diff --git a/Game/Physics2D/Primitives/Vector2D.cs b/Game/Physics2D/Primitives/Vector2D.cs index 565140a..cfb4206 100644 --- a/Game/Physics2D/Primitives/Vector2D.cs +++ b/Game/Physics2D/Primitives/Vector2D.cs @@ -6,15 +6,15 @@ public record Vector2D(float X, float Y) { public static Vector2D operator +(Vector2D left, Vector2D right) => new(left.X + right.X, left.Y + right.Y); public static Vector2D operator -(Vector2D left, Vector2D right) => new(left.X - right.X, left.Y - right.Y); - public static Vector2D operator *(Vector2D point, float value) => new(point.X * value, point.Y * value); - public static Vector2D operator /(Vector2D point, float value) => new(point.X / value, point.Y / value); + public static Vector2D operator *(Vector2D vector, float value) => new(vector.X * value, vector.Y * value); + public static Vector2D operator /(Vector2D vector, float value) => new(vector.X / value, vector.Y / value); - public static float Length(Vector2D point) => MathF.Sqrt(LengthSquared(point)); - public static float LengthSquared(Vector2D point) => point.X * point.X + point.Y * point.Y; + public static float Length(Vector2D vector) => MathF.Sqrt(LengthSquared(vector)); + public static float LengthSquared(Vector2D vector) => vector.X * vector.X + vector.Y * vector.Y; public static float Distance(Vector2D from, Vector2D to) => Length(FromTo(from, to)); - public static Vector2D Normalize(Vector2D point) => point / Length(point); + public static Vector2D Normalize(Vector2D vector) => vector / Length(vector); public static Vector2D FromTo(Vector2D from, Vector2D to) => to - from; public static float Cross(Vector2D left, Vector2D right) => left.X * right.Y - left.Y * right.X; diff --git a/Game/Physics2D/Primitives/Vector2DExtensions.cs b/Game/Physics2D/Primitives/Vector2DExtensions.cs index 0d2e733..f019f1e 100644 --- a/Game/Physics2D/Primitives/Vector2DExtensions.cs +++ b/Game/Physics2D/Primitives/Vector2DExtensions.cs @@ -2,11 +2,11 @@ namespace Syntriax.Engine.Physics2D.Primitives; public static class Vector2DExtensions { - public static float Length(this Vector2D point) => Vector2D.Length(point); - public static float LengthSquared(this Vector2D point) => Vector2D.LengthSquared(point); - public static float Distance(this Vector2D from, Vector2D to) => Vector2D.LengthSquared(point); + public static float Length(this Vector2D vector) => Vector2D.Length(vector); + public static float LengthSquared(this Vector2D vector) => Vector2D.LengthSquared(vector); + public static float Distance(this Vector2D from, Vector2D to) => Vector2D.LengthSquared(vector); - public static Vector2D Normalize(this Vector2D point) => Vector2D.Normalize(point); + public static Vector2D Normalize(this Vector2D vector) => Vector2D.Normalize(vector); public static Vector2D FromTo(this Vector2D from, Vector2D to) => Vector2D.FromTo(from, to); public static float Cross(this Vector2D left, Vector2D right) => Vector2D.Cross(left, right);