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Xune/UIX.RenderApi.Skia/Microsoft/Iris/Render/Vector2.cs
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// Decompiled with JetBrains decompiler
// Type: Microsoft.Iris.Render.Vector2
// Assembly: UIX.RenderApi, Version=4.8.0.0, Culture=neutral, PublicKeyToken=ddd0da4d3e678217
// MVID: D47658B8-A8EA-43D6-8837-ECE823BFFFC1
// Assembly location: C:\Program Files\Zune\UIX.RenderApi.dll
using Microsoft.Iris.Render.Internal;
using System;
using System.Text;
namespace Microsoft.Iris.Render
{
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[Serializable]
public struct Vector2
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{
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private float m_x;
private float m_y;
public static readonly Vector2 Zero = new Vector2(0.0f, 0.0f);
public static readonly Vector2 UnitVector = new Vector2(1f, 1f);
public Vector2(float x, float y)
{
this.m_x = x;
this.m_y = y;
}
internal Vector2(double x, double y)
: this((float)x, (float)y)
{
}
public float X
{
get => this.m_x;
set => this.m_x = value;
}
public float Y
{
get => this.m_y;
set => this.m_y = value;
}
public static Vector2 operator +(Vector2 left, Vector2 right) => new Vector2(left.X + right.X, left.Y + right.Y);
public static Vector2 Add(Vector2 left, Vector2 right) => left + right;
public static Vector2 operator -(Vector2 left, Vector2 right) => new Vector2(left.X - right.X, left.Y - right.Y);
public static Vector2 operator -(Vector2 left) => new Vector2(-left.X, -left.Y);
public static Vector2 Subtract(Vector2 left, Vector2 right) => left - right;
public static Vector2 operator *(Vector2 left, Vector2 right) => new Vector2(left.X * right.X, left.Y * right.Y);
public static Vector2 Multiply(Vector2 left, Vector2 right) => left * right;
public static Vector2 operator *(Vector2 vector, float scalar) => new Vector2(vector.X * scalar, vector.Y * scalar);
public static Vector2 Multiply(Vector2 vector, float scalar) => vector * scalar;
public static Vector2 operator /(Vector2 left, Vector2 right) => new Vector2(left.X / right.X, left.Y / right.Y);
public static Vector2 Divide(Vector2 left, Vector2 right) => left / right;
public static Vector2 operator /(Vector2 vector, float scalar) => new Vector2(vector.X / scalar, vector.Y / scalar);
public static Vector2 Divide(Vector2 vector, float scalar) => vector / scalar;
internal void Normalize()
{
float flValue1 = (float)((double)this.m_x * (double)this.m_x + (double)this.m_y * (double)this.m_y);
if (Math2.WithinEpsilon(flValue1, 1f))
return;
if ((double)flValue1 > 1.40129846432482E-45)
{
float num = (float)Math.Sqrt((double)flValue1);
this.m_x /= num;
this.m_y /= num;
}
else
{
this.m_x = 0.0f;
this.m_y = 0.0f;
}
}
public override bool Equals(object obj) => obj is Vector2 vector2 && this == vector2;
public static bool operator ==(Vector2 left, Vector2 right) => (double)left.X == (double)right.X && (double)left.Y == (double)right.Y;
public static bool operator !=(Vector2 left, Vector2 right) => !(left == right);
public override int GetHashCode() => this.X.GetHashCode() ^ this.Y.GetHashCode();
public override string ToString() => base.ToString();
internal string ToDxShaderString()
{
StringBuilder stringBuilder = new StringBuilder(128);
stringBuilder.Append("{");
stringBuilder.Append(this.X);
stringBuilder.Append(", ");
stringBuilder.Append(this.Y);
stringBuilder.Append("}");
return stringBuilder.ToString();
}
public bool IsApproximate(Vector2 vector) => Math2.WithinEpsilon(this.m_x, vector.m_x) && Math2.WithinEpsilon(this.m_y, vector.m_y);
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}
}