Engine-Pong/Game/Physics2D/Primitives/Vector2DExtensions.cs

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namespace Syntriax.Engine.Physics2D.Primitives;
public static class Vector2DExtensions
{
public static float Length(this Vector2D vector) => Vector2D.Length(vector);
public static float LengthSquared(this Vector2D vector) => Vector2D.LengthSquared(vector);
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public static float Distance(this Vector2D from, Vector2D to) => Vector2D.Distance(from, to);
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public static Vector2D Reflect(this Vector2D vector, Vector2D normal) => Vector2D.Reflect(vector, normal);
public static Vector2D Normalize(this Vector2D vector) => Vector2D.Normalize(vector);
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public static Vector2D FromTo(this Vector2D from, Vector2D to) => Vector2D.FromTo(from, to);
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public static Vector2D Scale(this Vector2D vector, Vector2D scale) => Vector2D.FromTo(vector, scale);
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public static Vector2D Min(this Vector2D left, Vector2D right) => Vector2D.Min(left, right);
public static Vector2D Max(this Vector2D left, Vector2D right) => Vector2D.Max(left, right);
public static Vector2D Clamp(this Vector2D vector, Vector2D min, Vector2D max) => Vector2D.Clamp(vector, min, max);
public static Vector2D Lerp(this Vector2D from, Vector2D to, float t) => Vector2D.Lerp(from, to, t);
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public static float Cross(this Vector2D left, Vector2D right) => Vector2D.Cross(left, right);
public static float AngleBetween(this Vector2D left, Vector2D right) => Vector2D.Angle(left, right);
public static float Dot(this Vector2D left, Vector2D right) => Vector2D.Dot(left, right);
}