refactor: Renamed Point2D to Vector2D
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using System;
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namespace Syntriax.Engine.Physics2D.Primitives;
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public record Point2D(float X, float Y)
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{
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public static Point2D operator +(Point2D left, Point2D right) => new(left.X + right.X, left.Y + right.Y);
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public static Point2D operator -(Point2D left, Point2D right) => new(left.X - right.X, left.Y - right.Y);
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public static Point2D operator *(Point2D point, float value) => new(point.X * value, point.Y * value);
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public static Point2D operator /(Point2D point, float value) => new(point.X / value, point.Y / value);
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public static float Length(Point2D point) => MathF.Sqrt(LengthSqr(point));
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public static float LengthSqr(Point2D point) => point.X * point.X + point.Y * point.Y;
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public static Point2D Normalize(Point2D point) => point / Length(point);
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public static float Cross(Point2D left, Point2D right) => left.X * right.Y - left.Y * right.X;
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public static float Angle(Point2D left, Point2D right) => MathF.Acos(Dot(left, right) / (Length(left) * Length(right)));
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public static float Dot(Point2D left, Point2D right) => left.X * right.X + left.Y * right.Y;
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}
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using System;
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namespace Syntriax.Engine.Physics2D.Primitives;
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public record Vector2D(float X, float Y)
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{
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public static Vector2D operator +(Vector2D left, Vector2D right) => new(left.X + right.X, left.Y + right.Y);
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public static Vector2D operator -(Vector2D left, Vector2D right) => new(left.X - right.X, left.Y - right.Y);
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public static Vector2D operator *(Vector2D point, float value) => new(point.X * value, point.Y * value);
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public static Vector2D operator /(Vector2D point, float value) => new(point.X / value, point.Y / value);
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public static float Length(Vector2D point) => MathF.Sqrt(LengthSqr(point));
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public static float LengthSqr(Vector2D point) => point.X * point.X + point.Y * point.Y;
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public static Vector2D Normalize(Vector2D point) => point / Length(point);
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public static float Cross(Vector2D left, Vector2D right) => left.X * right.Y - left.Y * right.X;
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public static float Angle(Vector2D left, Vector2D right) => MathF.Acos(Dot(left, right) / (Length(left) * Length(right)));
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public static float Dot(Vector2D left, Vector2D right) => left.X * right.X + left.Y * right.Y;
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}
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