#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.
///
///
/// The Vector2 structure is suitable for interoperation with unmanaged code requiring two consecutive floats.
///
[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;
}
///
/// Constructs a new Vector2 from the given Vector2.
///
/// The Vector2 to copy components from.
public Vector2(Vector2 v)
{
X = v.X;
Y = v.Y;
}
///
/// Constructs a new Vector2 from the given Vector3.
///
/// The Vector3 to copy components from. Z is discarded.
public Vector2(Vector3 v)
{
X = v.X;
Y = v.Y;
}
///
/// Constructs a new Vector2 from the given Vector4.
///
/// The Vector4 to copy components from. Z and W are discarded.
public Vector2(Vector4 v)
{
X = v.X;
Y = v.Y;
}
#endregion
#region Functions
#region public Vector2 Add(Vector2 right)
///
/// Adds the given Vector2 to the current Vector2.
///
/// The right operand of the addition.
/// The current Vector2, modified by the operation.
public Vector2 Add(Vector2 right)
{
this.X = X + right.X;
this.Y = Y + right.Y;
return this;
}
#endregion
#region public Vector2 Sub(Vector2 right)
///
/// Subtracts the given Vector2 from the current Vector2.
///
/// The right operand of the subtraction.
/// The current Vector2, modified by the operation.
public Vector2 Sub(Vector2 right)
{
this.X = X - right.X;
this.Y = Y - right.Y;
return this;
}
#endregion
#region public float Dot(Vector2 right)
///
/// 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 operation.
public float Dot(Vector2 right)
{
return X * right.X + Y * right.Y;
}
#endregion
#region public float Length
///
/// Gets the length (magnitude) of the vector.
///
///
///
public float Length
{
get
{
return (float)System.Math.Sqrt(X * X + Y * Y);
}
}
#endregion
#region public float LengthFast
///
/// Gets an approximation of the vector length (magnitude).
///
///
/// This property uses an approximation of the square root function to calculate vector magnitude, with
/// an upper error bound of 0.001.
///
///
///
///
public float LengthFast
{
get
{
return 1.0f / OpenTK.Math.Functions.InverseSqrtFast(X * X + Y * Y);
}
}
#endregion
#region public float LengthSquared
///
/// Gets the square of the vector length (magnitude).
///
///
/// This property avoids the costly square root operation required by the Length property. This makes it more suitable
/// for comparisons.
///
///
///
public float LengthSquared
{
get
{
return X * X + Y * Y;
}
}
#endregion
#region public Vector2 Normalize()
///
/// Scales the Vector2 to unit length.
///
/// The normalized version of the current vector.
public Vector2 Normalize()
{
float scale = 1.0f / this.Length;
X *= scale;
Y *= scale;
return this;
}
#endregion
#region public Vector2 NormalizeFast()
///
/// Scales the Vector2 to approximately unit length.
///
/// The normalized version of the current vector.
public Vector2 NormalizeFast()
{
float scale = Functions.InverseSqrtFast(X * X + Y * Y);
X *= scale;
Y *= scale;
return this;
}
#endregion
#region public Vector2 Scale(float sx, float sy)
///
/// Scales the current Vector2 by the given amounts.
///
/// The scale of the X component.
/// The scale of the Y component.
/// The current Vector2, scaled.
public Vector2 Scale(float sx, float sy)
{
this.X = X * sx;
this.Y = Y * sy;
return this;
}
#endregion
#endregion
#region Operator overloads
public static Vector2 operator +(Vector2 left, Vector2 right)
{
return new Vector2(left).Add(right);
}
public static Vector2 operator -(Vector2 left, Vector2 right)
{
return new Vector2(left).Sub(right);
}
[CLSCompliant(false)]
unsafe public static explicit operator float*(Vector2 v)
{
return &v.X;
}
public static explicit operator IntPtr(Vector2 v)
{
unsafe
{
return (IntPtr)(&v.X);
}
}
#endregion
#region public override string ToString()
///
/// Returns a System.String that represents the current Vector2.
///
///
public override string ToString()
{
return String.Format("({0}, {1})", X, Y);
}
#endregion
}
}