71 lines
3.2 KiB
C#
71 lines
3.2 KiB
C#
using System.Runtime.InteropServices;
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namespace KKdBaseLib
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{
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[StructLayout(LayoutKind.Explicit)]
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public struct Vec2
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{
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[FieldOffset(0x00)] public float X;
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[FieldOffset(0x04)] public float Y;
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public Vec2(float val)
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{ X = val; Y = val; }
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public Vec2(float X, float Y)
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{ this.X = X; this.Y = Y; }
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public Vec2(Vec4 vec)
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{ X = vec.X; Y = vec.Y; }
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public float Length => (X * X + Y * Y).Sqrt();
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public float LengthSquared => X * X + Y * Y;
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public Vec2 Normalized => this = Length == 0.0f ? new Vec2() : this * (1.0f / Length);
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public static Vec2 operator +(Vec2 left, Vec2 right)
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{ left.X += right.X; left.Y += right.Y; return left; }
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public static Vec2 operator -(Vec2 left, Vec2 right)
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{ left.X -= right.X; left.Y -= right.Y; return left; }
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public static Vec2 operator -(Vec2 vec)
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{ vec.X = -vec.X; vec.Y = -vec.Y; return vec; }
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public static Vec2 operator *(Vec2 vec, float scale)
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{ vec.X *= scale ; vec.Y *= scale ; return vec; }
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public static Vec2 operator *( float scale, Vec2 vec)
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{ vec.X *= scale ; vec.Y *= scale ; return vec; }
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public static Vec2 operator *(Vec2 vec, Vec2 scale)
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{ vec.X *= scale.X; vec.Y *= scale.Y; return vec; }
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public static Vec2 operator /(Vec2 vec, float scale)
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{ vec.X /= scale ; vec.Y /= scale ; return vec; }
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public static Vec2 operator /(Vec2 vec, Vec2 scale)
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{ vec.X /= scale.X; vec.Y /= scale.Y; return vec; }
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public static bool operator ==(Vec2 A, Vec2 B) => A.X == B.X && A.Y == B.Y;
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public static bool operator !=(Vec2 A, Vec2 B) => A.X != B.X || A.Y != B.Y;
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public static Vec2 operator *(Vec2 vec, Mat2 mat) =>
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new Vec2(vec.X * mat.Row0.X + vec.Y * mat.Row1.X,
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vec.X * mat.Row0.Y + vec.Y * mat.Row1.Y);
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public static float Distance (Vec2 left, Vec2 right) =>
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(right.X - left.X) * (right.X - left.X) + (right.Y - left.Y) * (right.Y - left.Y).Sqrt();
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public static float DistanceSquared(Vec2 left, Vec2 right) =>
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(right.X - left.X) * (right.X - left.X) + (right.Y - left.Y) * (right.Y - left.Y);
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public static float Dot(Vec2 left, Vec2 right) =>
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left.X * right.X + left.Y * right.Y;
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public static Vec2 Lerp(Vec2 a, Vec2 b, float blend) =>
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new Vec2 { X = blend * (b.X - a.X) + a.X, Y = blend * (b.Y - a.Y) + a.Y };
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public static Vec2 Lerp(Vec2 a, Vec2 b, Vec2 blend) =>
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new Vec2 { X = blend.X * (b.X - a.X) + a.X, Y = blend.Y * (b.Y - a.Y) + a.Y };
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public Vec2 Round( ) =>
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new Vec2 { X = X.Round( ), Y = Y.Round( ) };
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public Vec2 Round(int d) =>
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new Vec2 { X = X.Round(d), Y = Y.Round(d) };
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public bool Equals(Vec2 other) =>
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X == other.X && Y == other.Y;
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public override bool Equals(object obj) => base.Equals(obj);
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public override int GetHashCode() => base.GetHashCode();
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public override string ToString() => $"({X}; {Y})";
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public string ToString(int d) => $"({X.Round(d)}; {Y.Round(d)})";
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}
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}
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