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mirror of https://github.com/Halofreak1990/XFXFramework synced 2024-12-26 13:49:34 +01:00
XFXFramework/include/Vector2.h
Halofreak1990 8f089dc2ab Added the current XFX directory tree.
WARNING!!! This revision cannot compile correctly. It is updated to reflect the many changes within the XFX project.
2010-12-04 16:14:34 +00:00

103 lines
5.2 KiB
C++

/********************************************************
* Vector2.h *
* *
* XFX Vector2 definition file *
* Copyright © XFX Team. All Rights Reserved *
********************************************************/
#ifndef _XFX_VECTOR2_
#define _XFX_VECTOR2_
#include <System/Types.h>
namespace XFX
{
struct Matrix;
struct Quaternion;
/// <summary>
/// Defines a vector with two components.
/// </summary>
struct Vector2
{
float X, Y;
static const Vector2 One;
static const Vector2 Zero;
Vector2(float x, float y);
Vector2(float value);
Vector2(const Vector2 &obj);
Vector2();
static Vector2 Add(Vector2 value1, Vector2 value2);
static void Add(Vector2 value1, Vector2 value2, out Vector2 result);
static Vector2 Baricentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2);
static void Baricentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2, out Vector2 result);
static Vector2 CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount);
static void CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount, out Vector2 result);
static Vector2 Clamp(Vector2 value, Vector2 min, Vector2 max);
static void Clamp(Vector2 value, Vector2 min, Vector2 max, out Vector2 result);
static float Distance(Vector2 value1, Vector2 value2);
static void Distance(Vector2 value1, Vector2 value2, out float result);
static float DistanceSquared(Vector2 value1, Vector2 value2);
static void DistanceSquared(Vector2 value1, Vector2 value2, out float result);
static Vector2 Divide(Vector2 value1, float divider);
static void Divide(Vector2 value1, float divider, out Vector2 result);
static Vector2 Divide(Vector2 value1, Vector2 value2);
static void Divide(Vector2 value1, Vector2 value2, out Vector2 result);
static float Dot(Vector2 value1, Vector2 value2);
static void Dot(Vector2 value1, Vector2 value2, out float result);
bool Equals(Vector2 obj);
int GetHashCode();
static Vector2 Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount);
static void Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount, out Vector2 result);
float Length();
float LengthSquared();
static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount);
static void Lerp(Vector2 value1, Vector2 value2, float amount, out Vector2 result);
static Vector2 Max(Vector2 value1, Vector2 value2);
static void Max(Vector2 value1, Vector2 value2, out Vector2 result);
static Vector2 Min(Vector2 value1, Vector2 value2);
static void Min(Vector2 value1, Vector2 value2, out Vector2 result);
static Vector2 Multiply(Vector2 value, float scaleFactor);
void Multiply(Vector2 value1, float scaleFactor, out Vector2 result);
static Vector2 Multiply(Vector2 value1, Vector2 value2);
void Multiply(Vector2 value1, Vector2 value2, out Vector2 result);
static Vector2 Negate(Vector2 value);
static void Negate(Vector2 value, out Vector2 result);
void Normalize();
static Vector2 Normalize(Vector2 value);
static void Normalize(Vector2 value, out Vector2 result);
static Vector2 Reflect(Vector2 vector, Vector2 normal);
static void Reflect(Vector2 vector, Vector2 normal, out Vector2 result);
static Vector2 SmoothStep(Vector2 value1, Vector2 value2, float amount);
static void SmoothStep(Vector2 value1, Vector2 value2, float amount, out Vector2 result);
static Vector2 Subtract(Vector2 value1, Vector2 value2);
static void Subtract(Vector2 value1, Vector2 value2, out Vector2 result);
static Vector2 Transform(Vector2 position, Matrix matrix);
static void Transform(Vector2 position, Matrix matrix, out Vector2 result);
static Vector2 Transform(Vector2 position, Quaternion rotation);
static void Transform(Vector2 position, Quaternion rotation, out Vector2 result);
static void Transform(Vector2 sourceArray[], int sourceIndex, Matrix matrix, Vector2 destinationArray[], int destinationIndex, int length);
static void Transform(Vector2 sourceArray[], int sourceIndex, Quaternion rotation, Vector2 destinationArray[], int destinationIndex, int length);
static void Transform(Vector2 sourceArray[], Matrix matrix, Vector2 destinationArray[]);
static void Transform(Vector2 sourceArray[], Quaternion rotation, Vector2 destinationArray[]);
static Vector2 TransformNormal(Vector2 normal, Matrix matrix);
static void TransformNormal(Vector2 normal, Matrix matrix, out Vector2 result);
static void TransformNormal(Vector2 sourceArray[], int sourceIndex, Matrix matrix, Vector2 destinationArray[], int destinationIndex, int length);
static void TransformNormal(Vector2 sourceArray[], Matrix matrix, Vector2 destinationArray[]);
Vector2 operator-(const Vector2 other);
Vector2 operator-();
Vector2 operator+(const Vector2 other);
Vector2 operator/(float divider);
Vector2 operator/(const Vector2 other);
bool operator==(const Vector2 other);
bool operator!=(const Vector2 other);
Vector2 operator*(const float scaleFactor);
Vector2 operator*(const Vector2 other);
Vector2 operator=(const Vector2 other);
} ALIGNED;
}
#endif //_XFX_VECTOR2_