ShadowEditor/THREE/Math/Vector2.cs
2018-12-07 12:35:07 +08:00

481 lines
9.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace THREE.Math
{
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 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 = System.Math.Min(this.x, v.x);
this.y = System.Math.Min(this.y, v.y);
return this;
}
public Vector2 Max(Vector2 v)
{
this.x = System.Math.Max(this.x, v.x);
this.y = System.Math.Max(this.y, v.y);
return this;
}
public Vector2 Clamp(Vector2 min, Vector2 max)
{
// assumes min < max, componentwise
this.x = System.Math.Max(min.x, System.Math.Min(max.x, this.x));
this.y = System.Math.Max(min.y, System.Math.Min(max.y, this.y));
return this;
}
public Vector2 ClampScalar(Vector2 minVal, Vector2 maxVal)
{
var min = new Vector2();
var max = new Vector2();
min.set(minVal, minVal);
max.set(maxVal, maxVal);
return this.clamp(min, max);
}
clampLength: function(min, max )
{
var length = this.length();
return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
},
floor: function()
{
this.x = Math.floor(this.x);
this.y = Math.floor(this.y);
return this;
},
ceil: function()
{
this.x = Math.ceil(this.x);
this.y = Math.ceil(this.y);
return this;
},
round: function()
{
this.x = Math.round(this.x);
this.y = Math.round(this.y);
return this;
},
roundToZero: function()
{
this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x);
this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y);
return this;
},
negate: function()
{
this.x = -this.x;
this.y = -this.y;
return this;
},
dot: function(v )
{
return this.x * v.x + this.y * v.y;
},
cross: function(v )
{
return this.x * v.y - this.y * v.x;
},
lengthSq: function()
{
return this.x * this.x + this.y * this.y;
},
length: function()
{
return Math.sqrt(this.x * this.x + this.y * this.y);
},
manhattanLength: function()
{
return Math.abs(this.x) + Math.abs(this.y);
},
normalize: function()
{
return this.divideScalar(this.length() || 1);
},
angle: function()
{
// 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;
},
distanceTo: function(v )
{
return Math.sqrt(this.distanceToSquared(v));
},
distanceToSquared: function(v )
{
var dx = this.x - v.x, dy = this.y - v.y;
return dx * dx + dy * dy;
},
manhattanDistanceTo: function(v )
{
return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
},
setLength: function(length )
{
return this.normalize().multiplyScalar(length);
},
lerp: function(v, alpha )
{
this.x += (v.x - this.x) * alpha;
this.y += (v.y - this.y) * alpha;
return this;
},
lerpVectors: function(v1, v2, alpha )
{
return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
},
equals: function(v )
{
return ((v.x === this.x) && (v.y === this.y));
},
fromArray: function(array, offset )
{
if (offset === undefined) offset = 0;
this.x = array[offset];
this.y = array[offset + 1];
return this;
},
toArray: function(array, offset )
{
if (array === undefined) array = [];
if (offset === undefined) offset = 0;
array[offset] = this.x;
array[offset + 1] = this.y;
return array;
},
fromBufferAttribute: function(attribute, index, offset )
{
if (offset !== undefined)
{
console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
}
this.x = attribute.getX(index);
this.y = attribute.getY(index);
return this;
},
rotateAround: function(center, angle )
{
var 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;
}
}
}