#region License
#endregion
#region Using Statements
using
System;
using
System.ComponentModel;
using
System.Diagnostics;
using
System.Globalization;
using
Microsoft.Xna.Framework.Design;
#endregion
namespace
Microsoft.Xna.Framework
{
/// <summary>
/// Describes a 2D-vector.
/// </summary>
[Serializable]
[TypeConverter(
typeof
(Vector2Converter))]
[DebuggerDisplay(
"{DebugDisplayString,nq}"
)]
public
struct
Vector2 : IEquatable<Vector2>
{
#region Public Static Properties
/// <summary>
/// Returns a <see cref="Vector2"/> with components 0, 0.
/// </summary>
public
static
Vector2 Zero
{
get
{
return
zeroVector;
}
}
/// <summary>
/// Returns a <see cref="Vector2"/> with components 1, 1.
/// </summary>
public
static
Vector2 One
{
get
{
return
unitVector;
}
}
/// <summary>
/// Returns a <see cref="Vector2"/> with components 1, 0.
/// </summary>
public
static
Vector2 UnitX
{
get
{
return
unitXVector;
}
}
/// <summary>
/// Returns a <see cref="Vector2"/> with components 0, 1.
/// </summary>
public
static
Vector2 UnitY
{
get
{
return
unitYVector;
}
}
#endregion
#region Internal Properties
internal
string
DebugDisplayString
{
get
{
return
string
.Concat(
X.ToString(),
" "
,
Y.ToString()
);
}
}
#endregion
#region Public Fields
/// <summary>
/// The x coordinate of this <see cref="Vector2"/>.
/// </summary>
public
float
X;
/// <summary>
/// The y coordinate of this <see cref="Vector2"/>.
/// </summary>
public
float
Y;
#endregion
#region Private Static Fields
private
static
readonly
Vector2 zeroVector =
new
Vector2(0f, 0f);
private
static
readonly
Vector2 unitVector =
new
Vector2(1f, 1f);
private
static
readonly
Vector2 unitXVector =
new
Vector2(1f, 0f);
private
static
readonly
Vector2 unitYVector =
new
Vector2(0f, 1f);
#endregion
#region Public Constructors
/// <summary>
/// Constructs a 2d vector with X and Y from two values.
/// </summary>
/// <param name="x">The x coordinate in 2d-space.</param>
/// <param name="y">The y coordinate in 2d-space.</param>
public
Vector2(
float
x,
float
y)
{
this
.X = x;
this
.Y = y;
}
/// <summary>
/// Constructs a 2d vector with X and Y set to the same value.
/// </summary>
/// <param name="value">The x and y coordinates in 2d-space.</param>
public
Vector2(
float
value)
{
this
.X = value;
this
.Y = value;
}
#endregion
#region Public Methods
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Object"/>.
/// </summary>
/// <param name="obj">The <see cref="Object"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public
override
bool
Equals(
object
obj)
{
if
(obj
is
Vector2)
{
return
Equals((Vector2)obj);
}
return
false
;
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Vector2"/>.
/// </summary>
/// <param name="other">The <see cref="Vector2"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public
bool
Equals(Vector2 other)
{
return
( (MathHelper.WithinEpsilon(X, other.X)) &&
(MathHelper.WithinEpsilon(Y, other.Y)) );
}
/// <summary>
/// Gets the hash code of this <see cref="Vector2"/>.
/// </summary>
/// <returns>Hash code of this <see cref="Vector2"/>.</returns>
public
override
int
GetHashCode()
{
return
X.GetHashCode() + Y.GetHashCode();
}
/// <summary>
/// Returns the length of this <see cref="Vector2"/>.
/// </summary>
/// <returns>The length of this <see cref="Vector2"/>.</returns>
public
float
Length()
{
return
(
float
) Math.Sqrt((X * X) + (Y * Y));
}
/// <summary>
/// Returns the squared length of this <see cref="Vector2"/>.
/// </summary>
/// <returns>The squared length of this <see cref="Vector2"/>.</returns>
public
float
LengthSquared()
{
return
(X * X) + (Y * Y);
}
/// <summary>
/// Turns this <see cref="Vector2"/> to a unit vector with the same direction.
/// </summary>
public
void
Normalize()
{
float
val = 1.0f / (
float
) Math.Sqrt((X * X) + (Y * Y));
X *= val;
Y *= val;
}
/// <summary>
/// Returns a <see cref="String"/> representation of this <see cref="Vector2"/> in the format:
/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>]}
/// </summary>
/// <returns>A <see cref="String"/> representation of this <see cref="Vector2"/>.</returns>
public
override
string
ToString()
{
return
(
"{X:"
+ X.ToString() +
" Y:"
+ Y.ToString() +
"}"
);
}
#endregion
#region Public Static Methods
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <returns>The result of the vector addition.</returns>
public
static
Vector2 Add(Vector2 value1, Vector2 value2)
{
value1.X += value2.X;
value1.Y += value2.Y;
return
value1;
}
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and
/// <paramref name="value2"/>, storing the result of the
/// addition in <paramref name="result"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <param name="result">The result of the vector addition.</param>
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;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
/// </summary>
/// <param name="value1">The first vector of 2d-triangle.</param>
/// <param name="value2">The second vector of 2d-triangle.</param>
/// <param name="value3">The third vector of 2d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
/// <returns>The cartesian translation of barycentric coordinates.</returns>
public
static
Vector2 Barycentric(
Vector2 value1,
Vector2 value2,
Vector2 value3,
float
amount1,
float
amount2
) {
return
new
Vector2(
MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2)
);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
/// </summary>
/// <param name="value1">The first vector of 2d-triangle.</param>
/// <param name="value2">The second vector of 2d-triangle.</param>
/// <param name="value3">The third vector of 2d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
/// <param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
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);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The result of CatmullRom interpolation.</returns>
public
static
Vector2 CatmullRom(
Vector2 value1,
Vector2 value2,
Vector2 value3,
Vector2 value4,
float
amount
) {
return
new
Vector2(
MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The result of CatmullRom interpolation as an output parameter.</param>
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);
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <returns>The clamped value.</returns>
public
static
Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
{
return
new
Vector2(
MathHelper.Clamp(value1.X, min.X, max.X),
MathHelper.Clamp(value1.Y, min.Y, max.Y)
);
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <param name="result">The clamped value as an output parameter.</param>
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);
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The distance between two vectors.</returns>
public
static
float
Distance(Vector2 value1, Vector2 value2)
{
float
v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
return
(
float
) Math.Sqrt((v1 * v1) + (v2 * v2));
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The distance between two vectors as an output parameter.</param>
public
static
void
Distance(
ref
Vector2 value1,
ref
Vector2 value2,
out
float
result)
{
float
v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
result = (
float
) Math.Sqrt((v1 * v1) + (v2 * v2));
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The squared distance between two vectors.</returns>
public
static
float
DistanceSquared(Vector2 value1, Vector2 value2)
{
float
v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
return
(v1 * v1) + (v2 * v2);
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The squared distance between two vectors as an output parameter.</param>
public
static
void
DistanceSquared(
ref
Vector2 value1,
ref
Vector2 value2,
out
float
result
) {
float
v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
result = (v1 * v1) + (v2 * v2);
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Divisor <see cref="Vector2"/>.</param>
/// <returns>The result of dividing the vectors.</returns>
public
static
Vector2 Divide(Vector2 value1, Vector2 value2)
{
value1.X /= value2.X;
value1.Y /= value2.Y;
return
value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Divisor <see cref="Vector2"/>.</param>
/// <param name="result">The result of dividing the vectors as an output parameter.</param>
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;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public
static
Vector2 Divide(Vector2 value1,
float
divider)
{
float
factor = 1 / divider;
value1.X *= factor;
value1.Y *= factor;
return
value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
public
static
void
Divide(
ref
Vector2 value1,
float
divider,
out
Vector2 result)
{
float
factor = 1 / divider;
result.X = value1.X * factor;
result.Y = value1.Y * factor;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The dot product of two vectors.</returns>
public
static
float
Dot(Vector2 value1, Vector2 value2)
{
return
(value1.X * value2.X) + (value1.Y * value2.Y);
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The dot product of two vectors as an output parameter.</param>
public
static
void
Dot(
ref
Vector2 value1,
ref
Vector2 value2,
out
float
result)
{
result = (value1.X * value2.X) + (value1.Y * value2.Y);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The hermite spline interpolation vector.</returns>
public
static
Vector2 Hermite(
Vector2 value1,
Vector2 tangent1,
Vector2 value2,
Vector2 tangent2,
float
amount
) {
Vector2 result =
new
Vector2();
Hermite(
ref
value1,
ref
tangent1,
ref
value2,
ref
tangent2, amount,
out
result);
return
result;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The hermite spline interpolation vector as an output parameter.</param>
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);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public
static
Vector2 Lerp(Vector2 value1, Vector2 value2,
float
amount)
{
return
new
Vector2(
MathHelper.Lerp(value1.X, value2.X, amount),
MathHelper.Lerp(value1.Y, value2.Y, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
public
static
void
Lerp(
ref
Vector2 value1,
ref
Vector2 value2,
float
amount,
out
Vector2 result
) {
result.X = MathHelper.Lerp(value1.X, value2.X, amount);
result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector2"/> with maximal values from the two vectors.</returns>
public
static
Vector2 Max(Vector2 value1, Vector2 value2)
{
return
new
Vector2(
value1.X > value2.X ? value1.X : value2.X,
value1.Y > value2.Y ? value1.Y : value2.Y
);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector2"/> with maximal values from the two vectors as an output parameter.</param>
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;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector2"/> with minimal values from the two vectors.</returns>
public
static
Vector2 Min(Vector2 value1, Vector2 value2)
{
return
new
Vector2(
value1.X < value2.X ? value1.X : value2.X,
value1.Y < value2.Y ? value1.Y : value2.Y
);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector2"/> with minimal values from the two vectors as an output parameter.</param>
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;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <returns>The result of the vector multiplication.</returns>
public
static
Vector2 Multiply(Vector2 value1, Vector2 value2)
{
value1.X *= value2.X;
value1.Y *= value2.Y;
return
value1;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a multiplication of <see cref="Vector2"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <returns>The result of the vector multiplication with a scalar.</returns>
public
static
Vector2 Multiply(Vector2 value1,
float
scaleFactor)
{
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
return
value1;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a multiplication of <see cref="Vector2"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <param name="result">The result of the multiplication with a scalar as an output parameter.</param>
public
static
void
Multiply(
ref
Vector2 value1,
float
scaleFactor,
out
Vector2 result)
{
result.X = value1.X * scaleFactor;
result.Y = value1.Y * scaleFactor;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <param name="result">The result of the vector multiplication as an output parameter.</param>
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;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the specified vector inversion.
/// direction of <paramref name="value"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <returns>The result of the vector inversion.</returns>
public
static
Vector2 Negate(Vector2 value)
{
value.X = -value.X;
value.Y = -value.Y;
return
value;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains the specified vector inversion.
/// direction of <paramref name="value"/> in <paramref name="result"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="result">The result of the vector inversion as an output parameter.</param>
public
static
void
Negate(
ref
Vector2 value,
out
Vector2 result)
{
result.X = -value.X;
result.Y = -value.Y;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <returns>Unit vector.</returns>
public
static
Vector2 Normalize(Vector2 value)
{
float
val = 1.0f / (
float
) Math.Sqrt((value.X * value.X) + (value.Y * value.Y));
value.X *= val;
value.Y *= val;
return
value;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="result">Unit vector as an output parameter.</param>
public
static
void
Normalize(
ref
Vector2 value,
out
Vector2 result)
{
float
val = 1.0f / (
float
) Math.Sqrt((value.X * value.X) + (value.Y * value.Y));
result.X = value.X * val;
result.Y = value.Y * val;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains reflect vector of the given vector and normal.
/// </summary>
/// <param name="vector">Source <see cref="Vector2"/>.</param>
/// <param name="normal">Reflection normal.</param>
/// <returns>Reflected vector.</returns>
public
static
Vector2 Reflect(Vector2 vector, Vector2 normal)
{
Vector2 result;
float
val = 2.0f * ((vector.X * normal.X) + (vector.Y * normal.Y));
result.X = vector.X - (normal.X * val);
result.Y = vector.Y - (normal.Y * val);
return
result;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains reflect vector of the given vector and normal.
/// </summary>
/// <param name="vector">Source <see cref="Vector2"/>.</param>
/// <param name="normal">Reflection normal.</param>
/// <param name="result">Reflected vector as an output parameter.</param>
public
static
void
Reflect(
ref
Vector2 vector,
ref
Vector2 normal,
out
Vector2 result)
{
float
val = 2.0f * ((vector.X * normal.X) + (vector.Y * normal.Y));
result.X = vector.X - (normal.X * val);
result.Y = vector.Y - (normal.Y * val);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <returns>Cubic interpolation of the specified vectors.</returns>
public
static
Vector2 SmoothStep(Vector2 value1, Vector2 value2,
float
amount)
{
return
new
Vector2(
MathHelper.SmoothStep(value1.X, value2.X, amount),
MathHelper.SmoothStep(value1.Y, value2.Y, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
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);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains subtraction of on <see cref="Vector2"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <returns>The result of the vector subtraction.</returns>
public
static
Vector2 Subtract(Vector2 value1, Vector2 value2)
{
value1.X -= value2.X;
value1.Y -= value2.Y;
return
value1;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains subtraction of on <see cref="Vector2"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/>.</param>
/// <param name="value2">Source <see cref="Vector2"/>.</param>
/// <param name="result">The result of the vector subtraction as an output parameter.</param>
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;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="position">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed <see cref="Vector2"/>.</returns>
public
static
Vector2 Transform(Vector2 position, Matrix matrix)
{
return
new
Vector2(
(position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41,
(position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42
);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="position">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed <see cref="Vector2"/> as an output parameter.</param>
public
static
void
Transform(
ref
Vector2 position,
ref
Matrix matrix,
out
Vector2 result
) {
float
x = (position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41;
float
y = (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42;
result.X = x;
result.Y = y;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>, representing the rotation.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector2"/>.</returns>
public
static
Vector2 Transform(Vector2 value, Quaternion rotation)
{
Transform(
ref
value,
ref
rotation,
out
value);
return
value;
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>, representing the rotation.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector2"/> as an output parameter.</param>
public
static
void
Transform(
ref
Vector2 value,
ref
Quaternion rotation,
out
Vector2 result
) {
Quaternion v =
new
Quaternion(value.X, value.Y, 0, 0), i, t;
Quaternion.Inverse(
ref
rotation,
out
i);
Quaternion.Multiply(
ref
rotation,
ref
v,
out
t);
Quaternion.Multiply(
ref
t,
ref
i,
out
v);
result.X = v.X;
result.Y = v.Y;
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector2"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
public
static
void
Transform(
Vector2[] sourceArray,
ref
Matrix matrix,
Vector2[] destinationArray
) {
Transform(sourceArray, 0,
ref
matrix, destinationArray, 0, sourceArray.Length);
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector2"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector2"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public
static
void
Transform(
Vector2[] sourceArray,
int
sourceIndex,
ref
Matrix matrix,
Vector2[] destinationArray,
int
destinationIndex,
int
length
) {
for
(
int
x = 0; x < length; x += 1)
{
Vector2 position = sourceArray[sourceIndex + x];
Vector2 destination = destinationArray[destinationIndex + x];
destination.X = (position.X * matrix.M11) + (position.Y * matrix.M21)
+ matrix.M41;
destination.Y = (position.X * matrix.M12) + (position.Y * matrix.M22)
+ matrix.M42;
destinationArray[destinationIndex + x] = destination;
}
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector2"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
public
static
void
Transform(
Vector2[] sourceArray,
ref
Quaternion rotation,
Vector2[] destinationArray
) {
Transform(
sourceArray,
0,
ref
rotation,
destinationArray,
0,
sourceArray.Length
);
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector2"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector2"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public
static
void
Transform(
Vector2[] sourceArray,
int
sourceIndex,
ref
Quaternion rotation,
Vector2[] destinationArray,
int
destinationIndex,
int
length
) {
for
(
int
i = 0; i < length; i += 1)
{
Vector2 position = sourceArray[sourceIndex + i];
Vector2 v;
Transform(
ref
position,
ref
rotation,
out
v);
destinationArray[destinationIndex + i] = v;
}
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of the specified normal by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="normal">Source <see cref="Vector2"/> which represents a normal vector.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed normal.</returns>
public
static
Vector2 TransformNormal(Vector2 normal, Matrix matrix)
{
return
new
Vector2(
(normal.X * matrix.M11) + (normal.Y * matrix.M21),
(normal.X * matrix.M12) + (normal.Y * matrix.M22)
);
}
/// <summary>
/// Creates a new <see cref="Vector2"/> that contains a transformation of the specified normal by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="normal">Source <see cref="Vector2"/> which represents a normal vector.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed normal as an output parameter.</param>
public
static
void
TransformNormal(
ref
Vector2 normal,
ref
Matrix matrix,
out
Vector2 result
) {
float
x = (normal.X * matrix.M11) + (normal.Y * matrix.M21);
float
y = (normal.X * matrix.M12) + (normal.Y * matrix.M22);
result.X = x;
result.Y = y;
}
/// <summary>
/// Apply transformation on all normals within array of <see cref="Vector2"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
public
static
void
TransformNormal(
Vector2[] sourceArray,
ref
Matrix matrix,
Vector2[] destinationArray
) {
TransformNormal(
sourceArray,
0,
ref
matrix,
destinationArray,
0,
sourceArray.Length
);
}
/// <summary>
/// Apply transformation on normals within array of <see cref="Vector2"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector2"/> should be written.</param>
/// <param name="length">The number of normals to be transformed.</param>
public
static
void
TransformNormal(
Vector2[] sourceArray,
int
sourceIndex,
ref
Matrix matrix,
Vector2[] destinationArray,
int
destinationIndex,
int
length
) {
for
(
int
i = 0; i < length; i += 1)
{
Vector2 position = sourceArray[sourceIndex + i];
Vector2 result;
result.X = (position.X * matrix.M11) + (position.Y * matrix.M21);
result.Y = (position.X * matrix.M12) + (position.Y * matrix.M22);
destinationArray[destinationIndex + i] = result;
}
}
#endregion
#region Public Static Operators
/// <summary>
/// Inverts values in the specified <see cref="Vector2"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/> on the right of the sub sign.</param>
/// <returns>Result of the inversion.</returns>
public
static
Vector2
operator
-(Vector2 value)
{
value.X = -value.X;
value.Y = -value.Y;
return
value;
}
/// <summary>
/// Compares whether two <see cref="Vector2"/> instances are equal.
/// </summary>
/// <param name="value1"><see cref="Vector2"/> instance on the left of the equal sign.</param>
/// <param name="value2"><see cref="Vector2"/> instance on the right of the equal sign.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public
static
bool
operator
==(Vector2 value1, Vector2 value2)
{
return
( (MathHelper.WithinEpsilon(value1.X, value2.X)) &&
(MathHelper.WithinEpsilon(value1.Y, value2.Y)) );
}
/// <summary>
/// Compares whether two <see cref="Vector2"/> instances are equal.
/// </summary>
/// <param name="value1"><see cref="Vector2"/> instance on the left of the equal sign.</param>
/// <param name="value2"><see cref="Vector2"/> instance on the right of the equal sign.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public
static
bool
operator
!=(Vector2 value1, Vector2 value2)
{
return
!(value1 == value2);
}
/// <summary>
/// Adds two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the add sign.</param>
/// <param name="value2">Source <see cref="Vector2"/> on the right of the add sign.</param>
/// <returns>Sum of the vectors.</returns>
public
static
Vector2
operator
+(Vector2 value1, Vector2 value2)
{
value1.X += value2.X;
value1.Y += value2.Y;
return
value1;
}
/// <summary>
/// Subtracts a <see cref="Vector2"/> from a <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the sub sign.</param>
/// <param name="value2">Source <see cref="Vector2"/> on the right of the sub sign.</param>
/// <returns>Result of the vector subtraction.</returns>
public
static
Vector2
operator
-(Vector2 value1, Vector2 value2)
{
value1.X -= value2.X;
value1.Y -= value2.Y;
return
value1;
}
/// <summary>
/// Multiplies the components of two vectors by each other.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the mul sign.</param>
/// <param name="value2">Source <see cref="Vector2"/> on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication.</returns>
public
static
Vector2
operator
*(Vector2 value1, Vector2 value2)
{
value1.X *= value2.X;
value1.Y *= value2.Y;
return
value1;
}
/// <summary>
/// Multiplies the components of vector by a scalar.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/> on the left of the mul sign.</param>
/// <param name="scaleFactor">Scalar value on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication with a scalar.</returns>
public
static
Vector2
operator
*(Vector2 value,
float
scaleFactor)
{
value.X *= scaleFactor;
value.Y *= scaleFactor;
return
value;
}
/// <summary>
/// Multiplies the components of vector by a scalar.
/// </summary>
/// <param name="scaleFactor">Scalar value on the left of the mul sign.</param>
/// <param name="value">Source <see cref="Vector2"/> on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication with a scalar.</returns>
public
static
Vector2
operator
*(
float
scaleFactor, Vector2 value)
{
value.X *= scaleFactor;
value.Y *= scaleFactor;
return
value;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by the components of another <see cref="Vector2"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the div sign.</param>
/// <param name="value2">Divisor <see cref="Vector2"/> on the right of the div sign.</param>
/// <returns>The result of dividing the vectors.</returns>
public
static
Vector2
operator
/(Vector2 value1, Vector2 value2)
{
value1.X /= value2.X;
value1.Y /= value2.Y;
return
value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector2"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector2"/> on the left of the div sign.</param>
/// <param name="divider">Divisor scalar on the right of the div sign.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public
static
Vector2
operator
/(Vector2 value1,
float
divider)
{
float
factor = 1 / divider;
value1.X *= factor;
value1.Y *= factor;
return
value1;
}
#endregion
}
}