b, out Vector2Float result)
- {
- result = new Vector2Float(a.X + b.X, a.Y + b.Y);
- }
- #endregion Add
- #region Subtract
- /// <summary>
- /// Subtract one Vector from another
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>Result of subtraction</returns>
- public static Vector2Float Subtract(Vector2Float a, Vector2Float b)
- {
- Subtract(ref a, ref b, out a);
- return a;
- }
- /// <summary>
- /// Subtract one Vector from another
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <param name="result">Result of subtraction</param>
- public static void Subtract(ref Vector2Float a, ref Vector2Float b, out Vector2Float result)
- {
- result = new Vector2Float(a.X - b.X, a.Y - b.Y);
- }
- #endregion Subtract
- #region Multiply
- /// <summary>
- /// Multiplies a vector by a scalar.
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <returns>Result of the operation.</returns>
- public static Vector2Float Multiply(Vector2Float vector, double scale)
- {
- Multiply(ref vector, scale, out vector);
- return vector;
- }
- /// <summary>
- /// Multiplies a vector by a scalar.
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <param name="result">Result of the operation.</param>
- public static void Multiply(ref Vector2Float vector, double scale, out Vector2Float result)
- {
- result = new Vector2Float(vector.X * scale, vector.Y * scale);
- }
- /// <summary>
- /// Multiplies a vector by the components a vector (scale).
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <returns>Result of the operation.</returns>
- public static Vector2Float Multiply(Vector2Float vector, Vector2Float scale)
- {
- Multiply(ref vector, ref scale, out vector);
- return vector;
- }
- /// <summary>
- /// Multiplies a vector by the components of a vector (scale).
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <param name="result">Result of the operation.</param>
- public static void Multiply(ref Vector2Float vector, ref Vector2Float scale, out Vector2Float result)
- {
- result = new Vector2Float(vector.X * scale.X, vector.Y * scale.Y);
- }
- #endregion Multiply
- #region Divide
- /// <summary>
- /// Divides a vector by a scalar.
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <returns>Result of the operation.</returns>
- public static Vector2Float Divide(Vector2Float vector, double scale)
- {
- Divide(ref vector, scale, out vector);
- return vector;
- }
- /// <summary>
- /// Divides a vector by a scalar.
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <param name="result">Result of the operation.</param>
- public static void Divide(ref Vector2Float vector, double scale, out Vector2Float result)
- {
- Multiply(ref vector, 1 / scale, out result);
- }
- /// <summary>
- /// Divides a vector by the components of a vector (scale).
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <returns>Result of the operation.</returns>
- public static Vector2Float Divide(Vector2Float vector, Vector2Float scale)
- {
- Divide(ref vector, ref scale, out vector);
- return vector;
- }
- /// <summary>
- /// Divide a vector by the components of a vector (scale).
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <param name="result">Result of the operation.</param>
- public static void Divide(ref Vector2Float vector, ref Vector2Float scale, out Vector2Float result)
- {
- result = new Vector2Float(vector.X / scale.X, vector.Y / scale.Y);
- }
- #endregion Divide
- #region Min
- /// <summary>
- /// Calculate the component-wise minimum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>The component-wise minimum</returns>
- public static Vector2Float Min(Vector2Float a, Vector2Float b)
- {
- a.X = a.X < b.X ? a.X : b.X;
- a.Y = a.Y < b.Y ? a.Y : b.Y;
- return a;
- }
- /// <summary>
- /// Calculate the component-wise minimum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <param name="result">The component-wise minimum</param>
- public static void Min(ref Vector2Float a, ref Vector2Float b, out Vector2Float result)
- {
- result.X = a.X < b.X ? a.X : b.X;
- result.Y = a.Y < b.Y ? a.Y : b.Y;
- }
- #endregion Min
- #region Max
- /// <summary>
- /// Calculate the component-wise maximum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>The component-wise maximum</returns>
- public static Vector2Float Max(Vector2Float a, Vector2Float b)
- {
- a.X = a.X > b.X ? a.X : b.X;
- a.Y = a.Y > b.Y ? a.Y : b.Y;
- return a;
- }
- /// <summary>
- /// Calculate the component-wise maximum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <param name="result">The component-wise maximum</param>
- public static void Max(ref Vector2Float a, ref Vector2Float b, out Vector2Float result)
- {
- result.X = a.X > b.X ? a.X : b.X;
- result.Y = a.Y > b.Y ? a.Y : b.Y;
- }
- #endregion Max
- #region Clamp
- /// <summary>
- /// Clamp a vector to the given minimum and maximum vectors
- /// </summary>
- /// <param name="vec">Input vector</param>
- /// <param name="min">Minimum vector</param>
- /// <param name="max">Maximum vector</param>
- /// <returns>The clamped vector</returns>
- public static Vector2Float Clamp(Vector2Float vec, Vector2Float min, Vector2Float max)
- {
- vec.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
- vec.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
- return vec;
- }
- /// <summary>
- /// Clamp a vector to the given minimum and maximum vectors
- /// </summary>
- /// <param name="vec">Input vector</param>
- /// <param name="min">Minimum vector</param>
- /// <param name="max">Maximum vector</param>
- /// <param name="result">The clamped vector</param>
- public static void Clamp(ref Vector2Float vec, ref Vector2Float min, ref Vector2Float max, out Vector2Float result)
- {
- result.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
- result.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
- }
- #endregion Clamp
- #region Normalize
- /// <summary>
- /// Scale a vector to unit length
- /// </summary>
- /// <param name="vec">The input vector</param>
- /// <returns>The normalized vector</returns>
- public static Vector2Float Normalize(Vector2Float vec)
- {
- float scale = 1.0f / vec.Length;
- vec.X *= scale;
- vec.Y *= scale;
- return vec;
- }
- /// <summary>
- /// Scale a vector to unit length
- /// </summary>
- /// <param name="vec">The input vector</param>
- /// <param name="result">The normalized vector</param>
- public static void Normalize(ref Vector2Float vec, out Vector2Float result)
- {
- float scale = 1.0f / vec.Length;
- result.X = vec.X * scale;
- result.Y = vec.Y * scale;
- }
- #endregion Normalize
- #region Dot
- /// <summary>
- /// Calculate the dot (scalar) product of two vectors
- /// </summary>
- /// <param name="left">First operand</param>
- /// <param name="right">Second operand</param>
- /// <returns>The dot product of the two inputs</returns>
- public static double Dot(Vector2Float left, Vector2Float right)
- {
- return left.X * right.X + left.Y * right.Y;
- }
- /// <summary>
- /// Calculate the dot (scalar) product of two vectors
- /// </summary>
- /// <param name="left">First operand</param>
- /// <param name="right">Second operand</param>
- /// <param name="result">The dot product of the two inputs</param>
- public static void Dot(ref Vector2Float left, ref Vector2Float right, out double result)
- {
- result = left.X * right.X + left.Y * right.Y;
- }
- #endregion Dot
- #region Cross
- /// <summary>
- /// Calculate the cross product of two vectors
- /// </summary>
- /// <param name="left">First operand</param>
- /// <param name="right">Second operand</param>
- /// <returns>The cross product of the two inputs</returns>
- public static double Cross(Vector2Float left, Vector2Float right)
- {
- return left.X * right.Y - left.Y * right.X;
- }
- #endregion Cross
- #region Rotate
- public static Vector2Float Rotate(Vector2Float toRotate, double radians)
- {
- Vector2Float temp;
- Rotate(ref toRotate, radians, out temp);
- return temp;
- }
- public static void Rotate(ref Vector2Float input, double radians, out Vector2Float output)
- {
- float Cos, Sin;
- Cos = (float)System.Math.Cos(radians);
- Sin = (float)System.Math.Sin(radians);
- output.X = input.X * Cos - input.Y * Sin;
- output.Y = input.Y * Cos + input.X * Sin;
- }
- #endregion Rotate
- #region Lerp
- /// <summary>
- /// Returns a new Vector that is the linear blend of the 2 given Vectors
- /// </summary>
- /// <param name="a">First input vector</param>
- /// <param name="b">Second input vector</param>
- /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
- /// <returns>a when blend=0, b when blend=1, and a linear combination otherwise</returns>
- public static Vector2Float Lerp(Vector2Float a, Vector2Float b, float blend)
- {
- a.X = blend * (b.X - a.X) + a.X;
- a.Y = blend * (b.Y - a.Y) + a.Y;
- return a;
- }
- /// <summary>
- /// Returns a new Vector that is the linear blend of the 2 given Vectors
- /// </summary>
- /// <param name="a">First input vector</param>
- /// <param name="b">Second input vector</param>
- /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
- /// <param name="result">a when blend=0, b when blend=1, and a linear combination otherwise</param>
- public static void Lerp(ref Vector2Float a, ref Vector2Float b, float blend, out Vector2Float result)
- {
- result.X = blend * (b.X - a.X) + a.X;
- result.Y = blend * (b.Y - a.Y) + a.Y;
- }
- #endregion Lerp
- #region Barycentric
- /// <summary>
- /// Interpolate 3 Vectors using Barycentric coordinates
- /// </summary>
- /// <param name="a">First input Vector</param>
- /// <param name="b">Second input Vector</param>
- /// <param name="c">Third input Vector</param>
- /// <param name="u">First Barycentric Coordinate</param>
- /// <param name="v">Second Barycentric Coordinate</param>
- /// <returns>a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</returns>
- public static Vector2Float BaryCentric(Vector2Float a, Vector2Float b, Vector2Float c, float u, float v)
- {
- return a + u * (b - a) + v * (c - a);
- }
- /// <summary>Interpolate 3 Vectors using Barycentric coordinates</summary>
- /// <param name="a">First input Vector.</param>
- /// <param name="b">Second input Vector.</param>
- /// <param name="c">Third input Vector.</param>
- /// <param name="u">First Barycentric Coordinate.</param>
- /// <param name="v">Second Barycentric Coordinate.</param>
- /// <param name="result">Output Vector. a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</param>
- public static void BaryCentric(ref Vector2Float a, ref Vector2Float b, ref Vector2Float c, double u, double v, out Vector2Float result)
- {
- result = a; // copy
- Vector2Float temp = b; // copy
- Subtract(ref temp, ref a, out temp);
- Multiply(ref temp, u, out temp);
- Add(ref result, ref temp, out result);
- temp = c; // copy
- Subtract(ref temp, ref a, out temp);
- Multiply(ref temp, v, out temp);
- Add(ref result, ref temp, out result);
- }
- #endregion Barycentric
- #region Transform
- /// <summary>
- /// Transforms a vector by a quaternion rotation.
- /// </summary>
- /// <param name="vec">The vector to transform.</param>
- /// <param name="quat">The quaternion to rotate the vector by.</param>
- /// <returns>The result of the operation.</returns>
- public static Vector2Float Transform(Vector2Float vec, Quaternion quat)
- {
- Vector2Float result;
- Transform(ref vec, ref quat, out result);
- return result;
- }
- /// <summary>
- /// Transforms a vector by a quaternion rotation.
- /// </summary>
- /// <param name="vec">The vector to transform.</param>
- /// <param name="quat">The quaternion to rotate the vector by.</param>
- /// <param name="result">The result of the operation.</param>
- public static void Transform(ref Vector2Float vec, ref Quaternion quat, out Vector2Float result)
- {
- Quaternion v = new Quaternion(vec.X, vec.Y, 0, 0), i, t;
- Quaternion.Invert(ref quat, out i);
- Quaternion.Multiply(ref quat, ref v, out t);
- Quaternion.Multiply(ref t, ref i, out v);
- result = new Vector2Float(v.X, v.Y);
- }
- #endregion Transform
- #region ComponentMin
- /// <summary>
- /// Calculate the component-wise minimum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>The component-wise minimum</returns>
- public static Vector2Float ComponentMin(Vector2Float a, Vector2Float b)
- {
- a.X = a.X < b.X ? a.X : b.X;
- a.Y = a.Y < b.Y ? a.Y : b.Y;
- return a;
- }
- /// <summary>
- /// Calculate the component-wise minimum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <param name="result">The component-wise minimum</param>
- public static void ComponentMin(ref Vector2Float a, ref Vector2Float b, out Vector2Float result)
- {
- result.X = a.X < b.X ? a.X : b.X;
- result.Y = a.Y < b.Y ? a.Y : b.Y;
- }
- #endregion ComponentMin
- #region ComponentMax
- /// <summary>
- /// Calculate the component-wise maximum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>The component-wise maximum</returns>
- public static Vector2Float ComponentMax(Vector2Float a, Vector2Float b)
- {
- a.X = a.X > b.X ? a.X : b.X;
- a.Y = a.Y > b.Y ? a.Y : b.Y;
- return a;
- }
- /// <summary>
- /// Calculate the component-wise maximum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <param name="result">The component-wise maximum</param>
- public static void ComponentMax(ref Vector2Float a, ref Vector2Float b, out Vector2Float result)
- {
- result.X = a.X > b.X ? a.X : b.X;
- result.Y = a.Y > b.Y ? a.Y : b.Y;
- }
- #endregion ComponentMax
- #endregion Static
- #region Operators
- /// <summary>
- /// Adds two instances.
- /// </summary>
- /// <param name="left">The left instance.</param>
- /// <param name="right">The right instance.</param>
- /// <returns>The result of the operation.</returns>
- public static Vector2Float operator +(Vector2Float left, Vector2Float right)
- {
- left.X += right.X;
- left.Y += right.Y;
- return left;
- }
- /// <summary>
- /// Subtracts two instances.
- /// </summary>
- /// <param name="left">The left instance.</param>
- /// <param name="right">The right instance.</param>
- /// <returns>The result of the operation.</returns>
- public static Vector2Float operator -(Vector2Float left, Vector2Float right)
- {
- left.X -= right.X;
- left.Y -= right.Y;
- return left;
- }
- /// <summary>
- /// Negates an instance.
- /// </summary>
- /// <param name="vec">The instance.</param>
- /// <returns>The result of the operation.</returns>
- public static Vector2Float operator -(Vector2Float vec)
- {
- vec.X = -vec.X;
- vec.Y = -vec.Y;
- return vec;
- }
- /// <summary>
- /// Multiplies an instance by a scalar.
- /// </summary>
- /// <param name="vec">The instance.</param>
- /// <param name="f">The scalar.</param>
- /// <returns>The result of the operation.</returns>
- public static Vector2Float operator *(Vector2Float vec, float f)
- {
- vec.X *= f;
- vec.Y *= f;
- return vec;
- }
- /// <summary>
- /// Multiply an instance by a scalar.
- /// </summary>
- /// <param name="f">The scalar.</param>
- /// <param name="vec">The instance.</param>
- /// <returns>The result of the operation.</returns>
- public static Vector2Float operator *(float f, Vector2Float vec)
- {
- vec.X *= f;
- vec.Y *= f;
- return vec;
- }
- /// <summary>
- /// Divides an instance by a scalar.
- /// </summary>
- /// <param name="vec">The instance.</param>
- /// <param name="f">The scalar.</param>
- /// <returns>The result of the operation.</returns>
- public static Vector2Float operator /(Vector2Float vec, float f)
- {
- float mult = 1.0f / f;
- vec.X *= mult;
- vec.Y *= mult;
- return vec;
- }
- /// <summary>
- /// Divides a scaler by an instance components wise.
- /// </summary>
- /// <param name="vec">The scalar.</param>
- /// <param name="f">The instance.</param>
- /// <returns>The result of the operation.</returns>
- public static Vector2Float operator /(float f, Vector2Float vec)
- {
- vec.X = f / vec.X;
- vec.Y = f / vec.Y;
- return vec;
- }
- /// <summary>
- /// Compares two instances for equality.
- /// </summary>
- /// <param name="left">The left instance.</param>
- /// <param name="right">The right instance.</param>
- /// <returns>True, if both instances are equal; false otherwise.</returns>
- public static bool operator ==(Vector2Float left, Vector2Float right)
- {
- return left.Equals(right);
- }
- /// <summary>
- /// Compares two instances for ienquality.
- /// </summary>
- /// <param name="left">The left instance.</param>
- /// <param name="right">The right instance.</param>
- /// <returns>True, if the instances are not equal; false otherwise.</returns>
- public static bool operator !=(Vector2Float left, Vector2Float right)
- {
- return !left.Equals(right);
- }
- #endregion Operators
- #region Overrides
- #region public override string ToString()
- /// <summary>
- /// Returns a System.String that represents the current instance.
- /// </summary>
- /// <returns></returns>
- public override string ToString()
- {
- return String.Format("({0}, {1})", X, Y);
- }
- #endregion public override string ToString()
- #region public override int GetHashCode()
- /// <summary>
- /// Returns the hashcode for this instance.
- /// </summary>
- /// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
- public override int GetHashCode()
- {
- return new { X, Y }.GetHashCode();
- }
- #endregion public override int GetHashCode()
- #region public override bool Equals(object obj)
- /// <summary>
- /// Indicates whether this instance and a specified object are equal.
- /// </summary>
- /// <param name="obj">The object to compare to.</param>
- /// <returns>True if the instances are equal; false otherwise.</returns>
- public override bool Equals(object obj)
- {
- if (!(obj is Vector2Float))
- return false;
- return this.Equals((Vector2Float)obj);
- }
- #endregion public override bool Equals(object obj)
- #endregion Overrides
- #endregion Public Members
- #region IEquatable<Vector2Floatd> Members
- /// <summary>Indicates whether the current vector is equal to another vector.</summary>
- /// <param name="other">A vector to compare with this vector.</param>
- /// <returns>true if the current vector is equal to the vector parameter; otherwise, false.</returns>
- public bool Equals(Vector2Float other)
- {
- return
- X == other.X &&
- Y == other.Y;
- }
- /// <summary>Indicates whether the current vector is equal to another vector.</summary>
- /// <param name="other">A vector to compare with this vector.</param>
- /// <returns>true if the current vector is equal to the vector parameter; otherwise, false.</returns>
- public bool Equals(Vector2Float other, double errorRange)
- {
- if ((X < other.X + errorRange && X > other.X - errorRange) &&
- (Y < other.Y + errorRange && Y > other.Y - errorRange))
- {
- return true;
- }
- return false;
- }
- #endregion IEquatable<Vector2Floatd> Members
- }
- }
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