diff options
Diffstat (limited to 'modules/mono/glue/cs_files/Vector2.cs')
| -rw-r--r-- | modules/mono/glue/cs_files/Vector2.cs | 362 |
1 files changed, 362 insertions, 0 deletions
diff --git a/modules/mono/glue/cs_files/Vector2.cs b/modules/mono/glue/cs_files/Vector2.cs new file mode 100644 index 0000000000..28fedc365b --- /dev/null +++ b/modules/mono/glue/cs_files/Vector2.cs @@ -0,0 +1,362 @@ +using System; +using System.Runtime.InteropServices; + +// file: core/math/math_2d.h +// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451 +// file: core/math/math_2d.cpp +// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451 +// file: core/variant_call.cpp +// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685 + +namespace Godot +{ + [StructLayout(LayoutKind.Sequential)] + public struct Vector2 : IEquatable<Vector2> + { + public float x; + public float y; + + public float this[int index] + { + get + { + switch (index) + { + case 0: + return x; + case 1: + return y; + default: + throw new IndexOutOfRangeException(); + } + } + set + { + switch (index) + { + case 0: + x = value; + return; + case 1: + y = value; + return; + default: + throw new IndexOutOfRangeException(); + } + } + } + + internal void normalize() + { + float length = x * x + y * y; + + if (length != 0f) + { + length = Mathf.sqrt(length); + x /= length; + y /= length; + } + } + + private float cross(Vector2 b) + { + return x * b.y - y * b.x; + } + + public Vector2 abs() + { + return new Vector2(Mathf.abs(x), Mathf.abs(y)); + } + + public float angle() + { + return Mathf.atan2(y, x); + } + + public float angle_to(Vector2 to) + { + return Mathf.atan2(cross(to), dot(to)); + } + + public float angle_to_point(Vector2 to) + { + return Mathf.atan2(x - to.x, y - to.y); + } + + public float aspect() + { + return x / y; + } + + public Vector2 bounce(Vector2 n) + { + return -reflect(n); + } + + public Vector2 clamped(float length) + { + Vector2 v = this; + float l = this.length(); + + if (l > 0 && length < l) + { + v /= l; + v *= length; + } + + return v; + } + + public Vector2 cubic_interpolate(Vector2 b, Vector2 preA, Vector2 postB, float t) + { + Vector2 p0 = preA; + Vector2 p1 = this; + Vector2 p2 = b; + Vector2 p3 = postB; + + float t2 = t * t; + float t3 = t2 * t; + + return 0.5f * ((p1 * 2.0f) + + (-p0 + p2) * t + + (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 + + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3); + } + + public float distance_squared_to(Vector2 to) + { + return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y); + } + + public float distance_to(Vector2 to) + { + return Mathf.sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y)); + } + + public float dot(Vector2 with) + { + return x * with.x + y * with.y; + } + + public Vector2 floor() + { + return new Vector2(Mathf.floor(x), Mathf.floor(y)); + } + + public bool is_normalized() + { + return Mathf.abs(length_squared() - 1.0f) < Mathf.Epsilon; + } + + public float length() + { + return Mathf.sqrt(x * x + y * y); + } + + public float length_squared() + { + return x * x + y * y; + } + + public Vector2 linear_interpolate(Vector2 b, float t) + { + Vector2 res = this; + + res.x += (t * (b.x - x)); + res.y += (t * (b.y - y)); + + return res; + } + + public Vector2 normalized() + { + Vector2 result = this; + result.normalize(); + return result; + } + + public Vector2 reflect(Vector2 n) + { + return 2.0f * n * dot(n) - this; + } + + public Vector2 rotated(float phi) + { + float rads = angle() + phi; + return new Vector2(Mathf.cos(rads), Mathf.sin(rads)) * length(); + } + + public Vector2 slide(Vector2 n) + { + return this - n * dot(n); + } + + public Vector2 snapped(Vector2 by) + { + return new Vector2(Mathf.stepify(x, by.x), Mathf.stepify(y, by.y)); + } + + public Vector2 tangent() + { + return new Vector2(y, -x); + } + + public Vector2(float x, float y) + { + this.x = x; + this.y = y; + } + + public static Vector2 operator +(Vector2 left, Vector2 right) + { + left.x += right.x; + left.y += right.y; + return left; + } + + public static Vector2 operator -(Vector2 left, Vector2 right) + { + left.x -= right.x; + left.y -= right.y; + return left; + } + + public static Vector2 operator -(Vector2 vec) + { + vec.x = -vec.x; + vec.y = -vec.y; + return vec; + } + + public static Vector2 operator *(Vector2 vec, float scale) + { + vec.x *= scale; + vec.y *= scale; + return vec; + } + + public static Vector2 operator *(float scale, Vector2 vec) + { + vec.x *= scale; + vec.y *= scale; + return vec; + } + + public static Vector2 operator *(Vector2 left, Vector2 right) + { + left.x *= right.x; + left.y *= right.y; + return left; + } + + public static Vector2 operator /(Vector2 vec, float scale) + { + vec.x /= scale; + vec.y /= scale; + return vec; + } + + public static Vector2 operator /(Vector2 left, Vector2 right) + { + left.x /= right.x; + left.y /= right.y; + return left; + } + + public static bool operator ==(Vector2 left, Vector2 right) + { + return left.Equals(right); + } + + public static bool operator !=(Vector2 left, Vector2 right) + { + return !left.Equals(right); + } + + public static bool operator <(Vector2 left, Vector2 right) + { + if (left.x.Equals(right.x)) + { + return left.y < right.y; + } + else + { + return left.x < right.x; + } + } + + public static bool operator >(Vector2 left, Vector2 right) + { + if (left.x.Equals(right.x)) + { + return left.y > right.y; + } + else + { + return left.x > right.x; + } + } + + public static bool operator <=(Vector2 left, Vector2 right) + { + if (left.x.Equals(right.x)) + { + return left.y <= right.y; + } + else + { + return left.x <= right.x; + } + } + + public static bool operator >=(Vector2 left, Vector2 right) + { + if (left.x.Equals(right.x)) + { + return left.y >= right.y; + } + else + { + return left.x >= right.x; + } + } + + public override bool Equals(object obj) + { + if (obj is Vector2) + { + return Equals((Vector2)obj); + } + + return false; + } + + public bool Equals(Vector2 other) + { + return x == other.x && y == other.y; + } + + public override int GetHashCode() + { + return y.GetHashCode() ^ x.GetHashCode(); + } + + public override string ToString() + { + return String.Format("({0}, {1})", new object[] + { + this.x.ToString(), + this.y.ToString() + }); + } + + public string ToString(string format) + { + return String.Format("({0}, {1})", new object[] + { + this.x.ToString(format), + this.y.ToString(format) + }); + } + } +} |
