using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using _Math = System.Math; namespace THREE { /// /// @author mrdoob / http://mrdoob.com/ /// @author philogb / http://blog.thejit.org/ /// @author egraether / http://egraether.com/ /// @author zz85 / http://www.lab4games.net/zz85/blog /// @author tengge / https://github.com/tengge1 /// public class Vector2 { public double x = 0.0; public double y = 0.0; public Vector2(double x = 0, double y = 0) { this.x = x; this.y = y; } public double Width { get { return this.x; } set { this.x = value; } } public double Height { get { return this.y; } set { this.y = value; } } public const bool isVector2 = true; public Vector2 Set(double x, double y) { this.x = x; this.y = y; return this; } public Vector2 SetScalar(double scalar) { this.x = scalar; this.y = scalar; return this; } public Vector2 SetX(double x) { this.x = x; return this; } public Vector2 SetY(double y) { this.y = y; return this; } public Vector2 SetComponent(int index, double value) { switch (index) { case 0: this.x = value; break; case 1: this.y = value; break; default: throw new Exception($"index is out of range: {index}"); } return this; } public double GetComponent(int index) { switch (index) { case 0: return this.x; case 1: return this.y; default: throw new Exception($"index is out of range: {index}"); } } public Vector2 Clone(Vector2 v) { this.x = v.x; this.y = v.y; return this; } public Vector2 Copy(Vector2 v) { this.x = v.x; this.y = v.y; return this; } public Vector2 Add(Vector2 v, Vector2 w = null) { if (w != null) { Console.WriteLine("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."); return this.AddVectors(v, w); } this.x += v.x; this.y += v.y; return this; } public Vector2 AddScalar(double s) { this.x += s; this.y += s; return this; } public Vector2 AddVectors(Vector2 a, Vector2 b) { this.x = a.x + b.x; this.y = a.y + b.y; return this; } public Vector2 AddScaledVector(Vector2 v, double s) { this.x += v.x * s; this.y += v.y * s; return this; } public Vector2 Sub(Vector2 v, Vector2 w = null) { if (w != null) { Console.WriteLine("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."); return this.SubVectors(v, w); } this.x -= v.x; this.y -= v.y; return this; } public Vector2 SubScalar(double s) { this.x -= s; this.y -= s; return this; } public Vector2 SubVectors(Vector2 a, Vector2 b) { this.x = a.x - b.x; this.y = a.y - b.y; return this; } public Vector2 Multiply(Vector2 v) { this.x *= v.x; this.y *= v.y; return this; } public Vector2 MultiplyScalar(double scalar) { this.x *= scalar; this.y *= scalar; return this; } public Vector2 Divide(Vector2 v) { this.x /= v.x; this.y /= v.y; return this; } public Vector2 DivideScalar(double scalar) { return this.MultiplyScalar(1 / scalar); } public Vector2 ApplyMatrix3(Matrix3 m) { double x = this.x, y = this.y; var e = m.elements; this.x = e[0] * x + e[3] * y + e[6]; this.y = e[1] * x + e[4] * y + e[7]; return this; } public Vector2 Min(Vector2 v) { this.x = _Math.Min(this.x, v.x); this.y = _Math.Min(this.y, v.y); return this; } public Vector2 Max(Vector2 v) { this.x = _Math.Max(this.x, v.x); this.y = _Math.Max(this.y, v.y); return this; } public Vector2 Clamp(Vector2 min, Vector2 max) { // assumes min < max, componentwise this.x = _Math.Max(min.x, _Math.Min(max.x, this.x)); this.y = _Math.Max(min.y, _Math.Min(max.y, this.y)); return this; } public Vector2 ClampScalar(double minVal, double maxVal) { var min = new Vector2(); var max = new Vector2(); min.Set(minVal, minVal); max.Set(maxVal, maxVal); return this.Clamp(min, max); } public Vector2 ClampLength(double min, double max) { var length = this.Length(); return this.DivideScalar(length == 0 ? 1.0 : length).MultiplyScalar(_Math.Max(min, _Math.Min(max, length))); } public Vector2 Floor() { this.x = _Math.Floor(this.x); this.y = _Math.Floor(this.y); return this; } public Vector2 Ceil() { this.x = _Math.Ceiling(this.x); this.y = _Math.Ceiling(this.y); return this; } public Vector2 Round() { this.x = _Math.Round(this.x); this.y = _Math.Round(this.y); return this; } public Vector2 RoundToZero() { this.x = (this.x < 0) ? _Math.Ceiling(this.x) : _Math.Floor(this.x); this.y = (this.y < 0) ? _Math.Ceiling(this.y) : _Math.Floor(this.y); return this; } public Vector2 Negate() { this.x = -this.x; this.y = -this.y; return this; } public double Dot(Vector2 v) { return this.x * v.x + this.y * v.y; } public double Cross(Vector2 v) { return this.x * v.y - this.y * v.x; } public double LengthSq() { return this.x * this.x + this.y * this.y; } public double Length() { return _Math.Sqrt(this.x * this.x + this.y * this.y); } public double ManhattanLength() { return _Math.Abs(this.x) + _Math.Abs(this.y); } public Vector2 Normalize() { var length = this.Length(); return this.DivideScalar(length == 0 ? 1.0 : length); } public double Angle() { // computes the angle in radians with respect to the positive x-axis var angle = _Math.Atan2(this.y, this.x); if (angle < 0) angle += 2 * _Math.PI; return angle; } public double DistanceTo(Vector2 v) { return _Math.Sqrt(this.DistanceToSquared(v)); } public double DistanceToSquared(Vector2 v) { double dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; } public double ManhattanDistanceTo(Vector2 v) { return _Math.Abs(this.x - v.x) + _Math.Abs(this.y - v.y); } public Vector2 SetLength(double length) { return this.Normalize().MultiplyScalar(length); } public Vector2 Lerp(Vector2 v, double alpha) { this.x += (v.x - this.x) * alpha; this.y += (v.y - this.y) * alpha; return this; } public Vector2 LerpVectors(Vector2 v1, Vector2 v2, double alpha) { return this.SubVectors(v2, v1).MultiplyScalar(alpha).Add(v1); } public bool Equals(Vector2 v) { return (v.x == this.x) && (v.y == this.y); } public Vector2 FromArray(double[] array, int offset = 0) { this.x = array[offset]; this.y = array[offset + 1]; return this; } public double[] ToArray(double[] array = null, int offset = 0) { if (array == null) array = new double[2]; array[offset] = this.x; array[offset + 1] = this.y; return array; } public Vector2 RotateAround(Vector2 center, double angle) { double c = _Math.Cos(angle), s = _Math.Sin(angle); var x = this.x - center.x; var y = this.y - center.y; this.x = x * c - y * s + center.x; this.y = x * s + y * c + center.y; return this; } } }