mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
453 lines
15 KiB
C#
453 lines
15 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Robust.Shared.Maths
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{
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/// <summary>
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/// Represents a float vector with two components (x, y).
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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[Serializable]
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public struct Vector2 : IEquatable<Vector2>, IApproxEquatable<Vector2>
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{
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/// <summary>
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/// The X component of the vector.
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/// </summary>
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public float X;
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/// <summary>
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/// The Y component of the vector.
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/// </summary>
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public float Y;
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/// <summary>
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/// A zero length vector.
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/// </summary>
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public static readonly Vector2 Zero = new(0, 0);
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/// <summary>
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/// A vector with all components set to 1.
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/// </summary>
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public static readonly Vector2 One = new(1, 1);
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/// <summary>
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/// A unit vector pointing in the +X direction.
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/// </summary>
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public static readonly Vector2 UnitX = new(1, 0);
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/// <summary>
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/// A unit vector pointing in the +Y direction.
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/// </summary>
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public static readonly Vector2 UnitY = new(0, 1);
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public static readonly Vector2 Infinity = new(float.PositiveInfinity, float.PositiveInfinity);
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/// <summary>
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/// A vector with NaN X and Y.
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/// </summary>
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public static readonly Vector2 NaN = new(float.NaN, float.NaN);
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/// <summary>
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/// Construct a vector from its coordinates.
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector2(float x, float y)
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{
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X = x;
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Y = y;
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}
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/// <summary>
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/// Gets the length (magnitude) of the vector.
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/// </summary>
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public readonly float Length
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => MathF.Sqrt(LengthSquared);
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}
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/// <summary>
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/// Gets the squared length of the vector.
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/// </summary>
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public readonly float LengthSquared
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => X * X + Y * Y;
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}
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/// <summary>
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/// Returns a new, normalized, vector.
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/// </summary>
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/// <returns></returns>
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public readonly Vector2 Normalized
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get
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{
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var length = Length;
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return new Vector2(X / length, Y / length);
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}
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}
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/// <summary>
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/// Returns a new, rotated 90 degrees clockwise (in world Y-up orientation), vector.
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/// </summary>
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/// <returns></returns>
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public readonly Vector2 Rotated90DegreesClockwiseWorld
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get
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{
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return new Vector2(Y, -X);
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}
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}
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/// <summary>
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/// Returns a new, rotated 90 degrees anticlockwise (in world Y-up orientation), vector.
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/// </summary>
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/// <returns></returns>
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public readonly Vector2 Rotated90DegreesAnticlockwiseWorld
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get
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{
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return new Vector2(-Y, X);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly Vector2 Rounded()
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{
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return new(MathF.Round(X), MathF.Round(Y));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly Vector2i Floored()
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{
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return new((int) MathF.Floor(X), (int) MathF.Floor(Y));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly Vector2i Ceiled()
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{
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return new((int) MathF.Ceiling(X), (int) MathF.Ceiling(Y));
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}
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/// <summary>
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/// Subtracts a vector from another, returning a new vector.
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/// </summary>
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/// <param name="a">Vector to subtract from.</param>
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/// <param name="b">Vector to subtract with.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator -(Vector2 a, Vector2 b)
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{
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return new(a.X - b.X, a.Y - b.Y);
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}
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/// <summary>
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/// Subtracts a scalar with each component of a vector, returning a new vecotr..
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/// </summary>
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/// <param name="a">Vector to subtract from.</param>
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/// <param name="b">Scalar to subtract with.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator -(Vector2 a, float b)
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{
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return new(a.X - b, a.Y - b);
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}
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/// <summary>
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/// Negates a vector.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator -(Vector2 vec)
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{
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return new(-vec.X, -vec.Y);
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}
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/// <summary>
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/// Adds two vectors together, returning a new vector with the components of each added together.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator +(Vector2 a, Vector2 b)
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{
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return new(a.X + b.X, a.Y + b.Y);
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}
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/// <summary>
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/// Adds a scalar to each component of a vector, returning a new vector.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator +(Vector2 a, float b)
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{
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return new(a.X + b, a.Y + b);
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}
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/// <summary>
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/// Multiply a vector by a scale by multiplying the individual components.
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/// </summary>
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/// <param name="vec">The vector to multiply.</param>
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/// <param name="scale">The scale to multiply with.</param>
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/// <returns>A new vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator *(Vector2 vec, float scale)
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{
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return new(vec.X * scale, vec.Y * scale);
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}
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/// <summary>
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/// Multiplies a vector's components corresponding to a vector scale.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator *(Vector2 vec, Vector2 scale)
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{
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return new(vec.X * scale.X, vec.Y * scale.Y);
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}
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/// <summary>
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/// Divide a vector by a scale by dividing the individual components.
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/// </summary>
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/// <param name="vec">The vector to divide.</param>
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/// <param name="scale">The scale to divide by.</param>
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/// <returns>A new vector.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator /(Vector2 vec, float scale)
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{
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return new(vec.X / scale, vec.Y / scale);
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}
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/// <summary>
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/// Divides a vector's components corresponding to a vector scale.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 operator /(Vector2 vec, Vector2 scale)
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{
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return new(vec.X / scale.X, vec.Y / scale.Y);
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}
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/// <summary>
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/// Return a vector made up of the smallest components of the provided vectors.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 ComponentMin(Vector2 a, Vector2 b)
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{
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return new(
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MathF.Min(a.X, b.X),
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MathF.Min(a.Y, b.Y)
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);
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}
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/// <summary>
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/// Return a vector made up of the largest components of the provided vectors.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 ComponentMax(Vector2 a, Vector2 b)
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{
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return new(
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MathF.Max(a.X, b.X),
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MathF.Max(a.Y, b.Y)
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);
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}
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/// <summary>
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/// Returns the vector with the smallest magnitude. If both have equal magnitude, <paramref name="b" /> is selected.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 MagnitudeMin(Vector2 a, Vector2 b)
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{
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return a.LengthSquared < b.LengthSquared ? a : b;
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}
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/// <summary>
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/// Returns the vector with the largest magnitude. If both have equal magnitude, <paramref name="a" /> is selected.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 MagnitudeMax(Vector2 a, Vector2 b)
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{
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return a.LengthSquared >= b.LengthSquared ? a : b;
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}
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/// <summary>
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/// Clamps the components of a vector to minimum and maximum vectors.
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/// </summary>
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/// <param name="vector">The vector to clamp.</param>
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/// <param name="min">The lower bound vector.</param>
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/// <param name="max">The upper bound vector.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Clamp(Vector2 vector, Vector2 min, Vector2 max)
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{
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return new(
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MathHelper.Clamp(vector.X, min.X, max.X),
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MathHelper.Clamp(vector.Y, min.Y, max.Y)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Abs(in Vector2 a)
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{
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return new(Math.Abs(a.X), Math.Abs(a.Y));
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}
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/// <summary>
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/// Calculates the dot product of two vectors.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dot(Vector2 a, Vector2 b)
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{
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return a.X * b.X + a.Y * b.Y;
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}
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/// <summary>
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/// Perform the cross product on two vectors. In 2D this produces a scalar.
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/// </summary>
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public static float Cross(in Vector2 a, in Vector2 b)
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{
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return a.X * b.Y - a.Y * b.X;
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}
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/// <summary>
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/// Perform the cross product on a vector and a scalar. In 2D this produces
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/// a vector.
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/// </summary>
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public static Vector2 Cross(in Vector2 a, float s)
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{
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return new(s * a.Y, -s * a.X);
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}
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/// <summary>
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/// Perform the cross product on a scalar and a vector. In 2D this produces
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/// a vector.
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/// </summary>
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public static Vector2 Cross(float s, in Vector2 a)
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{
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return new(-s * a.Y, s * a.X);
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}
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/// <summary>
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/// Linearly interpolates two vectors so make a mix based on a factor.
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/// </summary>
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/// <returns>
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/// a when factor=0, b when factor=1, a linear interpolation between the two otherwise.
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Lerp(Vector2 a, Vector2 b, float factor)
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{
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return new(
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//factor * (b.X - a.X) + a.X,
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MathHelper.Lerp(a.X, b.X, factor),
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//factor * (b.Y - a.Y) + a.Y
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MathHelper.Lerp(a.Y, b.Y, factor)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 LerpClamped(in Vector2 a, in Vector2 b, float factor)
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{
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if (factor <= 0)
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return a;
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if (factor >= 1)
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return b;
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return Lerp(a, b, factor);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 InterpolateCubic(Vector2 preA, Vector2 a, Vector2 b, Vector2 postB, float t)
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{
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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;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void Deconstruct(out float x, out float y)
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{
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x = X;
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y = Y;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator Vector2((float x, float y) tuple)
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{
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var (x, y) = tuple;
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return new Vector2(x, y);
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}
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/// <summary>
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/// Returns a string that represents the current Vector2.
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/// </summary>
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public override readonly string ToString()
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{
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return $"({X}, {Y})";
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator ==(Vector2 a, Vector2 b)
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{
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return a.Equals(b);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator !=(Vector2 a, Vector2 b)
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{
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return !a.Equals(b);
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}
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/// <summary>
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/// Compare a vector to another vector and check if they are equal.
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/// </summary>
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/// <param name="other">Other vector to check.</param>
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/// <returns>True if the two vectors are equal.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool Equals(Vector2 other)
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{
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// ReSharper disable CompareOfFloatsByEqualityOperator
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return X == other.X && Y == other.Y;
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// ReSharper restore CompareOfFloatsByEqualityOperator
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}
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/// <summary>
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/// Compare a vector to an object and check if they are equal.
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/// </summary>
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/// <param name="obj">Other object to check.</param>
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/// <returns>True if Object and vector are equal.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override readonly bool Equals(object? obj)
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{
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return obj is Vector2 vec && Equals(vec);
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}
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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>A unique hash code for this instance.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override readonly int GetHashCode()
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{
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unchecked
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{
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return (X.GetHashCode() * 397) ^ Y.GetHashCode();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool EqualsApprox(Vector2 other)
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{
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return MathHelper.CloseTo(X, other.X) && MathHelper.CloseTo(Y, other.Y);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool EqualsApprox(Vector2 other, double tolerance)
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{
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return MathHelper.CloseTo(X, other.X, tolerance) && MathHelper.CloseTo(Y, other.Y, tolerance);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool EqualsApproxPercent(Vector2 other, double tolerance = 0.0001)
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{
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return MathHelper.CloseToPercent(X, other.X, tolerance) && MathHelper.CloseToPercent(Y, other.Y, tolerance);
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}
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}
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}
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