#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
namespace OpenTK.Math
{
///
/// Represents a 2D vector.
///
[StructLayout(LayoutKind.Sequential)]
public struct Vector2
{
#region Fields
///
/// The X component of the Vector2.
///
public float X;
///
/// The Y component of the Vector2.
///
public float Y;
#endregion
#region Constructors
///
/// Constructs a new Vector2.
///
/// The x coordinate of the net Vector2.
/// The y coordinate of the net Vector2.
public Vector2(float x, float y)
{
X = x;
Y = y;
}
#endregion
#region Add
///
/// Adds the given Vector2 to the current Vector2.
///
/// The right operand of the addition.
/// A new Vector2 containing the result of the addition.
public Vector2 Add(Vector2 right)
{
return new Vector2(X + right.X, Y + right.Y);
}
///
/// Adds the given Vector3 to the current Vector2.
///
/// The right operand of the addition.
/// A new Vector3 containing the result of the addition.
public Vector3 Add(Vector3 right)
{
return new Vector3(X + right.X, Y + right.Y, right.Z);
}
///
/// Adds the given Vector4 to the current Vector2.
///
/// The right operand of the addition.
/// A new Vector4 containing the result of the addition.
public Vector4 Add(Vector4 right)
{
return new Vector4(X + right.X, Y + right.Y, right.Z, right.W);
}
#endregion
#region Sub
///
/// Subtracts the given Vector2 from the current Vector2.
///
/// The right operand of the subtraction.
/// A new Vector2 containing the result of the subtraction.
public Vector2 Sub(Vector2 right)
{
return new Vector2(X - right.X, Y - right.Y);
}
///
/// Subtracts the given Vector3 from the current Vector2.
///
/// The right operand of the subtraction.
/// A new Vector3 containing the result of the subtraction.
public Vector3 Sub(Vector3 right)
{
return new Vector3(X - right.X, Y - right.Y, -right.Z);
}
///
/// Subtracts the given Vector4 from the current Vector2.
///
/// The right operand of the subtraction.
/// A new Vector4 containing the result of the subtraction.
public Vector4 Sub(Vector4 right)
{
return new Vector4(X - right.X, Y - right.Y, -right.Z, -right.W);
}
#endregion
#region Dot
///
/// Computes the dot product between the current Vector2 and the given Vector2.
///
/// The right operand of the dot product.
/// A float containing the result of the dot product.
public float Dot(Vector2 right)
{
return X * right.X + Y * right.Y;
}
///
/// Computes the dot product between the current Vector2 and the given Vector3.
///
/// The right operand of the dot product.
/// A float containing the result of the dot product.
public float Dot(Vector3 right)
{
return X * right.X + Y * right.Y;
}
///
/// Computes the dot product between the current Vector2 and the given Vector4.
///
/// The right operand of the dot product.
/// A float containing the result of the dot product.
public float Dot(Vector4 right)
{
return X * right.X + Y * right.Y;
}
#endregion
#region Operator overloads
public static Vector2 operator +(Vector2 left, Vector2 right)
{
return left.Add(right);
}
public static Vector3 operator +(Vector2 left, Vector3 right)
{
return left.Add(right);
}
public static Vector4 operator +(Vector2 left, Vector4 right)
{
return left.Add(right);
}
public static Vector2 operator -(Vector2 left, Vector2 right)
{
return left.Sub(right);
}
public static Vector3 operator -(Vector2 left, Vector3 right)
{
return left.Sub(right);
}
public static Vector4 operator -(Vector2 left, Vector4 right)
{
return left.Sub(right);
}
[CLSCompliant(false)]
unsafe public static implicit operator float*(Vector2 v)
{
return &v.X;
}
#endregion
///
/// Returns the length of the vector.
///
public float Length
{
get
{
return (float)System.Math.Sqrt(this.LengthSquared);
}
}
///
/// Returns the square of the vector length.
///
public float LengthSquared
{
get
{
return X * X + Y * Y;
}
}
///
/// Scales the Vector2 to unit length.
///
/// The normalized version of the current vector.
public Vector2 Normalize()
{
float length = this.Length;
return new Vector2(X / length, Y / Length);
}
///
/// Scales the current Vector2 by the given amounts.
///
/// The scale of the X component.
/// The scale of the Y component.
/// A new, scaled Vector2.
public Vector2 Scale(float sx, float sy)
{
return new Vector2(X * sx, Y * sy);
}
}
}