584 lines
22 KiB
C#
584 lines
22 KiB
C#
#region Using Statements
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using System;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework
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{
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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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private static readonly Vector2 privateOne;
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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 privateOne;
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}
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}
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#endregion
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#region Zero
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private static readonly Vector2 privateZero;
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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 privateZero;
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}
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}
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#endregion
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#region UnitX
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private static readonly Vector2 privateUnitX;
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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 privateUnitX;
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}
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}
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#endregion
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#region UnitY
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private static readonly Vector2 privateUnitY;
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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 privateUnitY;
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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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static Vector2()
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{
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privateOne = new Vector2(1.0f, 1.0f);
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privateUnitX = new Vector2(1.0f, 0.0f);
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privateUnitY = new Vector2(0.0f, 1.0f);
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privateZero = new Vector2(0.0f, 0.0f);
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}
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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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public static Vector2 Add(Vector2 value1, Vector2 value2)
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{
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Vector2 result;
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Vector2.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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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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Vector2.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, 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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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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Vector2.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, 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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public static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
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{
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Vector2 result;
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Vector2.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, 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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public static float Distance(Vector2 value1, Vector2 value2)
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{
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float result;
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Vector2.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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Vector2.Subtract(ref value1, ref value2, out tmp);
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result = tmp.Length();
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}
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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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Vector2.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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Vector2.Subtract(ref value1, ref value2, out tmp);
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result = tmp.LengthSquared();
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}
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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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Vector2.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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Vector2.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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public static float Dot(Vector2 value1, Vector2 value2)
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{
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float result;
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Vector2.Dot(ref value1, ref value2, out result);
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return result;
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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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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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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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Vector2.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, 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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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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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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public static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
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{
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Vector2 result;
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Vector2.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, float amount, out Vector2 result)
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{
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result.X = MathHelper.Lerp(value1.X, value2.X, amount);
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result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount);
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}
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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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Vector2.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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public static Vector2 Min(Vector2 value1, Vector2 value2)
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{
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Vector2 result;
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Vector2.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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public static Vector2 Multiply(Vector2 value1, float scaleFactor)
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{
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Vector2 result;
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Vector2.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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Vector2.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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public static Vector2 Negate(Vector2 value)
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{
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Vector2 result;
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Vector2.Negate(ref value, out result);
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return result;
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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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result = -value;
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}
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public void Normalize()
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{
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float divider = 1f / this.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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/*
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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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public static Vector2 Reflect(Vector2 vector, Vector2 normal)
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{
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Vector2 result;
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Vector2.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 * Vector2.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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public static Vector2 SmoothStep(Vector2 value1, Vector2 value2, float amount)
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{
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Vector2 result;
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Vector2.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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public static Vector2 Subtract(Vector2 value1, Vector2 value2)
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{
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Vector2 result;
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Vector2.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 = value1 - value2;
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}
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public override string ToString()
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{
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var currentCulture = System.Globalization.CultureInfo.CurrentCulture;
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return string.Format(currentCulture, "{{X:{0} Y:{1}}}", new object[]
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{
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this.X.ToString(currentCulture),
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this.Y.ToString(currentCulture)
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});
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}
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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, 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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Transform(ref sourceArray[i], ref matrix, out destinationArray[destinationIndex]);
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}
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public static void Transform(Vector2[] sourceArray, int sourceIndex, ref Quaternion rotation, 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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Transform(ref sourceArray[i], ref rotation, out destinationArray[destinationIndex]);
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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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Transform(ref sourceArray[i], ref matrix, out destinationArray[i]);
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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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Transform(ref sourceArray[i], ref rotation, out destinationArray[i]);
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}
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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(
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Vector2[] sourceArray,
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int sourceIndex,
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ref Matrix matrix,
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Vector2[] destinationArray,
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int destinationIndex,
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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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TransformNormal(ref sourceArray[i], ref matrix, out destinationArray[destinationIndex]);
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}
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public static void TransformNormal(
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Vector2[] sourceArray,
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ref Matrix matrix,
|
|
Vector2[] destinationArray)
|
|
{
|
|
for (int i = 0; i < sourceArray.Length; i++)
|
|
TransformNormal(ref sourceArray[i], ref matrix, out destinationArray[i]);
|
|
}
|
|
#endregion
|
|
|
|
|
|
#region IEquatable implementation
|
|
public override bool Equals(Object obj)
|
|
{
|
|
return (obj is Vector2) ? this.Equals((Vector2)obj) : false;
|
|
}
|
|
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 fak = 1.0f / divider;
|
|
return new Vector2(value1.X * fak, value1.Y * fak);
|
|
}
|
|
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.Equals(value2.X) && value1.Y.Equals(value2.Y);
|
|
}
|
|
public static bool operator !=(Vector2 value1, Vector2 value2)
|
|
{
|
|
return !value1.X.Equals(value2.X) || !value1.Y.Equals(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
|
|
|
|
}
|
|
}
|