using System; using System.Runtime.InteropServices; // file: core/math/math_2d.h // commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451 // file: core/math/math_2d.cpp // commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451 // file: core/variant_call.cpp // commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685 namespace Godot { [StructLayout(LayoutKind.Sequential)] public struct Vector2 : IEquatable { public float x; public float y; public float 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() { float length = x * x + y * y; if (length != 0f) { length = Mathf.Sqrt(length); x /= length; y /= length; } } private float Cross(Vector2 b) { return x * b.y - y * b.x; } public Vector2 Abs() { return new Vector2(Mathf.Abs(x), Mathf.Abs(y)); } public float Angle() { return Mathf.Atan2(y, x); } public float AngleTo(Vector2 to) { return Mathf.Atan2(Cross(to), Dot(to)); } public float AngleToPoint(Vector2 to) { return Mathf.Atan2(x - to.x, y - to.y); } public float Aspect() { return x / y; } public Vector2 Bounce(Vector2 n) { return -Reflect(n); } public Vector2 Clamped(float length) { Vector2 v = this; float l = this.Length(); if (l > 0 && length < l) { v /= l; v *= length; } return v; } public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, float t) { Vector2 p0 = preA; Vector2 p1 = this; Vector2 p2 = b; Vector2 p3 = postB; float t2 = t * t; float 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 float DistanceSquaredTo(Vector2 to) { return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y); } public float DistanceTo(Vector2 to) { return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y)); } public float 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 float Length() { return Mathf.Sqrt(x * x + y * y); } public float LengthSquared() { return x * x + y * y; } public Vector2 LinearInterpolate(Vector2 b, float t) { Vector2 res = this; res.x += (t * (b.x - x)); res.y += (t * (b.y - y)); return res; } public Vector2 Normalized() { Vector2 result = this; result.Normalize(); return result; } public Vector2 Reflect(Vector2 n) { return 2.0f * n * Dot(n) - this; } public Vector2 Rotated(float phi) { float rads = Angle() + phi; return new Vector2(Mathf.Cos(rads), Mathf.Sin(rads)) * Length(); } 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); } public Vector2(float x, float y) { this.x = x; this.y = 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, float scale) { vec.x *= scale; vec.y *= scale; return vec; } public static Vector2 operator *(float 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, float 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 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 (left.x.Equals(right.x)) { return left.y < right.y; } else { return left.x < right.x; } } public static bool operator >(Vector2 left, Vector2 right) { if (left.x.Equals(right.x)) { return left.y > right.y; } else { return left.x > right.x; } } public static bool operator <=(Vector2 left, Vector2 right) { if (left.x.Equals(right.x)) { return left.y <= right.y; } else { return left.x <= right.x; } } public static bool operator >=(Vector2 left, Vector2 right) { if (left.x.Equals(right.x)) { return left.y >= right.y; } else { 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 x == other.x && y == other.y; } public override int GetHashCode() { return y.GetHashCode() ^ x.GetHashCode(); } public override string ToString() { return String.Format("({0}, {1})", new object[] { this.x.ToString(), this.y.ToString() }); } public string ToString(string format) { return String.Format("({0}, {1})", new object[] { this.x.ToString(format), this.y.ToString(format) }); } } }