Vector2.cs 16 KB

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  1. using System;
  2. using System.Globalization;
  3. namespace UnityEngine
  4. {
  5. [Serializable]
  6. public struct Vector2: IEquatable<Vector2>
  7. {
  8. public static readonly Vector2 zero = new Vector2();
  9. public static readonly Vector2 one = new Vector2(1f, 1f);
  10. public float x;
  11. public float y;
  12. public static implicit operator Vector2(Vector3 v)
  13. {
  14. return new Vector2(v.x, v.y);
  15. }
  16. public static implicit operator Vector3(Vector2 v)
  17. {
  18. return new Vector3(v.x, v.y, 0.0f);
  19. }
  20. public Vector2(float x, float y)
  21. {
  22. this.x = x;
  23. this.y = y;
  24. }
  25. public Vector2(float value)
  26. {
  27. this.x = this.y = value;
  28. }
  29. public float this[int index]
  30. {
  31. get
  32. {
  33. if (index == 0)
  34. return this.x;
  35. if (index == 1)
  36. return this.y;
  37. throw new IndexOutOfRangeException("Invalid Vector2 index!");
  38. }
  39. set
  40. {
  41. if (index != 0)
  42. {
  43. if (index != 1)
  44. throw new IndexOutOfRangeException("Invalid Vector2 index!");
  45. this.y = value;
  46. }
  47. else
  48. this.x = value;
  49. }
  50. }
  51. public override string ToString()
  52. {
  53. CultureInfo currentCulture = CultureInfo.CurrentCulture;
  54. return string.Format(currentCulture, "{0}, {1}",
  55. new object[2]
  56. {
  57. this.x.ToString(currentCulture),
  58. this.y.ToString(currentCulture)
  59. });
  60. }
  61. public bool Equals(Vector2 other)
  62. {
  63. return this == other;
  64. }
  65. public override bool Equals(object obj)
  66. {
  67. bool flag = false;
  68. if (obj is Vector2)
  69. flag = this.Equals((Vector2) obj);
  70. return flag;
  71. }
  72. public override int GetHashCode()
  73. {
  74. return this.x.GetHashCode() + this.y.GetHashCode();
  75. }
  76. public float Length()
  77. {
  78. return (float) Math.Sqrt(this.x * (double) this.x + this.y * (double) this.y);
  79. }
  80. public float LengthSquared()
  81. {
  82. return (float) (this.x * (double) this.x + this.y * (double) this.y);
  83. }
  84. public float magnitude
  85. {
  86. get
  87. {
  88. return this.Length();
  89. }
  90. }
  91. public float sqrMagnitude
  92. {
  93. get
  94. {
  95. return this.LengthSquared();
  96. }
  97. }
  98. public static float Distance(Vector2 value1, Vector2 value2)
  99. {
  100. float num1 = value1.x - value2.x;
  101. float num2 = value1.y - value2.y;
  102. return (float) Math.Sqrt(num1 * (double) num1 + num2 * (double) num2);
  103. }
  104. public static void Distance(ref Vector2 value1, ref Vector2 value2, out float result)
  105. {
  106. float num1 = value1.x - value2.x;
  107. float num2 = value1.y - value2.y;
  108. float num3 = (float) (num1 * (double) num1 + num2 * (double) num2);
  109. result = (float) Math.Sqrt(num3);
  110. }
  111. public static float DistanceSquared(Vector2 value1, Vector2 value2)
  112. {
  113. float num1 = value1.x - value2.x;
  114. float num2 = value1.y - value2.y;
  115. return (float) (num1 * (double) num1 + num2 * (double) num2);
  116. }
  117. public static void DistanceSquared(ref Vector2 value1, ref Vector2 value2, out float result)
  118. {
  119. float num1 = value1.x - value2.x;
  120. float num2 = value1.y - value2.y;
  121. result = (float) (num1 * (double) num1 + num2 * (double) num2);
  122. }
  123. public void Normalize()
  124. {
  125. float num1 = (float) (this.x * (double) this.x + this.y * (double) this.y);
  126. if (num1 < 9.99999974737875E-06)
  127. return;
  128. float num2 = 1f / (float) Math.Sqrt(num1);
  129. this.x *= num2;
  130. this.y *= num2;
  131. }
  132. public static Vector2 Normalize(Vector2 value)
  133. {
  134. float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y);
  135. if (num1 < 9.99999974737875E-06)
  136. return value;
  137. float num2 = 1f / (float) Math.Sqrt(num1);
  138. Vector2 vector2;
  139. vector2.x = value.x * num2;
  140. vector2.y = value.y * num2;
  141. return vector2;
  142. }
  143. public static void Normalize(ref Vector2 value, out Vector2 result)
  144. {
  145. float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y);
  146. if (num1 < 9.99999974737875E-06)
  147. {
  148. result = value;
  149. }
  150. else
  151. {
  152. float num2 = 1f / (float) Math.Sqrt(num1);
  153. result.x = value.x * num2;
  154. result.y = value.y * num2;
  155. }
  156. }
  157. public Vector2 normalized
  158. {
  159. get
  160. {
  161. return Vector2.Normalize(this);
  162. }
  163. }
  164. public static Vector2 Reflect(Vector2 vector, Vector2 normal)
  165. {
  166. float num = (float) (vector.x * (double) normal.x + vector.y * (double) normal.y);
  167. Vector2 vector2;
  168. vector2.x = vector.x - 2f * num * normal.x;
  169. vector2.y = vector.y - 2f * num * normal.y;
  170. return vector2;
  171. }
  172. public static void Reflect(ref Vector2 vector, ref Vector2 normal, out Vector2 result)
  173. {
  174. float num = (float) (vector.x * (double) normal.x + vector.y * (double) normal.y);
  175. result.x = vector.x - 2f * num * normal.x;
  176. result.y = vector.y - 2f * num * normal.y;
  177. }
  178. public static Vector2 Min(Vector2 value1, Vector2 value2)
  179. {
  180. Vector2 vector2;
  181. vector2.x = (double) value1.x < (double) value2.x? value1.x : value2.x;
  182. vector2.y = (double) value1.y < (double) value2.y? value1.y : value2.y;
  183. return vector2;
  184. }
  185. public static void Min(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
  186. {
  187. result.x = (double) value1.x < (double) value2.x? value1.x : value2.x;
  188. result.y = (double) value1.y < (double) value2.y? value1.y : value2.y;
  189. }
  190. public static Vector2 Max(Vector2 value1, Vector2 value2)
  191. {
  192. Vector2 vector2;
  193. vector2.x = (double) value1.x > (double) value2.x? value1.x : value2.x;
  194. vector2.y = (double) value1.y > (double) value2.y? value1.y : value2.y;
  195. return vector2;
  196. }
  197. public static void Max(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
  198. {
  199. result.x = (double) value1.x > (double) value2.x? value1.x : value2.x;
  200. result.y = (double) value1.y > (double) value2.y? value1.y : value2.y;
  201. }
  202. public static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
  203. {
  204. float x = value1.x;
  205. float num1 = (double) x > (double) max.x? max.x : x;
  206. float num2 = (double) num1 < (double) min.x? min.x : num1;
  207. float y = value1.y;
  208. float num3 = (double) y > (double) max.y? max.y : y;
  209. float num4 = (double) num3 < (double) min.y? min.y : num3;
  210. Vector2 vector2;
  211. vector2.x = num2;
  212. vector2.y = num4;
  213. return vector2;
  214. }
  215. public static void Clamp(ref Vector2 value1, ref Vector2 min, ref Vector2 max, out Vector2 result)
  216. {
  217. float x = value1.x;
  218. float num1 = (double) x > (double) max.x? max.x : x;
  219. float num2 = (double) num1 < (double) min.x? min.x : num1;
  220. float y = value1.y;
  221. float num3 = (double) y > (double) max.y? max.y : y;
  222. float num4 = (double) num3 < (double) min.y? min.y : num3;
  223. result.x = num2;
  224. result.y = num4;
  225. }
  226. public static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
  227. {
  228. Vector2 vector2;
  229. vector2.x = value1.x + (value2.x - value1.x) * amount;
  230. vector2.y = value1.y + (value2.y - value1.y) * amount;
  231. return vector2;
  232. }
  233. public static void Lerp(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)
  234. {
  235. result.x = value1.x + (value2.x - value1.x) * amount;
  236. result.y = value1.y + (value2.y - value1.y) * amount;
  237. }
  238. public static Vector2 SmoothStep(Vector2 value1, Vector2 value2, float amount)
  239. {
  240. amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
  241. amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount));
  242. Vector2 vector2;
  243. vector2.x = value1.x + (value2.x - value1.x) * amount;
  244. vector2.y = value1.y + (value2.y - value1.y) * amount;
  245. return vector2;
  246. }
  247. public static void SmoothStep(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)
  248. {
  249. amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
  250. amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount));
  251. result.x = value1.x + (value2.x - value1.x) * amount;
  252. result.y = value1.y + (value2.y - value1.y) * amount;
  253. }
  254. public static Vector2 Negate(Vector2 value)
  255. {
  256. Vector2 vector2;
  257. vector2.x = -value.x;
  258. vector2.y = -value.y;
  259. return vector2;
  260. }
  261. public static void Negate(ref Vector2 value, out Vector2 result)
  262. {
  263. result.x = -value.x;
  264. result.y = -value.y;
  265. }
  266. public static float Dot(Vector2 value1, Vector2 value2)
  267. {
  268. return (float) (value1.x * (double) value2.x + value1.y * (double) value2.y);
  269. }
  270. public static void Dot(ref Vector2 value1, ref Vector2 value2, out float result)
  271. {
  272. result = (float) (value1.x * (double) value2.x + value1.y * (double) value2.y);
  273. }
  274. public static float Angle(Vector2 from, Vector2 to)
  275. {
  276. from.Normalize();
  277. to.Normalize();
  278. float result;
  279. Vector2.Dot(ref from, ref to, out result);
  280. return Mathf.Acos(Mathf.Clamp(result, -1f, 1f)) * 57.29578f;
  281. }
  282. public static void Angle(ref Vector2 from, ref Vector2 to, out float result)
  283. {
  284. from.Normalize();
  285. to.Normalize();
  286. float result1;
  287. Vector2.Dot(ref from, ref to, out result1);
  288. result = Mathf.Acos(Mathf.Clamp(result1, -1f, 1f)) * 57.29578f;
  289. }
  290. public static Vector2 Add(Vector2 value1, Vector2 value2)
  291. {
  292. Vector2 vector2;
  293. vector2.x = value1.x + value2.x;
  294. vector2.y = value1.y + value2.y;
  295. return vector2;
  296. }
  297. public static void Add(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
  298. {
  299. result.x = value1.x + value2.x;
  300. result.y = value1.y + value2.y;
  301. }
  302. public static Vector2 Sub(Vector2 value1, Vector2 value2)
  303. {
  304. Vector2 vector2;
  305. vector2.x = value1.x - value2.x;
  306. vector2.y = value1.y - value2.y;
  307. return vector2;
  308. }
  309. public static void Sub(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
  310. {
  311. result.x = value1.x - value2.x;
  312. result.y = value1.y - value2.y;
  313. }
  314. public static Vector2 Multiply(Vector2 value1, Vector2 value2)
  315. {
  316. Vector2 vector2;
  317. vector2.x = value1.x * value2.x;
  318. vector2.y = value1.y * value2.y;
  319. return vector2;
  320. }
  321. public static void Multiply(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
  322. {
  323. result.x = value1.x * value2.x;
  324. result.y = value1.y * value2.y;
  325. }
  326. public static Vector2 Multiply(Vector2 value1, float scaleFactor)
  327. {
  328. Vector2 vector2;
  329. vector2.x = value1.x * scaleFactor;
  330. vector2.y = value1.y * scaleFactor;
  331. return vector2;
  332. }
  333. public static void Multiply(ref Vector2 value1, float scaleFactor, out Vector2 result)
  334. {
  335. result.x = value1.x * scaleFactor;
  336. result.y = value1.y * scaleFactor;
  337. }
  338. public static Vector2 Divide(Vector2 value1, Vector2 value2)
  339. {
  340. Vector2 vector2;
  341. vector2.x = value1.x / value2.x;
  342. vector2.y = value1.y / value2.y;
  343. return vector2;
  344. }
  345. public static void Divide(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
  346. {
  347. result.x = value1.x / value2.x;
  348. result.y = value1.y / value2.y;
  349. }
  350. public static Vector2 Divide(Vector2 value1, float divider)
  351. {
  352. float num = 1f / divider;
  353. Vector2 vector2;
  354. vector2.x = value1.x * num;
  355. vector2.y = value1.y * num;
  356. return vector2;
  357. }
  358. public static void Divide(ref Vector2 value1, float divider, out Vector2 result)
  359. {
  360. float num = 1f / divider;
  361. result.x = value1.x * num;
  362. result.y = value1.y * num;
  363. }
  364. public static Vector2 operator -(Vector2 value)
  365. {
  366. Vector2 vector2;
  367. vector2.x = -value.x;
  368. vector2.y = -value.y;
  369. return vector2;
  370. }
  371. public static bool operator ==(Vector2 lhs, Vector2 rhs)
  372. {
  373. return (lhs - rhs).sqrMagnitude < 9.99999943962493E-11;
  374. }
  375. public static bool operator !=(Vector2 lhs, Vector2 rhs)
  376. {
  377. return !(lhs == rhs);
  378. }
  379. public static Vector2 operator +(Vector2 value1, Vector2 value2)
  380. {
  381. Vector2 vector2;
  382. vector2.x = value1.x + value2.x;
  383. vector2.y = value1.y + value2.y;
  384. return vector2;
  385. }
  386. public static Vector2 operator -(Vector2 value1, Vector2 value2)
  387. {
  388. Vector2 vector2;
  389. vector2.x = value1.x - value2.x;
  390. vector2.y = value1.y - value2.y;
  391. return vector2;
  392. }
  393. public static Vector2 operator *(Vector2 value1, Vector2 value2)
  394. {
  395. Vector2 vector2;
  396. vector2.x = value1.x * value2.x;
  397. vector2.y = value1.y * value2.y;
  398. return vector2;
  399. }
  400. public static Vector2 operator *(Vector2 value, float scaleFactor)
  401. {
  402. Vector2 vector2;
  403. vector2.x = value.x * scaleFactor;
  404. vector2.y = value.y * scaleFactor;
  405. return vector2;
  406. }
  407. public static Vector2 operator *(float scaleFactor, Vector2 value)
  408. {
  409. Vector2 vector2;
  410. vector2.x = value.x * scaleFactor;
  411. vector2.y = value.y * scaleFactor;
  412. return vector2;
  413. }
  414. public static Vector2 operator /(Vector2 value1, Vector2 value2)
  415. {
  416. Vector2 vector2;
  417. vector2.x = value1.x / value2.x;
  418. vector2.y = value1.y / value2.y;
  419. return vector2;
  420. }
  421. public static Vector2 operator /(Vector2 value1, float divider)
  422. {
  423. float num = 1f / divider;
  424. Vector2 vector2;
  425. vector2.x = value1.x * num;
  426. vector2.y = value1.y * num;
  427. return vector2;
  428. }
  429. }
  430. }