#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() { // Calculate and return the angle return -(float)Math.Atan2(-y, x) + Angle2D.PIHALF; //mxd } // 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 Åstrand 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); } //JBR Linear interpolate into... public Vector2D LinearInto(Vector2D dest, float delta) { float px = x + (dest.x - x) * delta; float py = y + (dest.y - y) * delta; return new Vector2D(px, py); } //JBR Check if close to another vector (square collision) public bool CloseTo(Vector2D dest, float epsilon) { return Math.Abs(dest.x - x) <= epsilon && Math.Abs(dest.y - y) <= epsilon; } //JBR Round coordinates public Vector2D GetRounded() { return new Vector2D((float)Math.Round(x), (float)Math.Round(y)); } // 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); } //mxd. Addeed to make compiler a bit more happy... public override int GetHashCode() { return base.GetHashCode(); } //mxd. Addeed to make compiler a bit more happy... public override bool Equals(object obj) { if(!(obj is Vector2D)) return false; Vector2D other = (Vector2D)obj; if(x != other.x) return false; if(y != other.y) return false; return true; } #endregion } }