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