mirror of
https://github.com/Dongyifengs/AssetStudio-Genshin-MoYi.git
synced 2025-04-22 04:29:18 +08:00
149 lines
3.6 KiB
C#
149 lines
3.6 KiB
C#
using System;
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using System.Runtime.InteropServices;
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namespace AssetStudio
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{
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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public struct Vector2 : IEquatable<Vector2>
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{
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public float X;
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public float Y;
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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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public float this[int index]
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{
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get
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{
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switch (index)
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{
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case 0: return X;
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case 1: return Y;
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default: throw new ArgumentOutOfRangeException(nameof(index), "Invalid Vector2 index!");
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}
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}
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set
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{
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switch (index)
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{
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case 0: X = value; break;
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case 1: Y = value; break;
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default: throw new ArgumentOutOfRangeException(nameof(index), "Invalid Vector2 index!");
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}
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}
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}
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public override int GetHashCode()
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{
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return X.GetHashCode() ^ (Y.GetHashCode() << 2);
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}
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public override bool Equals(object other)
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{
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if (!(other is Vector2))
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return false;
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return Equals((Vector2)other);
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}
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public bool Equals(Vector2 other)
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{
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return X.Equals(other.X) && Y.Equals(other.Y);
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}
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public void Normalize()
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{
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var length = Length();
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if (length > kEpsilon)
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{
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var invNorm = 1.0f / length;
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X *= invNorm;
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Y *= invNorm;
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}
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else
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{
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X = 0;
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Y = 0;
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}
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}
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public float Length()
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{
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return (float)Math.Sqrt(LengthSquared());
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}
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public float LengthSquared()
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{
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return X * X + Y * Y;
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}
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public static Vector2 Zero => new Vector2();
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public static Vector2 operator +(Vector2 a, Vector2 b)
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{
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return new Vector2(a.X + b.X, a.Y + b.Y);
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}
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public static Vector2 operator -(Vector2 a, Vector2 b)
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{
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return new Vector2(a.X - b.X, a.Y - b.Y);
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}
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public static Vector2 operator *(Vector2 a, Vector2 b)
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{
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return new Vector2(a.X * b.X, a.Y * b.Y);
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}
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public static Vector2 operator /(Vector2 a, Vector2 b)
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{
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return new Vector2(a.X / b.X, a.Y / b.Y);
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}
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public static Vector2 operator -(Vector2 a)
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{
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return new Vector2(-a.X, -a.Y);
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}
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public static Vector2 operator *(Vector2 a, float d)
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{
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return new Vector2(a.X * d, a.Y * d);
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}
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public static Vector2 operator *(float d, Vector2 a)
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{
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return new Vector2(a.X * d, a.Y * d);
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}
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public static Vector2 operator /(Vector2 a, float d)
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{
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return new Vector2(a.X / d, a.Y / d);
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}
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public static bool operator ==(Vector2 lhs, Vector2 rhs)
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{
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return (lhs - rhs).LengthSquared() < kEpsilon * kEpsilon;
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}
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public static bool operator !=(Vector2 lhs, Vector2 rhs)
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{
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return !(lhs == rhs);
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}
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public static implicit operator Vector3(Vector2 v)
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{
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return new Vector3(v.X, v.Y, 0);
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}
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public static implicit operator Vector4(Vector2 v)
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{
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return new Vector4(v.X, v.Y, 0.0F, 0.0F);
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}
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private const float kEpsilon = 0.00001F;
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}
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}
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