Vector2D.cs 4.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Drawing;
  4. using System.Linq;
  5. using System.Text;
  6. using System.Threading.Tasks;
  7. namespace bbiwarg.Utility
  8. {
  9. class Vector2D
  10. {
  11. public float X { get; private set; }
  12. public float Y { get; private set; }
  13. public int IntX { get { return (int)X; } }
  14. public int IntY { get { return (int)Y; } }
  15. public float Length { get { return (float)Math.Sqrt(X * X + Y * Y); } }
  16. public Vector2D(float x, float y)
  17. {
  18. X = x;
  19. Y = y;
  20. }
  21. public Vector2D(Vector2D vec)
  22. {
  23. X = vec.X;
  24. Y = vec.Y;
  25. }
  26. public Vector2D(Point point)
  27. {
  28. X = point.X;
  29. Y = point.Y;
  30. }
  31. public Vector2D(PointF point)
  32. {
  33. X = point.X;
  34. Y = point.Y;
  35. }
  36. public float getDistanceTo(Vector2D point)
  37. {
  38. return (this - point).Length;
  39. }
  40. public float getAngleBetween(Vector2D vector)
  41. {
  42. return (float)Math.Acos(dotProduct(vector) / (Length * vector.Length));
  43. }
  44. public float dotProduct(Vector2D vector)
  45. {
  46. return X * vector.X + Y * vector.Y;
  47. }
  48. public float cross(Vector2D v)
  49. {
  50. return X * v.Y - Y * v.X;
  51. }
  52. public bool isInBox(Vector2D corner1, Vector2D corner2)
  53. {
  54. float minX = Math.Min(corner1.X, corner2.X);
  55. float maxX = Math.Max(corner1.X, corner2.X);
  56. float minY = Math.Min(corner1.Y, corner2.Y);
  57. float maxY = Math.Max(corner1.Y, corner2.Y);
  58. return (minX <= X && X <= maxX && minY <= Y && Y <= maxY);
  59. }
  60. public Vector2D normalize()
  61. {
  62. float length = Length;
  63. return new Vector2D(X / length, Y / length);
  64. }
  65. public Vector2D normalizeComponentOne() {
  66. if (Math.Abs(X) > Math.Abs(Y))
  67. return new Vector2D(1, Y / X);
  68. else
  69. return new Vector2D(X / Y, 1);
  70. }
  71. public bool isWithin(float minX, float minY, float maxX, float maxY)
  72. {
  73. return (X >= minX && Y >= minY && X <= maxX && Y <= maxY);
  74. }
  75. public Vector2D moveInBound(float minX, float minY, float maxX, float maxY)
  76. {
  77. float x = Math.Min(maxX, Math.Max(minX, X));
  78. float y = Math.Min(maxY, Math.Max(minY, Y));
  79. return new Vector2D(x, y);
  80. }
  81. public bool isOnBound(float minX, float minY, float maxX, float maxY) {
  82. return (IntX == minX || IntX == maxX || IntY == minY || IntY == maxY);
  83. }
  84. public Vector2D getOrthogonal(bool side)
  85. {
  86. if (side)
  87. return new Vector2D(Y, -X);
  88. else
  89. return new Vector2D(-Y, X);
  90. }
  91. public Vector2D getInverse()
  92. {
  93. return new Vector2D(-X, -Y);
  94. }
  95. public override string ToString()
  96. {
  97. return "(" + X + "|" + Y + ")";
  98. }
  99. public static Vector2D operator *(float scalar, Vector2D vector)
  100. {
  101. return new Vector2D(scalar * vector.X, scalar * vector.Y);
  102. }
  103. public static Vector2D operator *(Vector2D vector, float scalar)
  104. {
  105. return new Vector2D(scalar * vector.X, scalar * vector.Y);
  106. }
  107. public static Vector2D operator /(Vector2D vector, float scalar)
  108. {
  109. return new Vector2D(vector.X / scalar, vector.Y / scalar);
  110. }
  111. public static Vector2D operator +(Vector2D vector1, Vector2D vector2)
  112. {
  113. return new Vector2D(vector1.X + vector2.X, vector1.Y + vector2.Y);
  114. }
  115. public static Vector2D operator -(Vector2D vector1, Vector2D vector2)
  116. {
  117. return new Vector2D(vector1.X - vector2.X, vector1.Y - vector2.Y);
  118. }
  119. public static Vector2D mean(List<Vector2D> vectors)
  120. {
  121. Vector2D meanVector = new Vector2D(0, 0);
  122. foreach (Vector2D vector in vectors)
  123. {
  124. meanVector += vector;
  125. }
  126. return meanVector / vectors.Count;
  127. }
  128. public static implicit operator PointF(Vector2D vec)
  129. {
  130. return new PointF(vec.X, vec.Y);
  131. }
  132. public static implicit operator Point(Vector2D vec)
  133. {
  134. return new Point(vec.IntX, vec.IntY);
  135. }
  136. }
  137. }