using System; using System.Globalization; using ANX.Framework.NonXNA.Development; using System.ComponentModel; using ANX.Framework.Design; using ANX.Framework.NonXNA; // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace ANX.Framework { [PercentageComplete(100)] [Developer("xToast, GinieDp")] [TestState(TestStateAttribute.TestState.Tested)] #if !WINDOWSMETRO [Serializable] [TypeConverter(typeof(Vector2Converter))] #endif public struct Vector2 : IEquatable { #region fields public float X; public float Y; #endregion #region properties #region One /// /// Returns a with both of its components set to one. /// public static Vector2 One { get { return new Vector2(1f, 1f); } } #endregion #region Zero /// /// Returns a with both of its components set to zero. /// public static Vector2 Zero { get { return new Vector2(0f, 0f); } } #endregion #region UnitX /// /// Returns the unit vector for the x-axis. /// public static Vector2 UnitX { get { return new Vector2(1f, 0f); } } #endregion #region UnitY /// /// Returns the unit vector for the y-axis. /// public static Vector2 UnitY { get { return new Vector2(0f, 1f); } } #endregion #endregion #region constructors public Vector2(float value) { this.X = value; this.Y = value; } public Vector2(float x, float y) { this.X = x; this.Y = y; } #endregion #region public methods #region Add public static Vector2 Add(Vector2 value1, Vector2 value2) { Vector2 result; Add(ref value1, ref value2, out result); return result; } 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; } #endregion #region Barycentric public static Vector2 Barycentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2) { Vector2 result; Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out result); return result; } public static void Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, out Vector2 result) { result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2); result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2); } #endregion #region CatmullRom public static Vector2 CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount) { Vector2 result; CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out result); return result; } public static void CatmullRom(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, ref Vector2 value4, float amount, out Vector2 result) { 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); } #endregion #region Clamp public static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max) { Vector2 result; Clamp(ref value1, ref min, ref max, out result); return result; } public static void Clamp(ref Vector2 value1, ref Vector2 min, ref Vector2 max, out Vector2 result) { result.X = MathHelper.Clamp(value1.X, min.X, max.X); result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y); } #endregion #region Distance public static float Distance(Vector2 value1, Vector2 value2) { float result; Distance(ref value1, ref value2, out result); return result; } public static void Distance(ref Vector2 value1, ref Vector2 value2, out float result) { Vector2 tmp; Subtract(ref value1, ref value2, out tmp); result = tmp.Length(); } #endregion #region DistanceSquared public static float DistanceSquared(Vector2 value1, Vector2 value2) { float result; DistanceSquared(ref value1, ref value2, out result); return result; } public static void DistanceSquared(ref Vector2 value1, ref Vector2 value2, out float result) { Vector2 tmp; Subtract(ref value1, ref value2, out tmp); result = tmp.LengthSquared(); } #endregion #region Divide public static Vector2 Divide(Vector2 value1, float divider) { Vector2 result; Divide(ref value1, divider, out result); return result; } public static void Divide(ref Vector2 value1, float divider, out Vector2 result) { divider = 1f / divider; result.X = value1.X * divider; result.Y = value1.Y * divider; } public static Vector2 Divide(Vector2 value1, Vector2 value2) { Vector2 result; Divide(ref value1, ref value2, out result); return result; } 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; } #endregion #region Dot public static float Dot(Vector2 value1, Vector2 value2) { return value1.X * value2.X + value1.Y * value2.Y; } public static void Dot(ref Vector2 value1, ref Vector2 value2, out float result) { result = value1.X * value2.X + value1.Y * value2.Y; } #endregion #region GetHashCode public override int GetHashCode() { return this.X.GetHashCode() + this.Y.GetHashCode(); } #endregion #region Hermite public static Vector2 Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount) { Vector2 result; Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result); return result; } 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); } #endregion #region Length public float Length() { return (float)Math.Sqrt((this.X * this.X) + (this.Y * this.Y)); } #endregion #region LengthSquared public float LengthSquared() { return (this.X * this.X) + (this.Y * this.Y); } #endregion #region Lerp public static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount) { Vector2 result; Lerp(ref value1, ref value2, amount, out result); return result; } public static void Lerp(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result) { result.X = value1.X + (value2.X - value1.X) * amount; result.Y = value1.Y + (value2.Y - value1.Y) * amount; } #endregion #region Max public static Vector2 Max(Vector2 value1, Vector2 value2) { Vector2 result; Max(ref value1, ref value2, out result); return result; } 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; } #endregion #region Min public static Vector2 Min(Vector2 value1, Vector2 value2) { Vector2 result; Min(ref value1, ref value2, out result); return result; } 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; } #endregion #region Multiply public static Vector2 Multiply(Vector2 value1, float scaleFactor) { Vector2 result; Multiply(ref value1, scaleFactor, out result); return result; } public static void Multiply(ref Vector2 value1, float scaleFactor, out Vector2 result) { result.X = value1.X * scaleFactor; result.Y = value1.Y * scaleFactor; } public static Vector2 Multiply(Vector2 value1, Vector2 value2) { Vector2 result; Multiply(ref value1, ref value2, out result); return result; } 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; } #endregion #region Negate public static Vector2 Negate(Vector2 value) { // Is a bit faster than copying the vector floats to the operator method. return new Vector2(-value.X, -value.Y); } public static void Negate(ref Vector2 value, out Vector2 result) { // Is a bit faster than copying the vector floats to the operator method. result.X = -value.X; result.Y = -value.Y; } #endregion #region Normalize public void Normalize() { float divider = 1f / Length(); this.X *= divider; this.Y *= divider; } public static Vector2 Normalize(Vector2 value) { float divider = 1f / value.Length(); return new Vector2(value.X * divider, value.Y * divider); } public static void Normalize(ref Vector2 value, out Vector2 result) { float divider = 1f / value.Length(); result.X = value.X * divider; result.Y = value.Y * divider; } #endregion /* Vect2 = Vect1 - 2 * WallN * (WallN DOT Vect1) Formula from : http://www.gamedev.net/topic/165537-2d-vector-reflection-/ */ #region Reflect public static Vector2 Reflect(Vector2 vector, Vector2 normal) { Vector2 result; Reflect(ref vector, ref normal, out result); return result; } public static void Reflect(ref Vector2 vector, ref Vector2 normal, out Vector2 result) { float sub = 2 * Dot(vector, normal); result.X = vector.X - (sub * normal.X); result.Y = vector.Y - (sub * normal.Y); } #endregion #region SmoothStep public static Vector2 SmoothStep(Vector2 value1, Vector2 value2, float amount) { Vector2 result; SmoothStep(ref value1, ref value2, amount, out result); return result; } 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); } #endregion #region Subtract public static Vector2 Subtract(Vector2 value1, Vector2 value2) { Vector2 result; Subtract(ref value1, ref value2, out result); return result; } 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; } #endregion #region ToString public override string ToString() { var culture = CultureInfo.CurrentCulture; // This may look a bit more ugly, but String.Format should be avoided cause of it's bad performance! return "{X:" + X.ToString(culture) + " Y:" + Y.ToString(culture) + "}"; } #endregion #region Transform public static Vector2 Transform(Vector2 position, Matrix matrix) { Vector2 result; Transform(ref position, ref matrix, out result); return result; } public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector2 result) { result.X = (position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41; result.Y = (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42; } public static Vector2 Transform(Vector2 value, Quaternion rotation) { Vector2 result; Transform(ref value, ref rotation, out result); return result; } 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); } public static void Transform(Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2[] destinationArray, int destinationIndex, int length) { length += sourceIndex; for (int i = sourceIndex; i < length; i++, destinationIndex++) { Transform(ref sourceArray[i], ref matrix, out destinationArray[destinationIndex]); } } public static void Transform(Vector2[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector2[] destinationArray, int destinationIndex, int length) { length += sourceIndex; for (int i = sourceIndex; i < length; i++, destinationIndex++) { Transform(ref sourceArray[i], ref rotation, out destinationArray[destinationIndex]); } } public static void Transform(Vector2[] sourceArray, ref Matrix matrix, Vector2[] destinationArray) { for (int i = 0; i < sourceArray.Length; i++) { Transform(ref sourceArray[i], ref matrix, out destinationArray[i]); } } public static void Transform(Vector2[] sourceArray, ref Quaternion rotation, Vector2[] destinationArray) { for (int i = 0; i < sourceArray.Length; i++) { Transform(ref sourceArray[i], ref rotation, out destinationArray[i]); } } #endregion #region TransformNormal public static Vector2 TransformNormal(Vector2 normal, Matrix matrix) { Vector2 result; TransformNormal(ref normal, ref matrix, out result); return result; } public static void TransformNormal(ref Vector2 normal, ref Matrix matrix, out Vector2 result) { result.X = (normal.X * matrix.M11) + (normal.Y * matrix.M21); result.Y = (normal.X * matrix.M12) + (normal.Y * matrix.M22); } public static void TransformNormal(Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2[] destinationArray, int destinationIndex, int length) { length += sourceIndex; for (int i = sourceIndex; i < length; i++, destinationIndex++) { TransformNormal(ref sourceArray[i], ref matrix, out destinationArray[destinationIndex]); } } public static void TransformNormal(Vector2[] sourceArray, ref Matrix matrix, Vector2[] destinationArray) { for (int i = 0; i < sourceArray.Length; i++) { TransformNormal(ref sourceArray[i], ref matrix, out destinationArray[i]); } } #endregion #endregion #region IEquatable implementation public override bool Equals(Object obj) { return obj is Vector2 && Equals((Vector2)obj); } public bool Equals(Vector2 other) { return this.X == other.X && this.Y == other.Y; } #endregion #region operator overloading public static Vector2 operator +(Vector2 value1, Vector2 value2) { return new Vector2(value1.X + value2.X, value1.Y + value2.Y); } public static Vector2 operator /(Vector2 value1, float divider) { float factor = 1f / divider; return new Vector2(value1.X * factor, value1.Y * factor); } public static Vector2 operator /(Vector2 value1, Vector2 value2) { return new Vector2(value1.X / value2.X, value1.Y / value2.Y); } public static bool operator ==(Vector2 value1, Vector2 value2) { return (value1.X == value2.X) && (value1.Y == value2.Y); } public static bool operator !=(Vector2 value1, Vector2 value2) { return (value1.X != value2.X) || (value1.Y != value2.Y); } public static Vector2 operator *(float scaleFactor, Vector2 value) { return new Vector2(value.X * scaleFactor, value.Y * scaleFactor); } public static Vector2 operator *(Vector2 value, float scaleFactor) { return new Vector2(value.X * scaleFactor, value.Y * scaleFactor); } public static Vector2 operator *(Vector2 value1, Vector2 value2) { return new Vector2(value1.X * value2.X, value1.Y * value2.Y); } public static Vector2 operator -(Vector2 value1, Vector2 value2) { return new Vector2(value1.X - value2.X, value1.Y - value2.Y); } public static Vector2 operator -(Vector2 value) { return new Vector2(-value.X, -value.Y); } #endregion } }