using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Robust.Shared.Maths
{
///
/// Represents a float vector with two components (x, y).
///
[StructLayout(LayoutKind.Sequential)]
[Serializable]
public struct Vector2 : IEquatable, IApproxEquatable
{
///
/// The X component of the vector.
///
public float X;
///
/// The Y component of the vector.
///
public float Y;
///
/// A zero length vector.
///
public static readonly Vector2 Zero = new(0, 0);
///
/// A vector with all components set to 1.
///
public static readonly Vector2 One = new(1, 1);
///
/// A unit vector pointing in the +X direction.
///
public static readonly Vector2 UnitX = new(1, 0);
///
/// A unit vector pointing in the +Y direction.
///
public static readonly Vector2 UnitY = new(0, 1);
public static readonly Vector2 Infinity = new(float.PositiveInfinity, float.PositiveInfinity);
///
/// A vector with NaN X and Y.
///
public static readonly Vector2 NaN = new(float.NaN, float.NaN);
///
/// Construct a vector from its coordinates.
///
/// X coordinate
/// Y coordinate
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector2(float x, float y)
{
X = x;
Y = y;
}
///
/// Gets the length (magnitude) of the vector.
///
public readonly float Length
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => MathF.Sqrt(LengthSquared);
}
///
/// Gets the squared length of the vector.
///
public readonly float LengthSquared
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => X * X + Y * Y;
}
///
/// Returns a new, normalized, vector.
///
///
public readonly Vector2 Normalized
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
var length = Length;
return new Vector2(X / length, Y / length);
}
}
///
/// Returns a new, rotated 90 degrees clockwise (in world Y-up orientation), vector.
///
///
public readonly Vector2 Rotated90DegreesClockwiseWorld
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return new Vector2(Y, -X);
}
}
///
/// Returns a new, rotated 90 degrees anticlockwise (in world Y-up orientation), vector.
///
///
public readonly Vector2 Rotated90DegreesAnticlockwiseWorld
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return new Vector2(-Y, X);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Vector2 Rounded()
{
return new(MathF.Round(X), MathF.Round(Y));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Vector2i Floored()
{
return new((int) MathF.Floor(X), (int) MathF.Floor(Y));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Vector2i Ceiled()
{
return new((int) MathF.Ceiling(X), (int) MathF.Ceiling(Y));
}
///
/// Subtracts a vector from another, returning a new vector.
///
/// Vector to subtract from.
/// Vector to subtract with.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator -(Vector2 a, Vector2 b)
{
return new(a.X - b.X, a.Y - b.Y);
}
///
/// Subtracts a scalar with each component of a vector, returning a new vecotr..
///
/// Vector to subtract from.
/// Scalar to subtract with.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator -(Vector2 a, float b)
{
return new(a.X - b, a.Y - b);
}
///
/// Negates a vector.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator -(Vector2 vec)
{
return new(-vec.X, -vec.Y);
}
///
/// Adds two vectors together, returning a new vector with the components of each added together.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator +(Vector2 a, Vector2 b)
{
return new(a.X + b.X, a.Y + b.Y);
}
///
/// Adds a scalar to each component of a vector, returning a new vector.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator +(Vector2 a, float b)
{
return new(a.X + b, a.Y + b);
}
///
/// Multiply a vector by a scale by multiplying the individual components.
///
/// The vector to multiply.
/// The scale to multiply with.
/// A new vector.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator *(Vector2 vec, float scale)
{
return new(vec.X * scale, vec.Y * scale);
}
///
/// Multiplies a vector's components corresponding to a vector scale.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator *(Vector2 vec, Vector2 scale)
{
return new(vec.X * scale.X, vec.Y * scale.Y);
}
///
/// Divide a vector by a scale by dividing the individual components.
///
/// The vector to divide.
/// The scale to divide by.
/// A new vector.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator /(Vector2 vec, float scale)
{
return new(vec.X / scale, vec.Y / scale);
}
///
/// Divides a vector's components corresponding to a vector scale.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 operator /(Vector2 vec, Vector2 scale)
{
return new(vec.X / scale.X, vec.Y / scale.Y);
}
///
/// Return a vector made up of the smallest components of the provided vectors.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 ComponentMin(Vector2 a, Vector2 b)
{
return new(
MathF.Min(a.X, b.X),
MathF.Min(a.Y, b.Y)
);
}
///
/// Return a vector made up of the largest components of the provided vectors.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 ComponentMax(Vector2 a, Vector2 b)
{
return new(
MathF.Max(a.X, b.X),
MathF.Max(a.Y, b.Y)
);
}
///
/// Returns the vector with the smallest magnitude. If both have equal magnitude, is selected.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 MagnitudeMin(Vector2 a, Vector2 b)
{
return a.LengthSquared < b.LengthSquared ? a : b;
}
///
/// Returns the vector with the largest magnitude. If both have equal magnitude, is selected.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 MagnitudeMax(Vector2 a, Vector2 b)
{
return a.LengthSquared >= b.LengthSquared ? a : b;
}
///
/// Clamps the components of a vector to minimum and maximum vectors.
///
/// The vector to clamp.
/// The lower bound vector.
/// The upper bound vector.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 Clamp(Vector2 vector, Vector2 min, Vector2 max)
{
return new(
MathHelper.Clamp(vector.X, min.X, max.X),
MathHelper.Clamp(vector.Y, min.Y, max.Y)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 Abs(in Vector2 a)
{
return new(Math.Abs(a.X), Math.Abs(a.Y));
}
///
/// Calculates the dot product of two vectors.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float Dot(Vector2 a, Vector2 b)
{
return a.X * b.X + a.Y * b.Y;
}
///
/// Perform the cross product on two vectors. In 2D this produces a scalar.
///
public static float Cross(in Vector2 a, in Vector2 b)
{
return a.X * b.Y - a.Y * b.X;
}
///
/// Perform the cross product on a vector and a scalar. In 2D this produces
/// a vector.
///
public static Vector2 Cross(in Vector2 a, float s)
{
return new(s * a.Y, -s * a.X);
}
///
/// Perform the cross product on a scalar and a vector. In 2D this produces
/// a vector.
///
public static Vector2 Cross(float s, in Vector2 a)
{
return new(-s * a.Y, s * a.X);
}
///
/// Linearly interpolates two vectors so make a mix based on a factor.
///
///
/// a when factor=0, b when factor=1, a linear interpolation between the two otherwise.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 Lerp(Vector2 a, Vector2 b, float factor)
{
return new(
//factor * (b.X - a.X) + a.X,
MathHelper.Lerp(a.X, b.X, factor),
//factor * (b.Y - a.Y) + a.Y
MathHelper.Lerp(a.Y, b.Y, factor)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 LerpClamped(in Vector2 a, in Vector2 b, float factor)
{
if (factor <= 0)
return a;
if (factor >= 1)
return b;
return Lerp(a, b, factor);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 InterpolateCubic(Vector2 preA, Vector2 a, Vector2 b, Vector2 postB, float t)
{
return a + (b - preA + (preA * 2.0f - a * 5.0f + b * 4.0f - postB + ((a - b) * 3.0f + postB - preA) * t) * t) * t * 0.5f;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void Deconstruct(out float x, out float y)
{
x = X;
y = Y;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Vector2((float x, float y) tuple)
{
var (x, y) = tuple;
return new Vector2(x, y);
}
///
/// Returns a string that represents the current Vector2.
///
public override readonly string ToString()
{
return $"({X}, {Y})";
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(Vector2 a, Vector2 b)
{
return a.Equals(b);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(Vector2 a, Vector2 b)
{
return !a.Equals(b);
}
///
/// Compare a vector to another vector and check if they are equal.
///
/// Other vector to check.
/// True if the two vectors are equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Equals(Vector2 other)
{
// ReSharper disable CompareOfFloatsByEqualityOperator
return X == other.X && Y == other.Y;
// ReSharper restore CompareOfFloatsByEqualityOperator
}
///
/// Compare a vector to an object and check if they are equal.
///
/// Other object to check.
/// True if Object and vector are equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override readonly bool Equals(object? obj)
{
return obj is Vector2 vec && Equals(vec);
}
///
/// Returns the hash code for this instance.
///
/// A unique hash code for this instance.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override readonly int GetHashCode()
{
unchecked
{
return (X.GetHashCode() * 397) ^ Y.GetHashCode();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool EqualsApprox(Vector2 other)
{
return MathHelper.CloseTo(X, other.X) && MathHelper.CloseTo(Y, other.Y);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool EqualsApprox(Vector2 other, double tolerance)
{
return MathHelper.CloseTo(X, other.X, tolerance) && MathHelper.CloseTo(Y, other.Y, tolerance);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool EqualsApproxPercent(Vector2 other, double tolerance = 0.0001)
{
return MathHelper.CloseToPercent(X, other.X, tolerance) && MathHelper.CloseToPercent(Y, other.Y, tolerance);
}
}
}