// file: core/math/math_2d.h
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/math/math_2d.cpp
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/variant_call.cpp
// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
///
/// 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
///
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Vector2 : IEquatable
{
public enum Axis
{
X = 0,
Y
}
public real_t x;
public real_t y;
public real_t this[int index]
{
get
{
switch (index)
{
case 0:
return x;
case 1:
return y;
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
x = value;
return;
case 1:
y = value;
return;
default:
throw new IndexOutOfRangeException();
}
}
}
internal void Normalize()
{
real_t lengthsq = LengthSquared();
if (lengthsq == 0)
{
x = y = 0f;
}
else
{
real_t length = Mathf.Sqrt(lengthsq);
x /= length;
y /= length;
}
}
public real_t Cross(Vector2 b)
{
return x * b.y - y * b.x;
}
public Vector2 Abs()
{
return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
}
public real_t Angle()
{
return Mathf.Atan2(y, x);
}
public real_t AngleTo(Vector2 to)
{
return Mathf.Atan2(Cross(to), Dot(to));
}
public real_t AngleToPoint(Vector2 to)
{
return Mathf.Atan2(y - to.y, x - to.x);
}
public real_t Aspect()
{
return x / y;
}
public Vector2 Bounce(Vector2 n)
{
return -Reflect(n);
}
public Vector2 Ceil()
{
return new Vector2(Mathf.Ceil(x), Mathf.Ceil(y));
}
public Vector2 Clamped(real_t length)
{
var v = this;
real_t l = Length();
if (l > 0 && length < l)
{
v /= l;
v *= length;
}
return v;
}
public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t t)
{
var p0 = preA;
var p1 = this;
var p2 = b;
var p3 = postB;
real_t t2 = t * t;
real_t t3 = t2 * t;
return 0.5f * (p1 * 2.0f +
(-p0 + p2) * t +
(2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
}
public Vector2 DirectionTo(Vector2 b)
{
return new Vector2(b.x - x, b.y - y).Normalized();
}
public real_t DistanceSquaredTo(Vector2 to)
{
return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
}
public real_t DistanceTo(Vector2 to)
{
return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
}
public real_t Dot(Vector2 with)
{
return x * with.x + y * with.y;
}
public Vector2 Floor()
{
return new Vector2(Mathf.Floor(x), Mathf.Floor(y));
}
public bool IsNormalized()
{
return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
}
public real_t Length()
{
return Mathf.Sqrt(x * x + y * y);
}
public real_t LengthSquared()
{
return x * x + y * y;
}
public Vector2 LinearInterpolate(Vector2 b, real_t t)
{
var res = this;
res.x += t * (b.x - x);
res.y += t * (b.y - y);
return res;
}
public Vector2 MoveToward(Vector2 to, real_t delta)
{
var v = this;
var vd = to - v;
var len = vd.Length();
return len <= delta || len < Mathf.Epsilon ? to : v + vd / len * delta;
}
public Vector2 Normalized()
{
var v = this;
v.Normalize();
return v;
}
public Vector2 PosMod(real_t mod)
{
Vector2 v;
v.x = Mathf.PosMod(x, mod);
v.y = Mathf.PosMod(y, mod);
return v;
}
public Vector2 PosMod(Vector2 modv)
{
Vector2 v;
v.x = Mathf.PosMod(x, modv.x);
v.y = Mathf.PosMod(y, modv.y);
return v;
}
public Vector2 Project(Vector2 onNormal)
{
return onNormal * (Dot(onNormal) / onNormal.LengthSquared());
}
public Vector2 Reflect(Vector2 n)
{
return 2.0f * n * Dot(n) - this;
}
public Vector2 Rotated(real_t phi)
{
real_t rads = Angle() + phi;
return new Vector2(Mathf.Cos(rads), Mathf.Sin(rads)) * Length();
}
public Vector2 Round()
{
return new Vector2(Mathf.Round(x), Mathf.Round(y));
}
[Obsolete("Set is deprecated. Use the Vector2(" + nameof(real_t) + ", " + nameof(real_t) + ") constructor instead.", error: true)]
public void Set(real_t x, real_t y)
{
this.x = x;
this.y = y;
}
[Obsolete("Set is deprecated. Use the Vector2(" + nameof(Vector2) + ") constructor instead.", error: true)]
public void Set(Vector2 v)
{
x = v.x;
y = v.y;
}
public Vector2 Sign()
{
Vector2 v;
v.x = Mathf.Sign(x);
v.y = Mathf.Sign(y);
return v;
}
public Vector2 Slerp(Vector2 b, real_t t)
{
real_t theta = AngleTo(b);
return Rotated(theta * t);
}
public Vector2 Slide(Vector2 n)
{
return this - n * Dot(n);
}
public Vector2 Snapped(Vector2 by)
{
return new Vector2(Mathf.Stepify(x, by.x), Mathf.Stepify(y, by.y));
}
public Vector2 Tangent()
{
return new Vector2(y, -x);
}
// Constants
private static readonly Vector2 _zero = new Vector2(0, 0);
private static readonly Vector2 _one = new Vector2(1, 1);
private static readonly Vector2 _negOne = new Vector2(-1, -1);
private static readonly Vector2 _inf = new Vector2(Mathf.Inf, Mathf.Inf);
private static readonly Vector2 _up = new Vector2(0, -1);
private static readonly Vector2 _down = new Vector2(0, 1);
private static readonly Vector2 _right = new Vector2(1, 0);
private static readonly Vector2 _left = new Vector2(-1, 0);
public static Vector2 Zero { get { return _zero; } }
public static Vector2 NegOne { get { return _negOne; } }
public static Vector2 One { get { return _one; } }
public static Vector2 Inf { get { return _inf; } }
public static Vector2 Up { get { return _up; } }
public static Vector2 Down { get { return _down; } }
public static Vector2 Right { get { return _right; } }
public static Vector2 Left { get { return _left; } }
// Constructors
public Vector2(real_t x, real_t y)
{
this.x = x;
this.y = y;
}
public Vector2(Vector2 v)
{
x = v.x;
y = v.y;
}
public static Vector2 operator +(Vector2 left, Vector2 right)
{
left.x += right.x;
left.y += right.y;
return left;
}
public static Vector2 operator -(Vector2 left, Vector2 right)
{
left.x -= right.x;
left.y -= right.y;
return left;
}
public static Vector2 operator -(Vector2 vec)
{
vec.x = -vec.x;
vec.y = -vec.y;
return vec;
}
public static Vector2 operator *(Vector2 vec, real_t scale)
{
vec.x *= scale;
vec.y *= scale;
return vec;
}
public static Vector2 operator *(real_t scale, Vector2 vec)
{
vec.x *= scale;
vec.y *= scale;
return vec;
}
public static Vector2 operator *(Vector2 left, Vector2 right)
{
left.x *= right.x;
left.y *= right.y;
return left;
}
public static Vector2 operator /(Vector2 vec, real_t scale)
{
vec.x /= scale;
vec.y /= scale;
return vec;
}
public static Vector2 operator /(Vector2 left, Vector2 right)
{
left.x /= right.x;
left.y /= right.y;
return left;
}
public static Vector2 operator %(Vector2 vec, real_t divisor)
{
vec.x %= divisor;
vec.y %= divisor;
return vec;
}
public static Vector2 operator %(Vector2 vec, Vector2 divisorv)
{
vec.x %= divisorv.x;
vec.y %= divisorv.y;
return vec;
}
public static bool operator ==(Vector2 left, Vector2 right)
{
return left.Equals(right);
}
public static bool operator !=(Vector2 left, Vector2 right)
{
return !left.Equals(right);
}
public static bool operator <(Vector2 left, Vector2 right)
{
if (Mathf.IsEqualApprox(left.x, right.x))
{
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >(Vector2 left, Vector2 right)
{
if (Mathf.IsEqualApprox(left.x, right.x))
{
return left.y > right.y;
}
return left.x > right.x;
}
public static bool operator <=(Vector2 left, Vector2 right)
{
if (Mathf.IsEqualApprox(left.x, right.x))
{
return left.y <= right.y;
}
return left.x <= right.x;
}
public static bool operator >=(Vector2 left, Vector2 right)
{
if (Mathf.IsEqualApprox(left.x, right.x))
{
return left.y >= right.y;
}
return left.x >= right.x;
}
public override bool Equals(object obj)
{
if (obj is Vector2)
{
return Equals((Vector2)obj);
}
return false;
}
public bool Equals(Vector2 other)
{
return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y);
}
public override int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1})", new object[]
{
x.ToString(),
y.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1})", new object[]
{
x.ToString(format),
y.ToString(format)
});
}
}
}