// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. #if USE_LARGE_WORLDS using Real = System.Double; #else using Real = System.Single; #endif // ----------------------------------------------------------------------------- // Original code from SharpDX project. https://github.com/sharpdx/SharpDX/ // Greetings to Alexandre Mutel. Original code published with the following license: // ----------------------------------------------------------------------------- // Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // ----------------------------------------------------------------------------- // Original code from SlimMath project. http://code.google.com/p/slimmath/ // Greetings to SlimDX Group. Original code published with the following license: // ----------------------------------------------------------------------------- /* * Copyright (c) 2007-2011 SlimDX Group * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ using System; using System.Globalization; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace FlaxEngine { [Serializable] #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Double2Converter))] #endif partial struct Double2 : IEquatable, IFormattable { private static readonly string _formatString = "X:{0:F2} Y:{1:F2}"; /// /// The size of the type, in bytes. /// public static readonly int SizeInBytes = Marshal.SizeOf(typeof(Double2)); /// /// A with all of its components set to zero. /// public static readonly Double2 Zero; /// /// The X unit (1, 0). /// public static readonly Double2 UnitX = new Double2(1.0, 0.0); /// /// The Y unit (0, 1). /// public static readonly Double2 UnitY = new Double2(0.0, 1.0); /// /// A with all of its components set to half. /// public static readonly Double2 Half = new Double2(0.5f, 0.5f); /// /// A with all of its components set to one. /// public static readonly Double2 One = new Double2(1.0, 1.0); /// /// A with all components equal to . /// public static readonly Double2 Minimum = new Double2(double.MinValue); /// /// A with all components equal to . /// public static readonly Double2 Maximum = new Double2(double.MaxValue); /// /// Initializes a new instance of the struct. /// /// The value that will be assigned to all components. public Double2(double value) { X = value; Y = value; } /// /// Initializes a new instance of the struct. /// /// Initial value for the X component of the vector. /// Initial value for the Y component of the vector. public Double2(double x, double y) { X = x; Y = y; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X and Y components. public Double2(Vector3 value) { X = value.X; Y = value.Y; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X and Y components. public Double2(Double3 value) { X = value.X; Y = value.Y; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X and Y components. public Double2(Double4 value) { X = value.X; Y = value.Y; } /// /// Initializes a new instance of the struct. /// /// The values to assign to the X and Y components of the vector. This must be an array with two elements. /// Thrown when is null. /// Thrown when contains more or less than two elements. public Double2(double[] values) { if (values == null) throw new ArgumentNullException(nameof(values)); if (values.Length != 2) throw new ArgumentOutOfRangeException(nameof(values), "There must be two and only two input values for Double2."); X = values[0]; Y = values[1]; } /// /// Gets a value indicting whether this instance is normalized. /// public bool IsNormalized => Mathd.Abs((X * X + Y * Y) - 1.0f) < 1e-4f; /// /// Gets a value indicting whether this vector is zero /// public bool IsZero => Mathd.IsZero(X) && Mathd.IsZero(Y); /// /// Gets a minimum component value /// public double MinValue => Mathd.Min(X, Y); /// /// Gets a maximum component value /// public double MaxValue => Mathd.Max(X, Y); /// /// Gets an arithmetic average value of all vector components. /// public double AvgValue => (X + Y) * (1.0 / 2.0); /// /// Gets a sum of the component values. /// public double ValuesSum => X + Y; /// /// Gets a vector with values being absolute values of that vector. /// public Double2 Absolute => new Double2(Mathd.Abs(X), Mathd.Abs(Y)); /// /// Gets a vector with values being opposite to values of that vector. /// public Double2 Negative => new Double2(-X, -Y); /// /// Gets or sets the component at the specified index. /// /// The value of the X or Y component, depending on the index. /// The index of the component to access. Use 0 for the X component and 1 for the Y component. /// The value of the component at the specified index. /// Thrown when the is out of the range [0,1]. public double this[int index] { get { switch (index) { case 0: return X; case 1: return Y; } throw new ArgumentOutOfRangeException(nameof(index), "Indices for Double2 run from 0 to 1, inclusive."); } set { switch (index) { case 0: X = value; break; case 1: Y = value; break; default: throw new ArgumentOutOfRangeException(nameof(index), "Indices for Double2 run from 0 to 1, inclusive."); } } } /// /// Calculates the length of the vector. /// /// The length of the vector. /// may be preferred when only the relative length is needed and speed is of the essence. public double Length => Math.Sqrt(X * X + Y * Y); /// /// Calculates the squared length of the vector. /// /// The squared length of the vector. /// This method may be preferred to when only a relative length is needed and speed is of the essence. public double LengthSquared => X * X + Y * Y; /// /// Converts the vector into a unit vector. /// public void Normalize() { double length = Length; if (length >= Mathd.Epsilon) { double inv = 1.0 / length; X *= inv; Y *= inv; } } /// /// Creates an array containing the elements of the vector. /// public double[] ToArray() { return new[] { X, Y }; } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// When the method completes, contains the sum of the two vectors. public static void Add(ref Double2 left, ref Double2 right, out Double2 result) { result = new Double2(left.X + right.X, left.Y + right.Y); } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static Double2 Add(Double2 left, Double2 right) { return new Double2(left.X + right.X, left.Y + right.Y); } /// /// Performs a component-wise addition. /// /// The input vector /// The scalar value to be added to elements /// The vector with added scalar for each element. public static void Add(ref Double2 left, ref double right, out Double2 result) { result = new Double2(left.X + right, left.Y + right); } /// /// Performs a component-wise addition. /// /// The input vector /// The scalar value to be added to elements /// The vector with added scalar for each element. public static Double2 Add(Double2 left, double right) { return new Double2(left.X + right, left.Y + right); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// When the method completes, contains the difference of the two vectors. public static void Subtract(ref Double2 left, ref Double2 right, out Double2 result) { result = new Double2(left.X - right.X, left.Y - right.Y); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static Double2 Subtract(Double2 left, Double2 right) { return new Double2(left.X - right.X, left.Y - right.Y); } /// /// Performs a component-wise subtraction. /// /// The input vector /// The scalar value to be subtracted from elements /// The vector with subtracted scalar for each element. public static void Subtract(ref Double2 left, ref double right, out Double2 result) { result = new Double2(left.X - right, left.Y - right); } /// /// Performs a component-wise subtraction. /// /// The input vector /// The scalar value to be subtracted from elements /// The vector with subtracted scalar for each element. public static Double2 Subtract(Double2 left, double right) { return new Double2(left.X - right, left.Y - right); } /// /// Performs a component-wise subtraction. /// /// The scalar value to be subtracted from elements /// The input vector /// The vector with subtracted scalar for each element. public static void Subtract(ref double left, ref Double2 right, out Double2 result) { result = new Double2(left - right.X, left - right.Y); } /// /// Performs a component-wise subtraction. /// /// The scalar value to be subtracted from elements /// The input vector /// The vector with subtracted scalar for each element. public static Double2 Subtract(double left, Double2 right) { return new Double2(left - right.X, left - right.Y); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Multiply(ref Double2 value, double scale, out Double2 result) { result = new Double2(value.X * scale, value.Y * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double2 Multiply(Double2 value, double scale) { return new Double2(value.X * scale, value.Y * scale); } /// /// Multiplies a vector with another by performing component-wise multiplication. /// /// The first vector to multiply. /// The second vector to multiply. /// When the method completes, contains the multiplied vector. public static void Multiply(ref Double2 left, ref Double2 right, out Double2 result) { result = new Double2(left.X * right.X, left.Y * right.Y); } /// /// Multiplies a vector with another by performing component-wise multiplication. /// /// The first vector to multiply. /// The second vector to multiply. /// The multiplied vector. public static Double2 Multiply(Double2 left, Double2 right) { return new Double2(left.X * right.X, left.Y * right.Y); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Divide(ref Double2 value, double scale, out Double2 result) { result = new Double2(value.X / scale, value.Y / scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double2 Divide(Double2 value, double scale) { return new Double2(value.X / scale, value.Y / scale); } /// /// Scales a vector by the given value. /// /// The amount by which to scale the vector. /// The vector to scale. /// When the method completes, contains the scaled vector. public static void Divide(double scale, ref Double2 value, out Double2 result) { result = new Double2(scale / value.X, scale / value.Y); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double2 Divide(double scale, Double2 value) { return new Double2(scale / value.X, scale / value.Y); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// When the method completes, contains a vector facing in the opposite direction. public static void Negate(ref Double2 value, out Double2 result) { result = new Double2(-value.X, -value.Y); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// A vector facing in the opposite direction. public static Double2 Negate(Double2 value) { return new Double2(-value.X, -value.Y); } /// /// Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric /// coordinates relative to a 2D triangle. /// /// A containing the 2D Cartesian coordinates of vertex 1 of the triangle. /// A containing the 2D Cartesian coordinates of vertex 2 of the triangle. /// A containing the 2D Cartesian coordinates of vertex 3 of the triangle. /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). /// When the method completes, contains the 2D Cartesian coordinates of the specified point. public static void Barycentric(ref Double2 value1, ref Double2 value2, ref Double2 value3, double amount1, double amount2, out Double2 result) { result = new Double2(value1.X + amount1 * (value2.X - value1.X) + amount2 * (value3.X - value1.X), value1.Y + amount1 * (value2.Y - value1.Y) + amount2 * (value3.Y - value1.Y)); } /// /// Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric /// coordinates relative to a 2D triangle. /// /// A containing the 2D Cartesian coordinates of vertex 1 of the triangle. /// A containing the 2D Cartesian coordinates of vertex 2 of the triangle. /// A containing the 2D Cartesian coordinates of vertex 3 of the triangle. /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). /// A new containing the 2D Cartesian coordinates of the specified point. public static Double2 Barycentric(Double2 value1, Double2 value2, Double2 value3, double amount1, double amount2) { Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out Double2 result); return result; } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// When the method completes, contains the clamped value. public static void Clamp(ref Double2 value, ref Double2 min, ref Double2 max, out Double2 result) { double x = value.X; x = x > max.X ? max.X : x; x = x < min.X ? min.X : x; double y = value.Y; y = y > max.Y ? max.Y : y; y = y < min.Y ? min.Y : y; result = new Double2(x, y); } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// The clamped value. public static Double2 Clamp(Double2 value, Double2 min, Double2 max) { Clamp(ref value, ref min, ref max, out Double2 result); return result; } /// /// Saturates this instance in the range [0,1]. /// public void Saturate() { X = X < 0.0 ? 0.0 : X > 1.0 ? 1.0 : X; Y = Y < 0.0 ? 0.0 : Y > 1.0 ? 1.0 : Y; } /// /// Calculates the area of the triangle. /// /// The first triangle vertex. /// The second triangle vertex. /// The third triangle vertex. /// The triangle area. public static double TriangleArea(ref Double2 v0, ref Double2 v1, ref Double2 v2) { return Math.Abs((v0.X * (v1.Y - v2.Y) + v1.X * (v2.Y - v0.Y) + v2.X * (v0.Y - v1.Y)) / 2); } /// /// Calculates the distance between two vectors. /// /// The first vector. /// The second vector. /// When the method completes, contains the distance between the two vectors. /// may be preferred when only the relative distance is needed and speed is of the essence. public static void Distance(ref Double2 value1, ref Double2 value2, out double result) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; result = Math.Sqrt(x * x + y * y); } /// /// Calculates the distance between two vectors. /// /// The first vector. /// The second vector. /// The distance between the two vectors. /// may be preferred when only the relative distance is needed and speed is of the essence. public static double Distance(Double2 value1, Double2 value2) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; return Math.Sqrt(x * x + y * y); } /// /// Calculates the distance between two vectors. /// /// The first vector. /// The second vector. /// The distance between the two vectors. /// may be preferred when only the relative distance is needed and speed is of the essence. public static double Distance(ref Double2 value1, ref Double2 value2) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; return Math.Sqrt(x * x + y * y); } /// /// Calculates the squared distance between two vectors. /// /// The first vector. /// The second vector /// When the method completes, contains the squared distance between the two vectors. public static void DistanceSquared(ref Double2 value1, ref Double2 value2, out double result) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; result = x * x + y * y; } /// /// Calculates the squared distance between two vectors. /// /// The first vector. /// The second vector /// The squared distance between the two vectors. public static double DistanceSquared(ref Double2 value1, ref Double2 value2) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; return x * x + y * y; } /// /// Calculates the squared distance between two vectors. /// /// The first vector. /// The second vector. /// The squared distance between the two vectors. public static double DistanceSquared(Double2 value1, Double2 value2) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; return x * x + y * y; } /// /// Tests whether one vector is near another vector. /// /// The left vector. /// The right vector. /// The epsilon. /// true if left and right are near, false otherwise public static bool NearEqual(Double2 left, Double2 right, double epsilon = Mathd.Epsilon) { return NearEqual(ref left, ref right, epsilon); } /// /// Tests whether one vector is near another vector. /// /// The left vector. /// The right vector. /// The epsilon. /// true if left and right are near another, false otherwise public static bool NearEqual(ref Double2 left, ref Double2 right, double epsilon = Mathd.Epsilon) { return Mathd.WithinEpsilon(left.X, right.X, epsilon) && Mathd.WithinEpsilon(left.Y, right.Y, epsilon); } /// /// Calculates the dot product of two vectors. /// /// First source vector. /// Second source vector. /// When the method completes, contains the dot product of the two vectors. public static void Dot(ref Double2 left, ref Double2 right, out double result) { result = left.X * right.X + left.Y * right.Y; } /// /// Calculates the dot product of two vectors. /// /// First source vector. /// Second source vector. /// The dot product of the two vectors. public static double Dot(ref Double2 left, ref Double2 right) { return left.X * right.X + left.Y * right.Y; } /// /// Calculates the dot product of two vectors. /// /// First source vector. /// Second source vector. /// The dot product of the two vectors. public static double Dot(Double2 left, Double2 right) { return left.X * right.X + left.Y * right.Y; } /// /// Calculates the cross product of two vectors. /// /// First source vector. /// Second source vector. /// When the method completes, contains the cross product of the two vectors. public static void Cross(ref Double2 left, ref Double2 right, out double result) { result = left.X * right.Y - left.Y * right.X; } /// /// Calculates the cross product of two vectors. /// /// First source vector. /// Second source vector. /// The cross product of the two vectors. public static double Cross(ref Double2 left, ref Double2 right) { return left.X * right.Y - left.Y * right.X; } /// /// Calculates the cross product of two vectors. /// /// First source vector. /// Second source vector. /// The cross product of the two vectors. public static double Cross(Double2 left, Double2 right) { return left.X * right.Y - left.Y * right.X; } /// /// Converts the vector into a unit vector. /// /// The vector to normalize. /// When the method completes, contains the normalized vector. public static void Normalize(ref Double2 value, out Double2 result) { result = value; result.Normalize(); } /// /// Converts the vector into a unit vector. /// /// The vector to normalize. /// The normalized vector. public static Double2 Normalize(Double2 value) { value.Normalize(); return value; } /// /// Makes sure that Length of the output vector is always below max and above 0. /// /// Input Vector. /// Max Length public static Double2 ClampLength(Double2 vector, double max) { return ClampLength(vector, 0, max); } /// /// Makes sure that Length of the output vector is always below max and above min. /// /// Input Vector. /// Min Length /// Max Length public static Double2 ClampLength(Double2 vector, double min, double max) { ClampLength(vector, min, max, out Double2 result); return result; } /// /// Makes sure that Length of the output vector is always below max and above min. /// /// Input Vector. /// Min Length /// Max Length /// The result value. public static void ClampLength(Double2 vector, double min, double max, out Double2 result) { result = vector; double lenSq = result.LengthSquared; if (lenSq > max * max) { double scaleFactor = max / Math.Sqrt(lenSq); result.X *= scaleFactor; result.Y *= scaleFactor; } if (lenSq < min * min) { double scaleFactor = min / Math.Sqrt(lenSq); result.X *= scaleFactor; result.Y *= scaleFactor; } } /// /// Returns the vector with components rounded to the nearest integer. /// /// The value. /// The result. public static Double2 Round(Double2 v) { return new Double2(Math.Round(v.X), Math.Round(v.Y)); } /// /// Returns the vector with components containing the smallest integer greater to or equal to the original value. /// /// The value. /// The result. public static Double2 Ceil(Double2 v) { return new Double2(Math.Ceiling(v.X), Math.Ceiling(v.Y)); } /// /// Breaks the components of the vector into an integral and a fractional part. Returns vector made of fractional parts. /// /// The value. /// The result. public static Double2 Mod(Double2 v) { return new Double2(v.X - (int)v.X, v.Y - (int)v.Y); } /// /// Performs a linear interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// When the method completes, contains the linear interpolation of the two vectors. /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. public static void Lerp(ref Double2 start, ref Double2 end, double amount, out Double2 result) { result.X = Mathd.Lerp(start.X, end.X, amount); result.Y = Mathd.Lerp(start.Y, end.Y, amount); } /// /// Performs a linear interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// The linear interpolation of the two vectors. /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. public static Double2 Lerp(Double2 start, Double2 end, double amount) { Lerp(ref start, ref end, amount, out Double2 result); return result; } /// /// Performs a linear interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// When the method completes, contains the linear interpolation of the two vectors. /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. public static void Lerp(ref Double2 start, ref Double2 end, ref Double2 amount, out Double2 result) { result.X = Mathd.Lerp(start.X, end.X, amount.X); result.Y = Mathd.Lerp(start.Y, end.Y, amount.Y); } /// /// Performs a linear interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// The linear interpolation of the two vectors. /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. public static Double2 Lerp(Double2 start, Double2 end, Double2 amount) { Lerp(ref start, ref end, ref amount, out Double2 result); return result; } /// /// Performs a cubic interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// When the method completes, contains the cubic interpolation of the two vectors. public static void SmoothStep(ref Double2 start, ref Double2 end, double amount, out Double2 result) { amount = Mathd.SmoothStep(amount); Lerp(ref start, ref end, amount, out result); } /// /// Performs a cubic interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// The cubic interpolation of the two vectors. public static Double2 SmoothStep(Double2 start, Double2 end, double amount) { SmoothStep(ref start, ref end, amount, out Double2 result); return result; } /// /// Performs a Hermite spline interpolation. /// /// First source position vector. /// First source tangent vector. /// Second source position vector. /// Second source tangent vector. /// Weighting factor. /// When the method completes, contains the result of the Hermite spline interpolation. public static void Hermite(ref Double2 value1, ref Double2 tangent1, ref Double2 value2, ref Double2 tangent2, double amount, out Double2 result) { double squared = amount * amount; double cubed = amount * squared; double part1 = 2.0 * cubed - 3.0 * squared + 1.0; double part2 = -2.0 * cubed + 3.0 * squared; double part3 = cubed - 2.0 * squared + amount; double part4 = cubed - squared; result.X = value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4; result.Y = value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4; } /// /// Performs a Hermite spline interpolation. /// /// First source position vector. /// First source tangent vector. /// Second source position vector. /// Second source tangent vector. /// Weighting factor. /// The result of the Hermite spline interpolation. public static Double2 Hermite(Double2 value1, Double2 tangent1, Double2 value2, Double2 tangent2, double amount) { Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out Double2 result); return result; } /// /// Calculates the 2D vector perpendicular to the given 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up. /// /// The input direction. /// The result. public static Double2 Perpendicular(Double2 inDirection) { return new Double2(-inDirection.Y, inDirection.X); } /// /// Calculates the 2D vector perpendicular to the given 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up. /// /// The in direction. /// When the method completes, contains the result of the calculation. public static void Perpendicular(ref Double2 inDirection, out Double2 result) { result = new Double2(-inDirection.Y, inDirection.X); } /// /// Performs a Catmull-Rom interpolation using the specified positions. /// /// The first position in the interpolation. /// The second position in the interpolation. /// The third position in the interpolation. /// The fourth position in the interpolation. /// Weighting factor. /// When the method completes, contains the result of the Catmull-Rom interpolation. public static void CatmullRom(ref Double2 value1, ref Double2 value2, ref Double2 value3, ref Double2 value4, double amount, out Double2 result) { double squared = amount * amount; double cubed = amount * squared; result.X = 0.5f * (2.0 * value2.X + (-value1.X + value3.X) * amount + (2.0 * value1.X - 5.0 * value2.X + 4.0 * value3.X - value4.X) * squared + (-value1.X + 3.0 * value2.X - 3.0 * value3.X + value4.X) * cubed); result.Y = 0.5f * (2.0 * value2.Y + (-value1.Y + value3.Y) * amount + (2.0 * value1.Y - 5.0 * value2.Y + 4.0 * value3.Y - value4.Y) * squared + (-value1.Y + 3.0 * value2.Y - 3.0 * value3.Y + value4.Y) * cubed); } /// /// Performs a Catmull-Rom interpolation using the specified positions. /// /// The first position in the interpolation. /// The second position in the interpolation. /// The third position in the interpolation. /// The fourth position in the interpolation. /// Weighting factor. /// A vector that is the result of the Catmull-Rom interpolation. public static Double2 CatmullRom(Double2 value1, Double2 value2, Double2 value3, Double2 value4, double amount) { CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out Double2 result); return result; } /// /// Returns a vector containing the largest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the largest components of the source vectors. public static void Max(ref Double2 left, ref Double2 right, out Double2 result) { result.X = left.X > right.X ? left.X : right.X; result.Y = left.Y > right.Y ? left.Y : right.Y; } /// /// Returns a vector containing the largest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the largest components of the source vectors. public static Double2 Max(Double2 left, Double2 right) { Max(ref left, ref right, out Double2 result); return result; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the smallest components of the source vectors. public static void Min(ref Double2 left, ref Double2 right, out Double2 result) { result.X = left.X < right.X ? left.X : right.X; result.Y = left.Y < right.Y ? left.Y : right.Y; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the smallest components of the source vectors. public static Double2 Min(Double2 left, Double2 right) { Min(ref left, ref right, out Double2 result); return result; } /// /// Returns the absolute value of a vector. /// /// The value. /// A vector which components are less or equal to 0. public static Double2 Abs(Double2 v) { return new Double2(Math.Abs(v.X), Math.Abs(v.Y)); } /// /// Returns the reflection of a vector off a surface that has the specified normal. /// /// The source vector. /// Normal of the surface. /// When the method completes, contains the reflected vector. /// Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. public static void Reflect(ref Double2 vector, ref Double2 normal, out Double2 result) { double dot = vector.X * normal.X + vector.Y * normal.Y; result.X = vector.X - 2.0 * dot * normal.X; result.Y = vector.Y - 2.0 * dot * normal.Y; } /// /// Returns the reflection of a vector off a surface that has the specified normal. /// /// The source vector. /// Normal of the surface. /// The reflected vector. /// Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. public static Double2 Reflect(Double2 vector, Double2 normal) { Reflect(ref vector, ref normal, out Double2 result); return result; } /// /// Transforms a 2D vector by the given rotation. /// /// The vector to rotate. /// The rotation to apply. /// When the method completes, contains the transformed . public static void Transform(ref Double2 vector, ref Quaternion rotation, out Double2 result) { double x = rotation.X + rotation.X; double y = rotation.Y + rotation.Y; double z = rotation.Z + rotation.Z; double wz = rotation.W * z; double xx = rotation.X * x; double xy = rotation.X * y; double yy = rotation.Y * y; double zz = rotation.Z * z; result = new Double2(vector.X * (1.0 - yy - zz) + vector.Y * (xy - wz), vector.X * (xy + wz) + vector.Y * (1.0 - xx - zz)); } /// /// Transforms a 2D vector by the given rotation. /// /// The vector to rotate. /// The rotation to apply. /// The transformed . public static Double2 Transform(Double2 vector, Quaternion rotation) { Transform(ref vector, ref rotation, out Double2 result); return result; } /// /// Transforms a 2D vector by the given . /// /// The source vector. /// The transformation . /// When the method completes, contains the transformed . public static void Transform(ref Double2 vector, ref Matrix transform, out Double4 result) { result = new Double4(vector.X * transform.M11 + vector.Y * transform.M21 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + transform.M43, vector.X * transform.M14 + vector.Y * transform.M24 + transform.M44); } /// /// Transforms a 2D vector by the given . /// /// The source vector. /// The transformation . /// The transformed . public static Double4 Transform(Double2 vector, Matrix transform) { Transform(ref vector, ref transform, out Double4 result); return result; } /// /// Performs a coordinate transformation using the given . /// /// The coordinate vector to transform. /// The transformation . /// When the method completes, contains the transformed coordinates. /// /// A coordinate transform performs the transformation with the assumption that the w component /// is one. The four dimensional vector obtained from the transformation operation has each /// component in the vector divided by the w component. This forces the w component to be one and /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working /// with coordinates as the w component can safely be ignored. /// public static void TransformCoordinate(ref Double2 coordinate, ref Matrix transform, out Double2 result) { var vector = new Double4 { X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + transform.M41, Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + transform.M42, Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + transform.M43, W = 1f / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + transform.M44) }; result = new Double2(vector.X * vector.W, vector.Y * vector.W); } /// /// Performs a coordinate transformation using the given . /// /// The coordinate vector to transform. /// The transformation . /// The transformed coordinates. /// /// A coordinate transform performs the transformation with the assumption that the w component /// is one. The four dimensional vector obtained from the transformation operation has each /// component in the vector divided by the w component. This forces the w component to be one and /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working /// with coordinates as the w component can safely be ignored. /// public static Double2 TransformCoordinate(Double2 coordinate, Matrix transform) { TransformCoordinate(ref coordinate, ref transform, out Double2 result); return result; } /// /// Performs a normal transformation using the given . /// /// The normal vector to transform. /// The transformation . /// When the method completes, contains the transformed normal. /// /// A normal transform performs the transformation with the assumption that the w component /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The /// end result is a vector that is not translated, but all other transformation properties /// apply. This is often preferred for normal vectors as normals purely represent direction /// rather than location because normal vectors should not be translated. /// public static void TransformNormal(ref Double2 normal, ref Matrix transform, out Double2 result) { result = new Double2(normal.X * transform.M11 + normal.Y * transform.M21, normal.X * transform.M12 + normal.Y * transform.M22); } /// /// Performs a normal transformation using the given . /// /// The normal vector to transform. /// The transformation . /// The transformed normal. /// /// A normal transform performs the transformation with the assumption that the w component /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The /// end result is a vector that is not translated, but all other transformation properties /// apply. This is often preferred for normal vectors as normals purely represent direction /// rather than location because normal vectors should not be translated. /// public static Double2 TransformNormal(Double2 normal, Matrix transform) { TransformNormal(ref normal, ref transform, out Double2 result); return result; } /// /// Snaps the input position into the grid. /// /// The position to snap. /// The size of the grid. /// The position snapped to the grid. public static Double2 SnapToGrid(Double2 pos, Double2 gridSize) { if (Mathd.Abs(gridSize.X) > Mathd.Epsilon) pos.X = Mathd.Ceil((pos.X - (gridSize.X * 0.5)) / gridSize.Y) * gridSize.X; if (Mathd.Abs(gridSize.Y) > Mathd.Epsilon) pos.Y = Mathd.Ceil((pos.Y - (gridSize.Y * 0.5)) / gridSize.X) * gridSize.Y; return pos; } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static Double2 operator +(Double2 left, Double2 right) { return new Double2(left.X + right.X, left.Y + right.Y); } /// /// Multiplies a vector with another by performing component-wise multiplication equivalent to . /// /// The first vector to multiply. /// The second vector to multiply. /// The multiplication of the two vectors. public static Double2 operator *(Double2 left, Double2 right) { return new Double2(left.X * right.X, left.Y * right.Y); } /// /// Assert a vector (return it unchanged). /// /// The vector to assert (unchanged). /// The asserted (unchanged) vector. public static Double2 operator +(Double2 value) { return value; } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static Double2 operator -(Double2 left, Double2 right) { return new Double2(left.X - right.X, left.Y - right.Y); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// A vector facing in the opposite direction. public static Double2 operator -(Double2 value) { return new Double2(-value.X, -value.Y); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double2 operator *(double scale, Double2 value) { return new Double2(value.X * scale, value.Y * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double2 operator *(Double2 value, double scale) { return new Double2(value.X * scale, value.Y * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double2 operator /(Double2 value, double scale) { return new Double2(value.X / scale, value.Y / scale); } /// /// Scales a vector by the given value. /// /// The amount by which to scale the vector. /// The vector to scale. /// The scaled vector. public static Double2 operator /(double scale, Double2 value) { return new Double2(scale / value.X, scale / value.Y); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double2 operator /(Double2 value, Double2 scale) { return new Double2(value.X / scale.X, value.Y / scale.Y); } /// /// Remainder of value divided by scale. /// /// The vector to scale. /// The amount by which to scale the vector. /// The remained vector. public static Double2 operator %(Double2 value, double scale) { return new Double2(value.X % scale, value.Y % scale); } /// /// Remainder of value divided by scale. /// /// The amount by which to scale the vector. /// The vector to scale. /// The remained vector. public static Double2 operator %(double value, Double2 scale) { return new Double2(value % scale.X, value % scale.Y); } /// /// Remainder of value divided by scale. /// /// The vector to scale. /// The amount by which to scale the vector. /// The remained vector. public static Double2 operator %(Double2 value, Double2 scale) { return new Double2(value.X % scale.X, value.Y % scale.Y); } /// /// Performs a component-wise addition. /// /// The input vector. /// The scalar value to be added on elements /// The vector with added scalar for each element. public static Double2 operator +(Double2 value, double scalar) { return new Double2(value.X + scalar, value.Y + scalar); } /// /// Performs a component-wise addition. /// /// The input vector. /// The scalar value to be added on elements /// The vector with added scalar for each element. public static Double2 operator +(double scalar, Double2 value) { return new Double2(scalar + value.X, scalar + value.Y); } /// /// Performs a component-wise subtraction. /// /// The input vector. /// The scalar value to be subtracted from elements /// The vector with subtracted scalar from each element. public static Double2 operator -(Double2 value, double scalar) { return new Double2(value.X - scalar, value.Y - scalar); } /// /// Performs a component-wise subtraction. /// /// The input vector. /// The scalar value to be subtracted from elements /// The vector with subtracted scalar from each element. public static Double2 operator -(double scalar, Double2 value) { return new Double2(scalar - value.X, scalar - value.Y); } /// /// Tests for equality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has the same value as ; otherwise,false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator ==(Double2 left, Double2 right) { return Mathd.NearEqual(left.X, right.X) && Mathd.NearEqual(left.Y, right.Y); } /// /// Tests for inequality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has a different value than ; otherwise,false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator !=(Double2 left, Double2 right) { return !Mathd.NearEqual(left.X, right.X) || !Mathd.NearEqual(left.Y, right.Y); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Float2(Double2 value) { return new Float2((float)value.X, (float)value.Y); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Vector2(Double2 value) { return new Vector2((Real)value.X, (Real)value.Y); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Double3(Double2 value) { return new Double3(value, 0.0f); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Double4(Double2 value) { return new Double4(value, 0.0, 0.0); } /// /// Returns a that represents this instance. /// /// A that represents this instance. public override string ToString() { return string.Format(CultureInfo.CurrentCulture, "X:{0} Y:{1}", X, Y); } /// /// Returns a that represents this instance. /// /// The format. /// A that represents this instance. public string ToString(string format) { if (format == null) return ToString(); return string.Format(CultureInfo.CurrentCulture, _formatString, X.ToString(format, CultureInfo.CurrentCulture), Y.ToString(format, CultureInfo.CurrentCulture)); } /// /// Returns a that represents this instance. /// /// The format provider. /// A that represents this instance. public string ToString(IFormatProvider formatProvider) { return string.Format(formatProvider, _formatString, X, Y); } /// /// Returns a that represents this instance. /// /// The format. /// The format provider. /// A that represents this instance. public string ToString(string format, IFormatProvider formatProvider) { if (format == null) return ToString(formatProvider); return string.Format(formatProvider, _formatString, X.ToString(format, formatProvider), Y.ToString(format, formatProvider)); } /// /// Returns a hash code for this instance. /// public override int GetHashCode() { unchecked { return (X.GetHashCode() * 397) ^ Y.GetHashCode(); } } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(ref Double2 other) { return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y); } /// /// Determines whether the specified are equal. /// public static bool Equals(ref Double2 a, ref Double2 b) { return Mathd.NearEqual(a.X, b.X) && Mathd.NearEqual(a.Y, b.Y); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(Double2 other) { return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. public override bool Equals(object value) { return value is Double2 other && Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y); } } }