using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; namespace bbiwarg.Utility { class Vector2D { private float x; private float y; private float length; public float X { get { return x; } private set { x = value; } } public float Y { get { return y; } private set { y = value; } } public float Length { get { return length; } private set { length = value; } } public Vector2D(float x, float y) { setXY(x, y); } public Vector2D(Point point) { setXY(point.X, point.Y); } private void setXY(float x, float y) { X = x; Y = y; Length = (float)Math.Sqrt(X * X + Y * Y); } public float getDistanceTo(Vector2D point) { return (this - point).Length; } public float getAngleBetween(Vector2D vector) { return (float)Math.Acos(dotProduct(vector) / (Length * vector.Length)); } public float dotProduct(Vector2D vector) { return X * vector.X + Y * vector.Y; } public bool isInBox(Vector2D corner1, Vector2D corner2) { float minX = Math.Min(corner1.X, corner2.X); float maxX = Math.Max(corner1.X, corner2.X); float minY = Math.Min(corner1.Y, corner2.Y); float maxY = Math.Max(corner1.Y, corner2.Y); return (minX <= X && X <= maxX && minY <= Y && Y <= maxY); } public Vector2D normalize() { return new Vector2D(X / Length, Y / Length); } public static Vector2D operator *(float scalar, Vector2D vector) { return new Vector2D(scalar * vector.X, scalar * vector.Y); } public static Vector2D operator *(Vector2D vector, float scalar) { return new Vector2D(scalar * vector.X, scalar * vector.Y); } public static Vector2D operator /(Vector2D vector, float scalar) { return new Vector2D(vector.X / scalar, vector.Y / scalar); } public static Vector2D operator +(Vector2D vector1, Vector2D vector2) { return new Vector2D(vector1.X + vector2.X, vector1.Y + vector2.Y); } public static Vector2D operator -(Vector2D vector1, Vector2D vector2) { return new Vector2D(vector1.X - vector2.X, vector1.Y - vector2.Y); } public static Vector2D mean(List vectors) { Vector2D meanVector = new Vector2D(0,0); foreach (Vector2D vector in vectors) { meanVector += vector; } return meanVector / vectors.Count; } } }