mirror of
https://github.com/tengge1/ShadowEditor.git
synced 2026-01-25 15:08:11 +00:00
429 lines
9.6 KiB
C#
429 lines
9.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using _Math = System.Math;
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namespace THREE
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{
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/// <summary>
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/// @author mrdoob / http://mrdoob.com/
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/// @author philogb / http://blog.thejit.org/
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/// @author egraether / http://egraether.com/
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/// @author zz85 / http://www.lab4games.net/zz85/blog
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/// </summary>
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public class Vector2
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{
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public double x = 0.0;
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public double y = 0.0;
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public Vector2(double x = 0, double y = 0)
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{
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this.x = x;
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this.y = y;
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}
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public double Width
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{
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get
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{
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return this.x;
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}
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set
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{
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this.x = value;
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}
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}
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public double Height
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{
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get
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{
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return this.y;
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}
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set
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{
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this.y = value;
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}
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}
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public const bool isVector2 = true;
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public Vector2 Set(double x, double y)
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{
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this.x = x;
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this.y = y;
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return this;
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}
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public Vector2 SetScalar(double scalar)
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{
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this.x = scalar;
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this.y = scalar;
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return this;
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}
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public Vector2 SetX(double x)
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{
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this.x = x;
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return this;
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}
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public Vector2 SetY(double y)
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{
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this.y = y;
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return this;
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}
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public Vector2 SetComponent(int index, double value)
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{
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switch (index)
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{
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case 0:
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this.x = value;
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break;
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case 1:
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this.y = value;
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break;
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default:
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throw new Exception($"index is out of range: {index}");
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}
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return this;
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}
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public double GetComponent(int index)
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{
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switch (index)
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{
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case 0:
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return this.x;
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case 1:
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return this.y;
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default:
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throw new Exception($"index is out of range: {index}");
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}
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}
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public Vector2 Clone(Vector2 v)
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{
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this.x = v.x;
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this.y = v.y;
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return this;
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}
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public Vector2 Copy(Vector2 v)
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{
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this.x = v.x;
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this.y = v.y;
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return this;
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}
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public Vector2 Add(Vector2 v, Vector2 w = null)
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{
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if (w != null)
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{
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Console.WriteLine("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.");
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return this.AddVectors(v, w);
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}
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this.x += v.x;
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this.y += v.y;
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return this;
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}
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public Vector2 AddScalar(double s)
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{
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this.x += s;
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this.y += s;
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return this;
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}
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public Vector2 AddVectors(Vector2 a, Vector2 b)
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{
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this.x = a.x + b.x;
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this.y = a.y + b.y;
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return this;
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}
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public Vector2 AddScaledVector(Vector2 v, double s)
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{
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this.x += v.x * s;
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this.y += v.y * s;
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return this;
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}
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public Vector2 Sub(Vector2 v, Vector2 w = null)
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{
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if (w != null)
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{
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Console.WriteLine("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.");
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return this.SubVectors(v, w);
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}
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this.x -= v.x;
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this.y -= v.y;
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return this;
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}
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public Vector2 SubScalar(double s)
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{
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this.x -= s;
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this.y -= s;
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return this;
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}
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public Vector2 SubVectors(Vector2 a, Vector2 b)
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{
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this.x = a.x - b.x;
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this.y = a.y - b.y;
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return this;
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}
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public Vector2 Multiply(Vector2 v)
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{
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this.x *= v.x;
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this.y *= v.y;
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return this;
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}
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public Vector2 MultiplyScalar(double scalar)
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{
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this.x *= scalar;
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this.y *= scalar;
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return this;
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}
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public Vector2 Divide(Vector2 v)
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{
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this.x /= v.x;
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this.y /= v.y;
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return this;
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}
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public Vector2 DivideScalar(double scalar)
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{
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return this.MultiplyScalar(1 / scalar);
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}
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public Vector2 ApplyMatrix3(Matrix3 m)
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{
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double x = this.x, y = this.y;
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var e = m.elements;
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this.x = e[0] * x + e[3] * y + e[6];
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this.y = e[1] * x + e[4] * y + e[7];
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return this;
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}
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public Vector2 Min(Vector2 v)
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{
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this.x = _Math.Min(this.x, v.x);
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this.y = _Math.Min(this.y, v.y);
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return this;
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}
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public Vector2 Max(Vector2 v)
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{
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this.x = _Math.Max(this.x, v.x);
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this.y = _Math.Max(this.y, v.y);
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return this;
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}
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public Vector2 Clamp(Vector2 min, Vector2 max)
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{
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// assumes min < max, componentwise
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this.x = _Math.Max(min.x, _Math.Min(max.x, this.x));
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this.y = _Math.Max(min.y, _Math.Min(max.y, this.y));
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return this;
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}
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public Vector2 ClampScalar(double minVal, double maxVal)
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{
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var min = new Vector2();
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var max = new Vector2();
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min.Set(minVal, minVal);
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max.Set(maxVal, maxVal);
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return this.Clamp(min, max);
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}
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public Vector2 ClampLength(double min, double max)
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{
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var length = this.Length();
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return this.DivideScalar(length == 0 ? 1.0 : length).MultiplyScalar(_Math.Max(min, _Math.Min(max, length)));
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}
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public Vector2 Floor()
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{
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this.x = _Math.Floor(this.x);
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this.y = _Math.Floor(this.y);
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return this;
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}
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public Vector2 Ceil()
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{
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this.x = _Math.Ceiling(this.x);
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this.y = _Math.Ceiling(this.y);
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return this;
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}
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public Vector2 Round()
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{
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this.x = _Math.Round(this.x);
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this.y = _Math.Round(this.y);
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return this;
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}
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public Vector2 RoundToZero()
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{
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this.x = (this.x < 0) ? _Math.Ceiling(this.x) : _Math.Floor(this.x);
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this.y = (this.y < 0) ? _Math.Ceiling(this.y) : _Math.Floor(this.y);
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return this;
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}
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public Vector2 Negate()
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{
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this.x = -this.x;
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this.y = -this.y;
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return this;
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}
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public double Dot(Vector2 v)
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{
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return this.x * v.x + this.y * v.y;
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}
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public double Cross(Vector2 v)
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{
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return this.x * v.y - this.y * v.x;
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}
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public double LengthSq()
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{
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return this.x * this.x + this.y * this.y;
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}
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public double Length()
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{
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return _Math.Sqrt(this.x * this.x + this.y * this.y);
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}
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public double ManhattanLength()
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{
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return _Math.Abs(this.x) + _Math.Abs(this.y);
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}
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public Vector2 Normalize()
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{
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var length = this.Length();
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return this.DivideScalar(length == 0 ? 1.0 : length);
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}
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public double Angle()
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{
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// computes the angle in radians with respect to the positive x-axis
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var angle = _Math.Atan2(this.y, this.x);
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if (angle < 0) angle += 2 * _Math.PI;
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return angle;
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}
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public double DistanceTo(Vector2 v)
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{
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return _Math.Sqrt(this.DistanceToSquared(v));
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}
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public double DistanceToSquared(Vector2 v)
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{
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double dx = this.x - v.x, dy = this.y - v.y;
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return dx * dx + dy * dy;
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}
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public double ManhattanDistanceTo(Vector2 v)
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{
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return _Math.Abs(this.x - v.x) + _Math.Abs(this.y - v.y);
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}
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public Vector2 SetLength(double length)
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{
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return this.Normalize().MultiplyScalar(length);
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}
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public Vector2 Lerp(Vector2 v, double alpha)
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{
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this.x += (v.x - this.x) * alpha;
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this.y += (v.y - this.y) * alpha;
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return this;
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}
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public Vector2 LerpVectors(Vector2 v1, Vector2 v2, double alpha)
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{
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return this.SubVectors(v2, v1).MultiplyScalar(alpha).Add(v1);
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}
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public bool Equals(Vector2 v)
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{
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return (v.x == this.x) && (v.y == this.y);
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}
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public Vector2 FromArray(double[] array, int offset = 0)
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{
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this.x = array[offset];
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this.y = array[offset + 1];
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return this;
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}
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public double[] ToArray(double[] array = null, int offset = 0)
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{
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if (array == null) array = new double[2];
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array[offset] = this.x;
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array[offset + 1] = this.y;
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return array;
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}
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public Vector2 RotateAround(Vector2 center, double angle)
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{
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double c = _Math.Cos(angle), s = _Math.Sin(angle);
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var x = this.x - center.x;
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var y = this.y - center.y;
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this.x = x * c - y * s + center.x;
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this.y = x * s + y * c + center.y;
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return this;
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}
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}
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}
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