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UltimateZoneBuilder/Source/Core/Geometry/Vector2D.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
public struct Vector2D
{
#region ================== Constants
private const float TINY_VALUE = 0.0000000001f;
#endregion
#region ================== Variables
// Coordinates
public float x;
public float y;
#endregion
#region ================== Constructors
// Constructor
public Vector2D(float x, float y)
{
this.x = x;
this.y = y;
}
// Constructor
public Vector2D(Vector3D v)
{
this.x = v.x;
this.y = v.y;
}
#endregion
#region ================== Statics
// Conversion to Vector3D
public static implicit operator Vector3D(Vector2D a)
{
return new Vector3D(a);
}
// This adds two vectors
public static Vector2D operator +(Vector2D a, Vector2D b)
{
return new Vector2D(a.x + b.x, a.y + b.y);
}
// This adds to a vector
public static Vector2D operator +(float a, Vector2D b)
{
return new Vector2D(a + b.x, a + b.y);
}
// This adds to a vector
public static Vector2D operator +(Vector2D a, float b)
{
return new Vector2D(a.x + b, a.y + b);
}
// This subtracts two vectors
public static Vector2D operator -(Vector2D a, Vector2D b)
{
return new Vector2D(a.x - b.x, a.y - b.y);
}
// This subtracts from a vector
public static Vector2D operator -(Vector2D a, float b)
{
return new Vector2D(a.x - b, a.y - b);
}
// This subtracts from a vector
public static Vector2D operator -(float a, Vector2D b)
{
return new Vector2D(a - b.x, a - b.y);
}
// This reverses a vector
public static Vector2D operator -(Vector2D a)
{
return new Vector2D(-a.x, -a.y);
}
// This scales a vector
public static Vector2D operator *(float s, Vector2D a)
{
return new Vector2D(a.x * s, a.y * s);
}
// This scales a vector
public static Vector2D operator *(Vector2D a, float s)
{
return new Vector2D(a.x * s, a.y * s);
}
// This scales a vector
public static Vector2D operator *(Vector2D a, Vector2D b)
{
return new Vector2D(a.x * b.x, a.y * b.y);
}
// This scales a vector
public static Vector2D operator /(float s, Vector2D a)
{
return new Vector2D(a.x / s, a.y / s);
}
// This scales a vector
public static Vector2D operator /(Vector2D a, float s)
{
return new Vector2D(a.x / s, a.y / s);
}
// This scales a vector
public static Vector2D operator /(Vector2D a, Vector2D b)
{
return new Vector2D(a.x / b.x, a.y / b.y);
}
// This calculates the dot product
public static float DotProduct(Vector2D a, Vector2D b)
{
// Calculate and return the dot product
return a.x * b.x + a.y * b.y;
}
// This calculates the cross product
public static Vector2D CrossProduct(Vector2D a, Vector2D b)
{
Vector2D result = new Vector2D();
// Calculate and return the dot product
result.x = a.y * b.x;
result.y = a.x * b.y;
return result;
}
// This compares a vector
public static bool operator ==(Vector2D a, Vector2D b)
{
return (a.x == b.x) && (a.y == b.y);
}
// This compares a vector
public static bool operator !=(Vector2D a, Vector2D b)
{
return (a.x != b.x) || (a.y != b.y);
}
// This reflects the vector v over mirror m
// Note that mirror m must be normalized!
// R = V - 2 * M * (M dot V)
public static Vector2D Reflect(Vector2D v, Vector2D m)
{
// Get the dot product of v and m
float dp = Vector2D.DotProduct(m, v);
// Make the reflected vector
Vector2D mv = new Vector2D();
mv.x = v.x - (2f * m.x * dp);
mv.y = v.y - (2f * m.y * dp);
// Return the reflected vector
return mv;
}
// This returns the reversed vector
public static Vector2D Reversed(Vector2D v)
{
// Return reversed vector
return new Vector2D(-v.x, -v.y);
}
// This returns a vector from an angle
public static Vector2D FromAngle(float angle)
{
// Return vector from angle
return new Vector2D((float)Math.Sin(angle), -(float)Math.Cos(angle));
}
// This returns a vector from an angle with a given legnth
public static Vector2D FromAngle(float angle, float length)
{
// Return vector from angle
return FromAngle(angle) * length;
}
// This calculates the angle
public static float GetAngle(Vector2D a, Vector2D b)
{
// Calculate and return the angle
return -(float)Math.Atan2(-(a.y - b.y), (a.x - b.x)) + Angle2D.PIHALF;//mxd //(float)Math.PI * 0.5f;
}
// This returns the square distance between two points
public static float DistanceSq(Vector2D a, Vector2D b)
{
Vector2D d = a - b;
return d.GetLengthSq();
}
// This returns the distance between two points
public static float Distance(Vector2D a, Vector2D b)
{
Vector2D d = a - b;
return d.GetLength();
}
// This returns the manhattan distance between two points
public static float ManhattanDistance(Vector2D a, Vector2D b)
{
Vector2D d = a - b;
return Math.Abs(d.x) + Math.Abs(d.y);
}
#endregion
#region ================== Methods
// This returns the perpendicular vector by simply making a normal
public Vector2D GetPerpendicular()
{
return new Vector2D(-y, x);
}
// This returns a vector with the sign of all components
public Vector2D GetSign()
{
return new Vector2D(Math.Sign(x), Math.Sign(y));
}
// This calculates the angle
public float GetAngle()
{
//mxd. Let's make sure the angle is in [0 .. PI2] range...
float angle = -(float)Math.Atan2(-y, x) + Angle2D.PIHALF;
if(angle < 0f) angle += Angle2D.PI2;
return angle;
}
// This calculates the length
public float GetLength()
{
// Calculate and return the length
return (float)Math.Sqrt(x * x + y * y);
}
// This calculates the square length
public float GetLengthSq()
{
// Calculate and return the square length
return x * x + y * y;
}
// This calculates the length
public float GetManhattanLength()
{
// Calculate and return the length
return Math.Abs(x) + Math.Abs(y);
}
// This returns a normalized vector
public Vector2D GetNormal()
{
float lensq = this.GetLengthSq();
if(lensq > TINY_VALUE)
{
// Divide each element by the length
float mul = 1f / (float)Math.Sqrt(lensq);
return new Vector2D(x * mul, y * mul);
}
else
{
// Cannot make normal
return new Vector2D(0f, 0f);
}
}
// This scales the vector
public Vector2D GetScaled(float s)
{
// Scale the vector
return new Vector2D(x * s, y * s);
}
// This changes the vector length
public Vector2D GetFixedLength(float l)
{
// Normalize, then scale
return this.GetNormal().GetScaled(l);
}
// Output
public override string ToString()
{
return x + ", " + y;
}
// Transform
public Vector2D GetTransformed(float offsetx, float offsety, float scalex, float scaley)
{
return new Vector2D((x + offsetx) * scalex, (y + offsety) * scaley);
}
// Inverse Transform
public Vector2D GetInvTransformed(float invoffsetx, float invoffsety, float invscalex, float invscaley)
{
return new Vector2D((x * invscalex) + invoffsetx, (y * invscaley) + invoffsety);
}
// Rotate (Added by Anders <20>strand 2008-05-18)
public Vector2D GetRotated(float theta)
{
float cos = (float)Math.Cos(theta);
float sin = (float)Math.Sin(theta);
float rx = cos * x - sin * y;
float ry = sin * x + cos * y;
return new Vector2D(rx, ry);
}
// Checks if the Vector has valid values for x and y
public bool IsFinite()
{
return !float.IsNaN(x) && !float.IsNaN(y) && !float.IsInfinity(x) && !float.IsInfinity(y);
}
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//mxd. Addeed to make compiler a bit more happy...
public override int GetHashCode()
{
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return base.GetHashCode();
}
//mxd. Addeed to make compiler a bit more happy...
public override bool Equals(object obj)
{
if(!(obj is Vector2D)) return false;
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Vector2D other = (Vector2D)obj;
if(x != other.x) return false;
if(y != other.y) return false;
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return true;
}
#endregion
}
}