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Vec2.cs
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Vec2.cs
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using System;
using GXPEngine;
public struct Vec2
{
public float x;
public float y;
public Vec2(float pX = 0, float pY = 0)
{
x = pX;
y = pY;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Addition
//-------------------------------------------------------------------------------------------------------------------------------//
public Vec2 Add(Vec2 other)
{
x += other.x;
y += other.y;
return this;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Subtraction
//-------------------------------------------------------------------------------------------------------------------------------//
public Vec2 Subtract(Vec2 other)
{
x -= other.x;
y -= other.y;
return this;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Scaling
//-------------------------------------------------------------------------------------------------------------------------------//
public Vec2 Scale(float scalar)
{
x = x * scalar;
y = y * scalar;
return this;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Length
//-------------------------------------------------------------------------------------------------------------------------------//
public float Length()
{
return Mathf.Sqrt(x * x + y * y);
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Normalize
//-------------------------------------------------------------------------------------------------------------------------------//
public void Normalize()
{
float length = Length();
if (length != 0)
{
x = x / length;
y = y / length;
}
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Normalized
//-------------------------------------------------------------------------------------------------------------------------------//
public Vec2 Normalized()
{
float length = Length();
if ((int)length == 0) { return new Vec2(0, 0); }
Vec2 result = new Vec2(x / length, y / length);
return result;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Setting X and Y
//-------------------------------------------------------------------------------------------------------------------------------//
public void SetXY(float xNew, float yNew)
{
x = xNew;
y = yNew;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Setting X and Y Vec2
//-------------------------------------------------------------------------------------------------------------------------------//
public void SetXY(Vec2 other)
{
x = other.x;
y = other.y;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Degrees to Radians
//-------------------------------------------------------------------------------------------------------------------------------//
public static float Deg2Rad(float degrees)
{
float radians = degrees * Mathf.PI / 180;
return radians;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Radians to Degrees
//-------------------------------------------------------------------------------------------------------------------------------//
public static float Rad2Deg(float radians)
{
float degrees = radians * 180 / Mathf.PI;
return degrees;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Get Unit Vector Radian
//-------------------------------------------------------------------------------------------------------------------------------//
public static Vec2 GetUnitVectorRad(float radians)
{
return new Vec2(Mathf.Cos(radians), Mathf.Sin(radians));
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Get Unit Vector Degree
//-------------------------------------------------------------------------------------------------------------------------------//
public static Vec2 GetUnitVectorDeg(float degrees)
{
return GetUnitVectorRad(Deg2Rad(degrees));
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Random Unit Vector
//-------------------------------------------------------------------------------------------------------------------------------//
public static Vec2 RandomUnitVector()
{
float angle = Utils.Random(0, Mathf.PI * 2);
return new Vec2(Mathf.Cos(angle), Mathf.Sin(angle));
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Set Angle in Radians
//-------------------------------------------------------------------------------------------------------------------------------//
public void SetAngleRadians(float radians)
{
float length = Length();
x = length * Mathf.Cos(radians);
y = length * Mathf.Sin(radians);
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Set Angle in Degrees
//-------------------------------------------------------------------------------------------------------------------------------//
public void SetAngleDegrees(float degrees)
{
SetAngleRadians(Deg2Rad(degrees));
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Get Angle in Radians
//-------------------------------------------------------------------------------------------------------------------------------//
public float GetAngleRadians()
{
float angle = Mathf.Atan2(y, x);
if (angle < 0) { return angle + Mathf.PI * 2; }
return angle;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Get Angle in Degrees
//-------------------------------------------------------------------------------------------------------------------------------//
public float GetAngleDegrees()
{
float angle = GetAngleRadians();
return Rad2Deg(angle);
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Rotate in Radians
//-------------------------------------------------------------------------------------------------------------------------------//
public void RotateRadians(float radians)
{
SetXY(x * Mathf.Cos(radians) - y * Mathf.Sin(radians), x * Mathf.Sin(radians) + y * Mathf.Cos(radians));
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Rotate in Degrees
//-------------------------------------------------------------------------------------------------------------------------------//
public void RotateDegrees(float degrees)
{
RotateRadians(Deg2Rad(degrees));
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Rotate around point in Radians
//-------------------------------------------------------------------------------------------------------------------------------//
public void RotateAroundRadians(Vec2 other, float radians)
{
Subtract(other);
RotateRadians(radians);
Add(other);
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Rotate around point in Degrees
//-------------------------------------------------------------------------------------------------------------------------------//
public void RotateAroundDegrees(Vec2 other, float degrees)
{
RotateAroundRadians(other, Deg2Rad(degrees));
}
//-------------------------------------------------------------------------------------------------------------------------------//
// POI Point of Impact
//-------------------------------------------------------------------------------------------------------------------------------//
public static Vec2 PointOfImpact(Vec2 oldPos, float a, float b, Vec2 vel)
{
return oldPos + ((a / b) * vel);
}
//-------------------------------------------------------------------------------------------------------------------------------//
// DOT Product
//-------------------------------------------------------------------------------------------------------------------------------//
public float Dot(Vec2 other)
{
float dotproduct = this.x * other.x + this.y * other.y;
return dotproduct;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Normal
//-------------------------------------------------------------------------------------------------------------------------------//
public Vec2 Normal()
{
Vec2 unitnormal = new Vec2(-this.y, this.x);
unitnormal.Normalize();
return unitnormal;
}
//-------------------------------------------------------------------------------------------------------------------------------//
// Reflection
//-------------------------------------------------------------------------------------------------------------------------------//
public void ReflectOnLine(Vec2 pLine, float pBounciness = 1)
{
Vec2 normal = pLine.Normal();
Reflect(normal, pBounciness);
}
public void Reflect(Vec2 normal, float pBounciness = 1)
{
normal.Normalize();
Subtract(normal.Scale((1 + pBounciness) * Dot(normal)));
}
/*
public void Reflect(Vec2 pNormal, float pBounciness = 1)
{
Vec2 normal = pNormal.Normal();
normal.Normalize();
Subtract(normal.Scale((1 + pBounciness) * Dot(normal)));
}
*/
//-------------------------------------------------------------------------------------------------------------------------------//
// Operators
//-------------------------------------------------------------------------------------------------------------------------------//
/* OK */public static Vec2 operator *(Vec2 a, float b) { return new Vec2(a.x * b, a.y * b); }
/* OK */public static Vec2 operator *(float b, Vec2 a) { return new Vec2(a.x * b, a.y * b); }
/* OK */public static Vec2 operator /(Vec2 a, float b) { return new Vec2(a.x / b, a.y / b); }
/* */public static Vec2 operator +(Vec2 a, float b) { return new Vec2(a.x + b, a.y + b); }
/* */public static Vec2 operator -(Vec2 a, float b) { return new Vec2(a.x - b, a.y - b); }
/* */public static Vec2 operator *(Vec2 a, Vec2 b) { return new Vec2(a.x * b.x, a.y * b.y); }
/* */public static Vec2 operator /(Vec2 a, Vec2 b) { return new Vec2(a.x / b.x, a.y / b.y); }
/* OK */public static Vec2 operator +(Vec2 a, Vec2 b) { return new Vec2(a.x + b.x, a.y + b.y); }
/* OK */public static Vec2 operator -(Vec2 a, Vec2 b) { return new Vec2(a.x - b.x, a.y - b.y); }
//-------------------------------------------------------------------------------------------------------------------------------//
// To String
//-------------------------------------------------------------------------------------------------------------------------------//
public override string ToString()
{
return String.Format("({0} ; {1})", x, y);
}
}