using System; using Syntriax.Engine.Core.Abstract; namespace Syntriax.Engine.Core; /// <summary> /// Represents a two-dimensional vector. /// </summary> /// <param name="x">X position of the <see cref="Vector2D"/>.</param> /// <param name="y">Y position of the <see cref="Vector2D"/>.</param> /// <remarks> /// Initializes a new instance of the <see cref="Vector2D"/> struct with the specified positions. /// </remarks> [System.Diagnostics.DebuggerDisplay("{ToString(),nq}, Length: {Magnitude}, LengthSquared: {MagnitudeSquared}, Normalized: {Normalized.ToString(),nq}")] public readonly struct Vector2D(float x, float y) { /// <summary> /// The X coordinate of the <see cref="Vector2D"/>. /// </summary> public readonly float X = x; /// <summary> /// The Y coordinate of the <see cref="Vector2D"/>. /// </summary> public readonly float Y = y; /// <summary> /// The magnitude (length) of the <see cref="Vector2D"/>. /// </summary> public float Magnitude => Length(this); /// <summary> /// The squared magnitude (length) of the <see cref="Vector2D"/>. /// </summary> public float MagnitudeSquared => LengthSquared(this); /// <summary> /// The normalized form of the <see cref="Vector2D"/> (a <see cref="Vector2D"/> with the same direction and a magnitude of 1). /// </summary> public Vector2D Normalized => Normalize(this); /// <summary> /// Represents the unit <see cref="Vector2D"/> pointing upwards. /// </summary> public readonly static Vector2D Up = new(0f, 1f); /// <summary> /// Represents the unit <see cref="Vector2D"/> pointing downwards. /// </summary> public readonly static Vector2D Down = new(0f, -1f); /// <summary> /// Represents the unit <see cref="Vector2D"/> pointing leftwards. /// </summary> public readonly static Vector2D Left = new(-1f, 0f); /// <summary> /// Represents the unit <see cref="Vector2D"/> pointing rightwards. /// </summary> public readonly static Vector2D Right = new(1f, 0f); /// <summary> /// Represents the zero <see cref="Vector2D"/>. /// </summary> public readonly static Vector2D Zero = new(0f, 0f); /// <summary> /// Represents the <see cref="Vector2D"/> with both components equal to 1. /// </summary> public readonly static Vector2D One = new(1f, 1f); public static Vector2D operator -(Vector2D vector) => new(0f - vector.X, 0f - vector.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 vector, float value) => new(vector.X * value, vector.Y * value); public static Vector2D operator *(float value, Vector2D vector) => new(vector.X * value, vector.Y * value); public static Vector2D operator /(Vector2D vector, float value) => new(vector.X / value, vector.Y / value); public static bool operator ==(Vector2D left, Vector2D right) => left.X == right.X && left.Y == right.Y; public static bool operator !=(Vector2D left, Vector2D right) => left.X != right.X || left.Y != right.Y; public static implicit operator System.Numerics.Vector2(Vector2D vector) => new(vector.X, vector.Y); public static implicit operator Vector2D(System.Numerics.Vector2 vector) => new(vector.X, vector.Y); public static implicit operator Vector2D(Vector3D vector) => new(vector.X, vector.Y); public static implicit operator Vector2D(System.Numerics.Vector3 vector) => new(vector.X, vector.Y); /// <summary> /// Calculates the length of the <see cref="Vector2D"/>. /// </summary> /// <param name="vector">The <see cref="Vector2D"/>.</param> /// <returns>The length of the <see cref="Vector2D"/>.</returns> public static float Length(Vector2D vector) => Math.Sqrt(LengthSquared(vector)); /// <summary> /// Calculates the squared length of the <see cref="Vector2D"/>. /// </summary> /// <param name="vector">The <see cref="Vector2D"/>.</param> /// <returns>The squared length of the <see cref="Vector2D"/>.</returns> public static float LengthSquared(Vector2D vector) => vector.X * vector.X + vector.Y * vector.Y; /// <summary> /// Calculates the distance between two <see cref="Vector2D"/>s. /// </summary> /// <param name="from">The start <see cref="Vector2D"/>.</param> /// <param name="to">The end <see cref="Vector2D"/>.</param> /// <returns>The distance between the two <see cref="Vector2D"/>s.</returns> public static float Distance(Vector2D from, Vector2D to) => Length(FromTo(from, to)); /// <summary> /// Inverts the direction of the <see cref="Vector2D"/>. /// </summary> /// <param name="vector">The <see cref="Vector2D"/>.</param> /// <returns>The inverted <see cref="Vector2D"/>.</returns> public static Vector2D Invert(Vector2D vector) => -vector; /// <summary> /// Adds two <see cref="Vector2D"/>s. /// </summary> /// <param name="left">The first <see cref="Vector2D"/>.</param> /// <param name="right">The second <see cref="Vector2D"/>.</param> /// <returns>The sum of the two <see cref="Vector2D"/>s.</returns> public static Vector2D Add(Vector2D left, Vector2D right) => left + right; /// <summary> /// Subtracts one <see cref="Vector2D"/> from another. /// </summary> /// <param name="left">The <see cref="Vector2D"/> to subtract from.</param> /// <param name="right">The <see cref="Vector2D"/> to subtract.</param> /// <returns>The result of subtracting the second <see cref="Vector2D"/> from the first.</returns> public static Vector2D Subtract(Vector2D left, Vector2D right) => left - right; /// <summary> /// Multiplies a <see cref="Vector2D"/> by a scalar value. /// </summary> /// <param name="vector">The <see cref="Vector2D"/>.</param> /// <param name="value">The scalar value.</param> /// <returns>The result of multiplying the <see cref="Vector2D"/> by the scalar value.</returns> public static Vector2D Multiply(Vector2D vector, float value) => vector * value; /// <summary> /// Divides a <see cref="Vector2D"/> by a scalar value. /// </summary> /// <param name="vector">The <see cref="Vector2D"/>.</param> /// <param name="value">The scalar value.</param> /// <returns>The result of dividing the <see cref="Vector2D"/> by the scalar value.</returns> public static Vector2D Divide(Vector2D vector, float value) => vector / value; /// <summary> /// Calculates the absolute value of each component of the vector. /// </summary> /// <param name="vector">The <see cref="Vector2D"/>.</param> /// <returns>The <see cref="Vector2D"/> with each component's absolute value.</returns> public static Vector2D Abs(Vector2D vector) => new(Math.Abs(vector.X), Math.Abs(vector.Y)); /// <summary> /// Normalizes the <see cref="Vector2D"/> (creates a unit <see cref="Vector2D"/> with the same direction). /// </summary> /// <param name="vector">The <see cref="Vector2D"/> to normalize.</param> /// <returns>The normalized <see cref="Vector2D"/>.</returns> public static Vector2D Normalize(Vector2D vector) => vector / Length(vector); /// <summary> /// Reflects a <see cref="Vector2D"/> off a surface with the specified normal. /// </summary> /// <param name="vector">The incident <see cref="Vector2D"/>.</param> /// <param name="normal">The normal <see cref="Vector2D"/> of the surface.</param> /// <returns>The reflected <see cref="Vector2D"/>.</returns> public static Vector2D Reflect(Vector2D vector, Vector2D normal) => vector - 2f * Dot(vector, normal) * normal; /// <summary> /// Calculates the <see cref="Vector2D"/> from one point to another. /// </summary> /// <param name="from">The starting point.</param> /// <param name="to">The ending point.</param> /// <returns>The <see cref="Vector2D"/> from the starting point to the ending point.</returns> public static Vector2D FromTo(Vector2D from, Vector2D to) => to - from; /// <summary> /// Scales a <see cref="Vector2D"/> by another <see cref="Vector2D"/> component-wise. /// </summary> /// <param name="vector">The <see cref="Vector2D"/> to scale.</param> /// <param name="scale">The <see cref="Vector2D"/> containing the scaling factors for each component.</param> /// <returns>The scaled <see cref="Vector2D"/>.</returns> public static Vector2D Scale(Vector2D vector, Vector2D scale) => new(vector.X * scale.X, vector.Y * scale.Y); /// <summary> /// Calculates a perpendicular <see cref="Vector2D"/> to the given <see cref="Vector2D"/>. /// </summary> /// <param name="vector">The input <see cref="Vector2D"/>.</param> /// <returns>A <see cref="Vector2D"/> perpendicular to the input <see cref="Vector2D"/>.</returns> public static Vector2D Perpendicular(Vector2D vector) => new(-vector.Y, vector.X); /// <summary> /// Rotates a <see cref="Vector2D"/> by the specified angle (in radians). /// </summary> /// <param name="vector">The <see cref="Vector2D"/> to rotate.</param> /// <param name="angleInRadian">The angle to rotate by, in radians.</param> /// <returns>The rotated <see cref="Vector2D"/>.</returns> public static Vector2D Rotate(Vector2D vector, float angleInRadian) => new(Math.Cos(angleInRadian) * vector.X - Math.Sin(angleInRadian) * vector.Y, Math.Sin(angleInRadian) * vector.X + Math.Cos(angleInRadian) * vector.Y); /// <summary> /// Returns the component-wise minimum of two <see cref="Vector2D"/>s. /// </summary> /// <param name="left">The first <see cref="Vector2D"/>.</param> /// <param name="right">The second <see cref="Vector2D"/>.</param> /// <returns>The <see cref="Vector2D"/> containing the minimum components from both input <see cref="Vector2D"/>s.</returns> public static Vector2D Min(Vector2D left, Vector2D right) => new((left.X < right.X) ? left.X : right.X, (left.Y < right.Y) ? left.Y : right.Y); /// <summary> /// Returns the component-wise maximum of two <see cref="Vector2D"/>s. /// </summary> /// <param name="left">The first <see cref="Vector2D"/>.</param> /// <param name="right">The second <see cref="Vector2D"/>.</param> /// <returns>The <see cref="Vector2D"/> containing the maximum components from both input <see cref="Vector2D"/>s.</returns> public static Vector2D Max(Vector2D left, Vector2D right) => new((left.X > right.X) ? left.X : right.X, (left.Y > right.Y) ? left.Y : right.Y); /// <summary> /// Clamps each component of a <see cref="Vector2D"/> between the corresponding component of two other <see cref="Vector2D"/>s. /// </summary> /// <param name="vector">The <see cref="Vector2D"/> to clamp.</param> /// <param name="min">The <see cref="Vector2D"/> representing the minimum values for each component.</param> /// <param name="max">The <see cref="Vector2D"/> representing the maximum values for each component.</param> /// <returns>A <see cref="Vector2D"/> with each component clamped between the corresponding components of the min and max <see cref="Vector2D"/>s.</returns> public static Vector2D Clamp(Vector2D vector, Vector2D min, Vector2D max) => new(Math.Clamp(vector.X, min.X, max.X), Math.Clamp(vector.Y, min.Y, max.Y)); /// <summary> /// Performs linear interpolation between two <see cref="Vector2D"/>s. /// </summary> /// <param name="from">The starting <see cref="Vector2D"/> (t = 0).</param> /// <param name="to">The ending <see cref="Vector2D"/> (t = 1).</param> /// <param name="t">The interpolation parameter.</param> /// <returns>The interpolated <see cref="Vector2D"/>.</returns> public static Vector2D Lerp(Vector2D from, Vector2D to, float t) => from + FromTo(from, to) * t; /// <summary> /// Calculates the cross product of two <see cref="Vector2D"/>s. /// </summary> /// <param name="left">The first <see cref="Vector2D"/>.</param> /// <param name="right">The second <see cref="Vector2D"/>.</param> /// <returns>The cross product of the two <see cref="Vector2D"/>s.</returns> public static float Cross(Vector2D left, Vector2D right) => left.X * right.Y - left.Y * right.X; /// <summary> /// Calculates the angle between two <see cref="Vector2D"/>s. /// </summary> /// <param name="left">The first <see cref="Vector2D"/>.</param> /// <param name="right">The second <see cref="Vector2D"/>.</param> /// <returns>The angle between the two <see cref="Vector2D"/>s in radians.</returns> public static float Angle(Vector2D left, Vector2D right) => Math.Acos(Dot(left, right) / (Length(left) * Length(right))); /// <summary> /// Calculates the dot product of two <see cref="Vector2D"/>s. /// </summary> /// <param name="left">The first <see cref="Vector2D"/>.</param> /// <param name="right">The second <see cref="Vector2D"/>.</param> /// <returns>The dot product of the two <see cref="Vector2D"/>s.</returns> public static float Dot(Vector2D left, Vector2D right) => left.X * right.X + left.Y * right.Y; /// <summary> /// Determines the orientation of three points represented by <see cref="Vector2D"/>s. /// </summary> /// <param name="left">The first <see cref="Vector2D"/>.</param> /// <param name="middle">The second <see cref="Vector2D"/>.</param> /// <param name="right">The third <see cref="Vector2D"/>.</param> /// <returns> /// <para>0 - Collinear.</para> /// <para>1 - Clockwise.</para> /// <para>2 - Counterclockwise.</para> /// </returns> public static int Orientation(Vector2D left, Vector2D middle, Vector2D right) { Vector2D leftToMiddle = left.FromTo(middle); Vector2D middleToRight = middle.FromTo(right); float value = leftToMiddle.Y * middleToRight.X - leftToMiddle.X * middleToRight.Y; if (value > 0) return 1; if (value < 0) return 2; return 0; } /// <summary> /// Transforms the <see cref="Vector2D"/> using the specified <see cref="ITransform2D"/>. /// </summary> /// <param name="vector">The <see cref="Vector2D"/> to transform.</param> /// <param name="transform">The <see cref="ITransform2D"/> to apply.</param> /// <returns>The transformed <see cref="Vector2D"/>.</returns> public static Vector2D Transform(Vector2D vector, ITransform2D transform) => vector.Scale(transform.Scale) .Rotate(transform.Rotation * Math.DegreeToRadian) .Add(transform.Position); /// <summary> /// Checks if two <see cref="Vector2D"/>s are approximately equal within a specified epsilon range. /// </summary> /// <param name="left">The first <see cref="Vector2D"/>.</param> /// <param name="right">The second <see cref="Vector2D"/>.</param> /// <param name="epsilon">The epsilon range.</param> /// <returns><see cref="true"/> if the <see cref="Vector2D"/>s are approximately equal; otherwise, <see cref="false"/>.</returns> public static bool ApproximatelyEquals(Vector2D left, Vector2D right, float epsilon = float.Epsilon) => left.X.ApproximatelyEquals(right.X, epsilon) && left.Y.ApproximatelyEquals(right.Y, epsilon); /// <summary> /// Converts the <see cref="Vector2D"/> to its string representation. /// </summary> /// <returns>A string representation of the <see cref="Vector2D"/>.</returns> public override string ToString() => $"{nameof(Vector2D)}({X}, {Y})"; /// <summary> /// Determines whether the specified object is equal to the current <see cref="Vector2D"/>. /// </summary> /// <param name="obj">The object to compare with the current <see cref="Vector2D"/>.</param> /// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Vector2D"/>; otherwise, <see cref="false"/>.</returns> public override bool Equals(object? obj) => obj is Vector2D objVec && X.Equals(objVec.X) && Y.Equals(objVec.Y); /// <summary> /// Generates a hash code for the <see cref="Vector2D"/>. /// </summary> /// <returns>A hash code for the <see cref="Vector2D"/>.</returns> public override int GetHashCode() => HashCode.Combine(X, Y); } /// <summary> /// Provides extension methods for <see cref="Vector2D"/> type. /// </summary> public static class Vector2DExtensions { /// <inheritdoc cref="Vector2D.Length(Vector2D)" /> public static float Length(this Vector2D vector) => Vector2D.Length(vector); /// <inheritdoc cref="Vector2D.LengthSquared(this vector) => Vector2D/> public static float LengthSquared(this Vector2D vector) => Vector2D.LengthSquared(vector); /// <inheritdoc cref="Vector2D.Distance(Vector2D, Vector2D)" /> public static float Distance(this Vector2D from, Vector2D to) => Vector2D.Distance(from, to); /// <inheritdoc cref="Vector2D.Invert(this vector) => Vector2D/> public static Vector2D Invert(this Vector2D vector) => Vector2D.Invert(vector); /// <inheritdoc cref="Vector2D.Add(Vector2D, Vector2D)" /> public static Vector2D Add(this Vector2D vector, Vector2D vectorToAdd) => Vector2D.Add(vector, vectorToAdd); /// <inheritdoc cref="Vector2D.Subtract(Vector2D, Vector2D)" /> public static Vector2D Subtract(this Vector2D vector, Vector2D vectorToSubtract) => Vector2D.Subtract(vector, vectorToSubtract); /// <inheritdoc cref="Vector2D.Multiply(Vector2D, float)" /> public static Vector2D Multiply(this Vector2D vector, float value) => Vector2D.Multiply(vector, value); /// <inheritdoc cref="Vector2D.Divide(Vector2D, float)" /> public static Vector2D Divide(this Vector2D vector, float value) => Vector2D.Divide(vector, value); /// <inheritdoc cref="Vector2D.Abs(Vector2D)" /> public static Vector2D Abs(this Vector2D vector) => Vector2D.Abs(vector); /// <inheritdoc cref="Vector2D.Reflect(Vector2D, Vector2D)" /> public static Vector2D Reflect(this Vector2D vector, Vector2D normal) => Vector2D.Reflect(vector, normal); /// <inheritdoc cref="Vector2D.Normalize(Vector2D)" /> public static Vector2D Normalize(this Vector2D vector) => Vector2D.Normalize(vector); /// <inheritdoc cref="Vector2D.FromTo(Vector2D, Vector2D)" /> public static Vector2D FromTo(this Vector2D from, Vector2D to) => Vector2D.FromTo(from, to); /// <inheritdoc cref="Vector2D.Scale(Vector2D, Vector2D)" /> public static Vector2D Scale(this Vector2D vector, Vector2D scale) => Vector2D.Scale(vector, scale); /// <inheritdoc cref="Vector2D.Perpendicular(Vector2D)" /> public static Vector2D Perpendicular(this Vector2D vector) => Vector2D.Perpendicular(vector); /// <inheritdoc cref="Vector2D.Rotate(Vector2D, float)" /> public static Vector2D Rotate(this Vector2D vector, float angleInRadian) => Vector2D.Rotate(vector, angleInRadian); /// <inheritdoc cref="Vector2D.Min(Vector2D, Vector2D)" /> public static Vector2D Min(this Vector2D left, Vector2D right) => Vector2D.Min(left, right); /// <inheritdoc cref="Vector2D.Max(Vector2D, Vector2D)" /> public static Vector2D Max(this Vector2D left, Vector2D right) => Vector2D.Max(left, right); /// <inheritdoc cref="Vector2D.Clamp(Vector2D, Vector2D,Vector2D)" /> public static Vector2D Clamp(this Vector2D vector, Vector2D min, Vector2D max) => Vector2D.Clamp(vector, min, max); /// <inheritdoc cref="Vector2D.Lerp(Vector2D, Vector2D," /> public static Vector2D Lerp(this Vector2D from, Vector2D to, float t) => Vector2D.Lerp(from, to, t); /// <inheritdoc cref="Vector2D.Cross(Vector2D, Vector2D)" /> public static float Cross(this Vector2D left, Vector2D right) => Vector2D.Cross(left, right); /// <inheritdoc cref="Vector2D.Angle(Vector2D, Vector2D)" /> public static float AngleBetween(this Vector2D left, Vector2D right) => Vector2D.Angle(left, right); /// <inheritdoc cref="Vector2D.Dot(Vector2D, Vector2D)" /> public static float Dot(this Vector2D left, Vector2D right) => Vector2D.Dot(left, right); /// <inheritdoc cref="Vector2D.Transform(Vector2D, ITransform2D)" /> public static Vector2D Transform(this Vector2D vector, ITransform2D transform) => Vector2D.Transform(vector, transform); /// <inheritdoc cref="Vector2D.Transform(Vector2D, ITransform2D)" /> public static Vector2D Transform(this ITransform2D transform, Vector2D vector) => Vector2D.Transform(vector, transform); /// <inheritdoc cref="Vector2D.ApproximatelyEquals(Vector2D, Vector2D, float) " /> public static bool ApproximatelyEquals(this Vector2D left, Vector2D right, float epsilon = float.Epsilon) => Vector2D.ApproximatelyEquals(left, right, epsilon); }