4e6a3cf981
Add(ref vec) Sub(ref vec) Mult(float) Div(float) Scale(ref vec)
701 lines
43 KiB
C#
701 lines
43 KiB
C#
#region --- License ---
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/*
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Copyright (c) 2006 - 2008 The Open Toolkit library.
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion
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using System;
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using System.Runtime.InteropServices;
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namespace OpenTK.Math
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{
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/// <summary>Represents a 2D vector using two double-precision floating-point numbers.</summary>
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[Serializable]
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[StructLayout(LayoutKind.Sequential)]
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public struct Vector2d : IEquatable<Vector2d>
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{
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#region Fields
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/// <summary>The X coordinate of this instance.</summary>
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public double X;
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/// <summary>The Y coordinate of this instance.</summary>
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public double Y;
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/// <summary>
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/// Defines a unit-length Vector2d that points towards the X-axis.
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/// </summary>
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public static Vector2d UnitX = new Vector2d(1, 0);
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/// <summary>
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/// Defines a unit-length Vector2d that points towards the Y-axis.
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/// </summary>
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public static Vector2d UnitY = new Vector2d(0, 1);
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/// <summary>
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/// Defines a zero-length Vector2d.
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/// </summary>
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public static Vector2d Zero = new Vector2d(0, 0);
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/// <summary>
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/// Defines the size of the Vector2d struct in bytes.
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/// </summary>
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public static readonly int SizeInBytes = Marshal.SizeOf(new Vector2d());
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#endregion
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#region Constructors
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/// <summary>Constructs left vector with the given coordinates.</summary>
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/// <param name="x">The X coordinate.</param>
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/// <param name="y">The Y coordinate.</param>
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public Vector2d(double x, double 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 Members
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#region Instance
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#region public void Add()
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/// <summary>Add the Vector passed as parameter to this instance.</summary>
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/// <param name="right">Right operand. This parameter is only read from.</param>
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public void Add( ref Vector2d right )
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{
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this.X += right.X;
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this.Y += right.Y;
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}
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#endregion public void Add()
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#region public void Sub()
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/// <summary>Subtract the Vector passed as parameter from this instance.</summary>
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/// <param name="right">Right operand. This parameter is only read from.</param>
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public void Sub( ref Vector2d right )
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{
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this.X -= right.X;
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this.Y -= right.Y;
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}
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#endregion public void Sub()
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#region public void Mult()
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/// <summary>Multiply this instance by a scalar.</summary>
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/// <param name="f">Scalar operand.</param>
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public void Mult( double f )
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{
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this.X *= f;
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this.Y *= f;
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}
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#endregion public void Mult()
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#region public void Div()
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/// <summary>Divide this instance by a scalar.</summary>
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/// <param name="f">Scalar operand.</param>
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public void Div( double f )
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{
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double mult = 1.0 / f;
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this.X *= mult;
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this.Y *= mult;
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}
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#endregion public void Div()
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#region public double Length
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/// <summary>
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/// Gets the length (magnitude) of the vector.
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/// </summary>
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/// <seealso cref="LengthSquared"/>
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public double Length
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{
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get
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{
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return (float)System.Math.Sqrt(X * X + Y * Y);
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}
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}
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#endregion
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#region public double LengthSquared
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/// <summary>
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/// Gets the square of the vector length (magnitude).
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/// </summary>
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/// <remarks>
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/// This property avoids the costly square root operation required by the Length property. This makes it more suitable
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/// for comparisons.
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/// </remarks>
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/// <see cref="Length"/>
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/// <seealso cref="FastLength"/>
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public double LengthSquared
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{
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get
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{
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return X * X + Y * Y;
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}
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}
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#endregion
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#region public Vector2d PerpendicularRight
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/// <summary>
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/// Gets the perpendicular vector on the right side of this vector.
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/// </summary>
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public Vector2d PerpendicularRight
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{
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get
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{
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return new Vector2d(Y, -X);
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}
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}
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#endregion
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#region public Vector2d PerpendicularLeft
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/// <summary>
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/// Gets the perpendicular vector on the left side of this vector.
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/// </summary>
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public Vector2d PerpendicularLeft
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{
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get
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{
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return new Vector2d(-Y, X);
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}
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}
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#endregion
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#region public void Normalize()
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/// <summary>
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/// Scales the Vector2 to unit length.
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/// </summary>
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public void Normalize()
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{
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double scale = 1.0f / Length;
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X *= scale;
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Y *= scale;
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}
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#endregion
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#region public void Scale(double sx, double sy)
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/// <summary>
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/// Scales the current Vector2 by the given amounts.
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/// </summary>
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/// <param name="sx">The scale of the X component.</param>
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/// <param name="sy">The scale of the Y component.</param>
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public void Scale(double sx, double sy)
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{
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X *= sx;
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Y *= sy;
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}
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/// <summary>Scales this instance by the given parameter.</summary>
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/// <param name="scale">The scaling of the individual components.</param>
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public void Scale( ref Vector2d scale )
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{
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this.X *= scale.X;
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this.Y *= scale.Y;
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}
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#endregion public void Scale()
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#endregion
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#region Static
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#region Add
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/// <summary>
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/// Add two Vectors
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/// </summary>
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/// <param name="a">First operand</param>
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/// <param name="b">Second operand</param>
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/// <returns>Result of addition</returns>
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public static Vector2d Add(Vector2d a, Vector2d b)
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{
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a.X += b.X;
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a.Y += b.Y;
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return a;
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}
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/// <summary>
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/// Add two Vectors
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/// </summary>
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/// <param name="a">First operand</param>
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/// <param name="b">Second operand</param>
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/// <param name="result">Result of addition</param>
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public static void Add(ref Vector2d a, ref Vector2d b, out Vector2d result)
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{
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result.X = a.X + b.X;
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result.Y = a.Y + b.Y;
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}
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#endregion
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#region Sub
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/// <summary>
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/// Subtract one Vector from another
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/// </summary>
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/// <param name="a">First operand</param>
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/// <param name="b">Second operand</param>
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/// <returns>Result of subtraction</returns>
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public static Vector2d Sub(Vector2d a, Vector2d b)
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{
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a.X -= b.X;
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a.Y -= b.Y;
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return a;
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}
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/// <summary>
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/// Subtract one Vector from another
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/// </summary>
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/// <param name="a">First operand</param>
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/// <param name="b">Second operand</param>
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/// <param name="result">Result of subtraction</param>
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public static void Sub(ref Vector2d a, ref Vector2d b, out Vector2d result)
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{
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result.X = a.X - b.X;
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result.Y = a.Y - b.Y;
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}
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#endregion
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#region Mult
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/// <summary>
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/// Multiply a vector and a scalar
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/// </summary>
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/// <param name="a">Vector operand</param>
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/// <param name="f">Scalar operand</param>
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/// <returns>Result of the multiplication</returns>
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public static Vector2d Mult(Vector2d a, double d)
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{
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a.X *= d;
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a.Y *= d;
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return a;
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}
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/// <summary>
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/// Multiply a vector and a scalar
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/// </summary>
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/// <param name="a">Vector operand</param>
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/// <param name="f">Scalar operand</param>
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/// <param name="result">Result of the multiplication</param>
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public static void Mult(ref Vector2d a, double d, out Vector2d result)
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{
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result.X = a.X * d;
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result.Y = a.Y * d;
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}
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#endregion
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#region Div
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/// <summary>
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/// Divide a vector by a scalar
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/// </summary>
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/// <param name="a">Vector operand</param>
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/// <param name="f">Scalar operand</param>
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/// <returns>Result of the division</returns>
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public static Vector2d Div(Vector2d a, double d)
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{
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double mult = 1.0 / d;
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a.X *= mult;
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a.Y *= mult;
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return a;
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}
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/// <summary>
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/// Divide a vector by a scalar
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/// </summary>
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/// <param name="a">Vector operand</param>
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/// <param name="f">Scalar operand</param>
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/// <param name="result">Result of the division</param>
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public static void Div(ref Vector2d a, double d, out Vector2d result)
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{
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double mult = 1.0 / d;
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result.X = a.X * mult;
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result.Y = a.Y * mult;
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}
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#endregion
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#region Min
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/// <summary>
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/// Calculate the component-wise minimum of two vectors
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/// </summary>
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/// <param name="a">First operand</param>
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/// <param name="b">Second operand</param>
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/// <returns>The component-wise minimum</returns>
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public static Vector2d Min(Vector2d a, Vector2d b)
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{
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a.X = a.X < b.X ? a.X : b.X;
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a.Y = a.Y < b.Y ? a.Y : b.Y;
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return a;
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}
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/// <summary>
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/// Calculate the component-wise minimum of two vectors
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/// </summary>
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/// <param name="a">First operand</param>
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/// <param name="b">Second operand</param>
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/// <param name="result">The component-wise minimum</param>
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public static void Min(ref Vector2d a, ref Vector2d b, out Vector2d result)
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{
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result.X = a.X < b.X ? a.X : b.X;
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result.Y = a.Y < b.Y ? a.Y : b.Y;
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}
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#endregion
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#region Max
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/// <summary>
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/// Calculate the component-wise maximum of two vectors
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/// </summary>
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/// <param name="a">First operand</param>
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/// <param name="b">Second operand</param>
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/// <returns>The component-wise maximum</returns>
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public static Vector2d Max(Vector2d a, Vector2d b)
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{
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a.X = a.X > b.X ? a.X : b.X;
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a.Y = a.Y > b.Y ? a.Y : b.Y;
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return a;
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}
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/// <summary>
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/// Calculate the component-wise maximum of two vectors
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/// </summary>
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/// <param name="a">First operand</param>
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/// <param name="b">Second operand</param>
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/// <param name="result">The component-wise maximum</param>
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public static void Max(ref Vector2d a, ref Vector2d b, out Vector2d result)
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{
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result.X = a.X > b.X ? a.X : b.X;
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result.Y = a.Y > b.Y ? a.Y : b.Y;
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}
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#endregion
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#region Clamp
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/// <summary>
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/// Clamp a vector to the given minimum and maximum vectors
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/// </summary>
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/// <param name="vec">Input vector</param>
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/// <param name="min">Minimum vector</param>
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/// <param name="max">Maximum vector</param>
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/// <returns>The clamped vector</returns>
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public static Vector2d Clamp(Vector2d vec, Vector2d min, Vector2d max)
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{
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vec.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
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vec.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
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return vec;
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}
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/// <summary>
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/// Clamp a vector to the given minimum and maximum vectors
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/// </summary>
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/// <param name="vec">Input vector</param>
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/// <param name="min">Minimum vector</param>
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/// <param name="max">Maximum vector</param>
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/// <param name="result">The clamped vector</param>
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public static void Clamp(ref Vector2d vec, ref Vector2d min, ref Vector2d max, out Vector2d result)
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{
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result.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
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result.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
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}
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#endregion
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#region Normalize
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/// <summary>
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/// Scale a vector to unit length
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/// </summary>
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/// <param name="vec">The input vector</param>
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/// <returns>The normalized vector</returns>
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public static Vector2d Normalize(Vector2d vec)
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{
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double scale = 1.0f / vec.Length;
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vec.X *= scale;
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vec.Y *= scale;
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return vec;
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}
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/// <summary>
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/// Scale a vector to unit length
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/// </summary>
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/// <param name="vec">The input vector</param>
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/// <param name="result">The normalized vector</param>
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public static void Normalize(ref Vector2d vec, out Vector2d result)
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{
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double scale = 1.0f / vec.Length;
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result.X = vec.X * scale;
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result.Y = vec.Y * scale;
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}
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#endregion
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#region NormalizeFast
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/// <summary>
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/// Scale a vector to approximately unit length
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/// </summary>
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/// <param name="vec">The input vector</param>
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/// <returns>The normalized vector</returns>
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public static Vector2d NormalizeFast(Vector2d vec)
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{
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double scale = Functions.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y);
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vec.X *= scale;
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vec.Y *= scale;
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return vec;
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}
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/// <summary>
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/// Scale a vector to approximately unit length
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/// </summary>
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/// <param name="vec">The input vector</param>
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/// <param name="result">The normalized vector</param>
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public static void NormalizeFast(ref Vector2d vec, out Vector2d result)
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{
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double scale = Functions.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y);
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result.X = vec.X * scale;
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result.Y = vec.Y * scale;
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}
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#endregion
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#region Dot
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/// <summary>
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/// Calculate the dot (scalar) product of two vectors
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/// </summary>
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/// <param name="left">First operand</param>
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/// <param name="right">Second operand</param>
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/// <returns>The dot product of the two inputs</returns>
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public static double Dot(Vector2d left, Vector2d right)
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{
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return left.X * right.X + left.Y * right.Y;
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}
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/// <summary>
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/// Calculate the dot (scalar) product of two vectors
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/// </summary>
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/// <param name="left">First operand</param>
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/// <param name="right">Second operand</param>
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/// <param name="result">The dot product of the two inputs</param>
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public static void Dot( ref Vector2d left, ref Vector2d right, out double result )
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{
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result = left.X * right.X + left.Y * right.Y;
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}
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#endregion
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#region Lerp
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/// <summary>
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/// Returns a new Vector that is the linear blend of the 2 given Vectors
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/// </summary>
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/// <param name="a">First input vector</param>
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/// <param name="b">Second input vector</param>
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/// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
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/// <returns>a when blend=0, b when blend=1, and a linear combination otherwise</returns>
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public static Vector2d Lerp(Vector2d a, Vector2d b, double blend)
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{
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a.X = blend * (b.X - a.X) + a.X;
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a.Y = blend * (b.Y - a.Y) + a.Y;
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return a;
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}
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/// <summary>
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/// Returns a new Vector that is the linear blend of the 2 given Vectors
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/// </summary>
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/// <param name="a">First input vector</param>
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/// <param name="b">Second input vector</param>
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/// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
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/// <param name="result">a when blend=0, b when blend=1, and a linear combination otherwise</param>
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public static void Lerp( ref Vector2d a, ref Vector2d b, double blend, out Vector2d result)
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{
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result.X = blend * ( b.X - a.X ) + a.X;
|
||
result.Y = blend * ( b.Y - a.Y ) + a.Y;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Barycentric
|
||
|
||
/// <summary>
|
||
/// Interpolate 3 Vectors using Barycentric coordinates
|
||
/// </summary>
|
||
/// <param name="a">First input Vector</param>
|
||
/// <param name="b">Second input Vector</param>
|
||
/// <param name="c">Third input Vector</param>
|
||
/// <param name="u">First Barycentric Coordinate</param>
|
||
/// <param name="v">Second Barycentric Coordinate</param>
|
||
/// <returns>a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</returns>
|
||
public static Vector2d BaryCentric(Vector2d a, Vector2d b, Vector2d c, double u, double v)
|
||
{
|
||
return a + u * (b - a) + v * (c - a);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#endregion
|
||
|
||
#region Operators
|
||
|
||
public static Vector2d operator +(Vector2d left, Vector2d right)
|
||
{
|
||
left.X += right.X;
|
||
left.Y += right.Y;
|
||
return left;
|
||
}
|
||
|
||
public static Vector2d operator -(Vector2d left, Vector2d right)
|
||
{
|
||
left.X -= right.X;
|
||
left.Y -= right.Y;
|
||
return left;
|
||
}
|
||
|
||
public static Vector2d operator -(Vector2d vec)
|
||
{
|
||
vec.X = -vec.X;
|
||
vec.Y = -vec.Y;
|
||
return vec;
|
||
}
|
||
|
||
public static Vector2d operator *(Vector2d vec, double f)
|
||
{
|
||
vec.X *= f;
|
||
vec.Y *= f;
|
||
return vec;
|
||
}
|
||
|
||
public static Vector2d operator *(double f, Vector2d vec)
|
||
{
|
||
vec.X *= f;
|
||
vec.Y *= f;
|
||
return vec;
|
||
}
|
||
|
||
public static Vector2d operator /(Vector2d vec, double f)
|
||
{
|
||
double mult = 1.0f / f;
|
||
vec.X *= mult;
|
||
vec.Y *= mult;
|
||
return vec;
|
||
}
|
||
|
||
public static bool operator ==(Vector2d left, Vector2d right)
|
||
{
|
||
return left.Equals(right);
|
||
}
|
||
|
||
public static bool operator !=(Vector2d left, Vector2d right)
|
||
{
|
||
return !left.Equals(right);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Overrides
|
||
|
||
#region public override string ToString()
|
||
|
||
/// <summary>
|
||
/// Returns a System.String that represents the current instance.
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
public override string ToString()
|
||
{
|
||
return String.Format("({0}, {1})", X, Y);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region public override int GetHashCode()
|
||
|
||
/// <summary>
|
||
/// Returns the hashcode for this instance.
|
||
/// </summary>
|
||
/// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
|
||
public override int GetHashCode()
|
||
{
|
||
return X.GetHashCode() ^ Y.GetHashCode();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region public override bool Equals(object obj)
|
||
|
||
/// <summary>
|
||
/// Indicates whether this instance and a specified object are equal.
|
||
/// </summary>
|
||
/// <param name="obj">The object to compare to.</param>
|
||
/// <returns>True if the instances are equal; false otherwise.</returns>
|
||
public override bool Equals(object obj)
|
||
{
|
||
if (!(obj is Vector2d))
|
||
return false;
|
||
|
||
return this.Equals((Vector2d)obj);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#endregion
|
||
|
||
#endregion
|
||
|
||
#region IEquatable<Vector2d> Members
|
||
|
||
/// <summary>Indicates whether the current vector is equal to another vector.</summary>
|
||
/// <param name="vector">A vector to compare with this vector.</param>
|
||
/// <returns>true if the current vector is equal to the vector parameter; otherwise, false.</returns>
|
||
public bool Equals(Vector2d other)
|
||
{
|
||
return
|
||
X == other.X &&
|
||
Y == other.Y;
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|