e79aa3c0ed
Former-commit-id: a2155e9bd80020e49e72e86c44da02a8ac0e57a4
452 lines
17 KiB
C#
452 lines
17 KiB
C#
// Copyright (c) Microsoft. All rights reserved.
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// Licensed under the MIT license. See LICENSE file in the project root for full license information.
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using System.Globalization;
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using System.Runtime.CompilerServices;
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using System.Text;
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namespace System.Numerics
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{
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/// <summary>
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/// A structure encapsulating two single precision floating point values and provides hardware accelerated methods.
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/// </summary>
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public partial struct Vector2 : IEquatable<Vector2>, IFormattable
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{
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#region Public Static Properties
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/// <summary>
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/// Returns the vector (0,0).
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/// </summary>
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public static Vector2 Zero { get { return new Vector2(); } }
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/// <summary>
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/// Returns the vector (1,1).
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/// </summary>
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public static Vector2 One { get { return new Vector2(1.0f, 1.0f); } }
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/// <summary>
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/// Returns the vector (1,0).
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/// </summary>
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public static Vector2 UnitX { get { return new Vector2(1.0f, 0.0f); } }
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/// <summary>
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/// Returns the vector (0,1).
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/// </summary>
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public static Vector2 UnitY { get { return new Vector2(0.0f, 1.0f); } }
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#endregion Public Static Properties
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#region Public instance methods
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/// <summary>
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/// Returns the hash code for this instance.
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/// </summary>
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/// <returns>The hash code.</returns>
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public override int GetHashCode()
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{
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int hash = this.X.GetHashCode();
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hash = HashCodeHelper.CombineHashCodes(hash, this.Y.GetHashCode());
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return hash;
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}
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/// <summary>
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/// Returns a boolean indicating whether the given Object is equal to this Vector2 instance.
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/// </summary>
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/// <param name="obj">The Object to compare against.</param>
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/// <returns>True if the Object is equal to this Vector2; False otherwise.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override bool Equals(object obj)
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{
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if (!(obj is Vector2))
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return false;
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return Equals((Vector2)obj);
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}
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/// <summary>
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/// Returns a String representing this Vector2 instance.
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/// </summary>
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/// <returns>The string representation.</returns>
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public override string ToString()
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{
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return ToString("G", CultureInfo.CurrentCulture);
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}
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/// <summary>
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/// Returns a String representing this Vector2 instance, using the specified format to format individual elements.
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/// </summary>
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/// <param name="format">The format of individual elements.</param>
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/// <returns>The string representation.</returns>
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public string ToString(string format)
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{
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return ToString(format, CultureInfo.CurrentCulture);
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}
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/// <summary>
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/// Returns a String representing this Vector2 instance, using the specified format to format individual elements
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/// and the given IFormatProvider.
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/// </summary>
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/// <param name="format">The format of individual elements.</param>
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/// <param name="formatProvider">The format provider to use when formatting elements.</param>
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/// <returns>The string representation.</returns>
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public string ToString(string format, IFormatProvider formatProvider)
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{
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StringBuilder sb = new StringBuilder();
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string separator = NumberFormatInfo.GetInstance(formatProvider).NumberGroupSeparator;
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sb.Append('<');
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sb.Append(this.X.ToString(format, formatProvider));
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sb.Append(separator);
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sb.Append(' ');
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sb.Append(this.Y.ToString(format, formatProvider));
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sb.Append('>');
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return sb.ToString();
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}
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/// <summary>
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/// Returns the length of the vector.
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/// </summary>
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/// <returns>The vector's length.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float Length()
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{
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if (Vector.IsHardwareAccelerated)
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{
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float ls = Vector2.Dot(this, this);
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return (float)Math.Sqrt(ls);
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}
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else
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{
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float ls = X * X + Y * Y;
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return (float)Math.Sqrt((double)ls);
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}
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}
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/// <summary>
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/// Returns the length of the vector squared. This operation is cheaper than Length().
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/// </summary>
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/// <returns>The vector's length squared.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float LengthSquared()
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{
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if (Vector.IsHardwareAccelerated)
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{
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return Vector2.Dot(this, this);
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}
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else
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{
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return X * X + Y * Y;
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}
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}
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#endregion Public Instance Methods
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#region Public Static Methods
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/// <summary>
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/// Returns the Euclidean distance between the two given points.
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/// </summary>
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/// <param name="value1">The first point.</param>
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/// <param name="value2">The second point.</param>
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/// <returns>The distance.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Distance(Vector2 value1, Vector2 value2)
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{
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if (Vector.IsHardwareAccelerated)
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{
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Vector2 difference = value1 - value2;
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float ls = Vector2.Dot(difference, difference);
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return (float)System.Math.Sqrt(ls);
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}
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else
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{
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float dx = value1.X - value2.X;
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float dy = value1.Y - value2.Y;
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float ls = dx * dx + dy * dy;
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return (float)Math.Sqrt((double)ls);
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}
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}
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/// <summary>
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/// Returns the Euclidean distance squared between the two given points.
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/// </summary>
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/// <param name="value1">The first point.</param>
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/// <param name="value2">The second point.</param>
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/// <returns>The distance squared.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DistanceSquared(Vector2 value1, Vector2 value2)
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{
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if (Vector.IsHardwareAccelerated)
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{
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Vector2 difference = value1 - value2;
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return Vector2.Dot(difference, difference);
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}
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else
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{
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float dx = value1.X - value2.X;
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float dy = value1.Y - value2.Y;
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return dx * dx + dy * dy;
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}
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}
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/// <summary>
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/// Returns a vector with the same direction as the given vector, but with a length of 1.
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/// </summary>
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/// <param name="value">The vector to normalize.</param>
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/// <returns>The normalized vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Normalize(Vector2 value)
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{
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if (Vector.IsHardwareAccelerated)
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{
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float length = value.Length();
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return value / length;
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}
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else
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{
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float ls = value.X * value.X + value.Y * value.Y;
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float invNorm = 1.0f / (float)Math.Sqrt((double)ls);
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return new Vector2(
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value.X * invNorm,
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value.Y * invNorm);
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}
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}
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/// <summary>
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/// Returns the reflection of a vector off a surface that has the specified normal.
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/// </summary>
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/// <param name="vector">The source vector.</param>
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/// <param name="normal">The normal of the surface being reflected off.</param>
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/// <returns>The reflected vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Reflect(Vector2 vector, Vector2 normal)
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{
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if (Vector.IsHardwareAccelerated)
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{
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float dot = Vector2.Dot(vector, normal);
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return vector - (2 * dot * normal);
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}
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else
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{
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float dot = vector.X * normal.X + vector.Y * normal.Y;
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return new Vector2(
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vector.X - 2.0f * dot * normal.X,
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vector.Y - 2.0f * dot * normal.Y);
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}
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}
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/// <summary>
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/// Restricts a vector between a min and max value.
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/// </summary>
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/// <param name="value1">The source vector.</param>
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/// <param name="min">The minimum value.</param>
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/// <param name="max">The maximum value.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
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{
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// This compare order is very important!!!
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// We must follow HLSL behavior in the case user specified min value is bigger than max value.
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float x = value1.X;
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x = (x > max.X) ? max.X : x;
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x = (x < min.X) ? min.X : x;
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float y = value1.Y;
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y = (y > max.Y) ? max.Y : y;
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y = (y < min.Y) ? min.Y : y;
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return new Vector2(x, y);
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}
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/// <summary>
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/// Linearly interpolates between two vectors based on the given weighting.
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/// </summary>
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/// <param name="value1">The first source vector.</param>
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/// <param name="value2">The second source vector.</param>
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/// <param name="amount">Value between 0 and 1 indicating the weight of the second source vector.</param>
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/// <returns>The interpolated vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
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{
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return new Vector2(
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value1.X + (value2.X - value1.X) * amount,
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value1.Y + (value2.Y - value1.Y) * amount);
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}
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/// <summary>
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/// Transforms a vector by the given matrix.
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/// </summary>
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/// <param name="position">The source vector.</param>
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/// <param name="matrix">The transformation matrix.</param>
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/// <returns>The transformed vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Transform(Vector2 position, Matrix3x2 matrix)
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{
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return new Vector2(
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position.X * matrix.M11 + position.Y * matrix.M21 + matrix.M31,
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position.X * matrix.M12 + position.Y * matrix.M22 + matrix.M32);
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}
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/// <summary>
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/// Transforms a vector by the given matrix.
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/// </summary>
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/// <param name="position">The source vector.</param>
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/// <param name="matrix">The transformation matrix.</param>
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/// <returns>The transformed vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Transform(Vector2 position, Matrix4x4 matrix)
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{
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return new Vector2(
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position.X * matrix.M11 + position.Y * matrix.M21 + matrix.M41,
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position.X * matrix.M12 + position.Y * matrix.M22 + matrix.M42);
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}
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/// <summary>
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/// Transforms a vector normal by the given matrix.
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/// </summary>
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/// <param name="normal">The source vector.</param>
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/// <param name="matrix">The transformation matrix.</param>
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/// <returns>The transformed vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 TransformNormal(Vector2 normal, Matrix3x2 matrix)
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{
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return new Vector2(
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normal.X * matrix.M11 + normal.Y * matrix.M21,
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normal.X * matrix.M12 + normal.Y * matrix.M22);
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}
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/// <summary>
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/// Transforms a vector normal by the given matrix.
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/// </summary>
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/// <param name="normal">The source vector.</param>
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/// <param name="matrix">The transformation matrix.</param>
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/// <returns>The transformed vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 TransformNormal(Vector2 normal, Matrix4x4 matrix)
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{
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return new Vector2(
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normal.X * matrix.M11 + normal.Y * matrix.M21,
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normal.X * matrix.M12 + normal.Y * matrix.M22);
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}
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/// <summary>
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/// Transforms a vector by the given Quaternion rotation value.
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/// </summary>
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/// <param name="value">The source vector to be rotated.</param>
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/// <param name="rotation">The rotation to apply.</param>
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/// <returns>The transformed vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Transform(Vector2 value, Quaternion rotation)
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{
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float x2 = rotation.X + rotation.X;
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float y2 = rotation.Y + rotation.Y;
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float z2 = rotation.Z + rotation.Z;
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float wz2 = rotation.W * z2;
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float xx2 = rotation.X * x2;
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float xy2 = rotation.X * y2;
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float yy2 = rotation.Y * y2;
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float zz2 = rotation.Z * z2;
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return new Vector2(
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value.X * (1.0f - yy2 - zz2) + value.Y * (xy2 - wz2),
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value.X * (xy2 + wz2) + value.Y * (1.0f - xx2 - zz2));
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}
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#endregion Public Static Methods
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#region Public operator methods
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// all the below methods should be inlined as they are
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// implemented over JIT intrinsics
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/// <summary>
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/// Adds two vectors together.
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/// </summary>
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/// <param name="left">The first source vector.</param>
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/// <param name="right">The second source vector.</param>
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/// <returns>The summed vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Add(Vector2 left, Vector2 right)
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{
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return left + right;
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}
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/// <summary>
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/// Subtracts the second vector from the first.
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/// </summary>
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/// <param name="left">The first source vector.</param>
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/// <param name="right">The second source vector.</param>
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/// <returns>The difference vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Subtract(Vector2 left, Vector2 right)
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{
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return left - right;
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}
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/// <summary>
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/// Multiplies two vectors together.
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/// </summary>
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/// <param name="left">The first source vector.</param>
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/// <param name="right">The second source vector.</param>
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/// <returns>The product vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Multiply(Vector2 left, Vector2 right)
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{
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return left * right;
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}
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/// <summary>
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/// Multiplies a vector by the given scalar.
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/// </summary>
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/// <param name="left">The source vector.</param>
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/// <param name="right">The scalar value.</param>
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/// <returns>The scaled vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Multiply(Vector2 left, Single right)
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{
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return left * right;
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}
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/// <summary>
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/// Multiplies a vector by the given scalar.
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/// </summary>
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/// <param name="left">The scalar value.</param>
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/// <param name="right">The source vector.</param>
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/// <returns>The scaled vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Multiply(Single left, Vector2 right)
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{
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return left * right;
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}
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/// <summary>
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/// Divides the first vector by the second.
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/// </summary>
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/// <param name="left">The first source vector.</param>
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/// <param name="right">The second source vector.</param>
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/// <returns>The vector resulting from the division.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Divide(Vector2 left, Vector2 right)
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{
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return left / right;
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}
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/// <summary>
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/// Divides the vector by the given scalar.
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/// </summary>
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/// <param name="left">The source vector.</param>
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/// <param name="divisor">The scalar value.</param>
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/// <returns>The result of the division.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Divide(Vector2 left, Single divisor)
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{
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return left / divisor;
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}
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/// <summary>
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/// Negates a given vector.
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/// </summary>
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/// <param name="value">The source vector.</param>
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/// <returns>The negated vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Negate(Vector2 value)
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{
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return -value;
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}
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#endregion Public operator methods
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}
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}
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