#if (!XNA)
using System;
namespace FarseerGames.FarseerPhysics.Mathematics
{
public struct Vector2
{
private static Vector2 _one = new Vector2(1f, 1f);
private static Vector2 _unitX = new Vector2(1f, 0f);
private static Vector2 _unitY = new Vector2(0f, 1f);
private static Vector2 _zero = new Vector2(0f, 0f);
public float X;
public float Y;
public Vector2(float x, float y)
{
X = x;
Y = y;
}
public Vector2(float value)
{
X = Y = value;
}
public static Vector2 Zero
{
get { return _zero; }
}
public static Vector2 One
{
get { return _one; }
}
public static Vector2 UnitX
{
get { return _unitX; }
}
public static Vector2 UnitY
{
get { return _unitY; }
}
public override string ToString()
{
return string.Format("{{X:{0} Y:{1}}}", new object[] {X.ToString(), Y.ToString()});
}
public bool Equals(Vector2 other)
{
if (X == other.X)
{
return (Y == other.Y);
}
return false;
}
public override bool Equals(object obj)
{
bool flag = false;
if (obj is Vector2)
{
flag = Equals((Vector2) obj);
}
return flag;
}
public override int GetHashCode()
{
return (X.GetHashCode() + Y.GetHashCode());
}
public float Length()
{
float num = (X*X) + (Y*Y);
return (float) Math.Sqrt(num);
}
public float LengthSquared()
{
return ((X*X) + (Y*Y));
}
public static float Distance(Vector2 value1, Vector2 value2)
{
float num2 = value1.X - value2.X;
float num = value1.Y - value2.Y;
float num3 = (num2*num2) + (num*num);
return (float) Math.Sqrt(num3);
}
public static void Distance(ref Vector2 value1, ref Vector2 value2, out float result)
{
float num2 = value1.X - value2.X;
float num = value1.Y - value2.Y;
float num3 = (num2*num2) + (num*num);
result = (float) Math.Sqrt(num3);
}
public static float DistanceSquared(Vector2 value1, Vector2 value2)
{
float num2 = value1.X - value2.X;
float num = value1.Y - value2.Y;
return ((num2*num2) + (num*num));
}
public static void DistanceSquared(ref Vector2 value1, ref Vector2 value2, out float result)
{
float num2 = value1.X - value2.X;
float num = value1.Y - value2.Y;
result = (num2*num2) + (num*num);
}
public static float Dot(Vector2 value1, Vector2 value2)
{
return ((value1.X*value2.X) + (value1.Y*value2.Y));
}
public static void Dot(ref Vector2 value1, ref Vector2 value2, out float result)
{
result = (value1.X*value2.X) + (value1.Y*value2.Y);
}
public void Normalize()
{
float num2 = (X*X) + (Y*Y);
float num = 1f/((float) Math.Sqrt(num2));
X *= num;
Y *= num;
}
public static Vector2 Normalize(Vector2 value)
{
Vector2 vector;
float num2 = (value.X*value.X) + (value.Y*value.Y);
float num = 1f/((float) Math.Sqrt(num2));
vector.X = value.X*num;
vector.Y = value.Y*num;
return vector;
}
public static void Normalize(ref Vector2 value, out Vector2 result)
{
float num2 = (value.X*value.X) + (value.Y*value.Y);
float num = 1f/((float) Math.Sqrt(num2));
result.X = value.X*num;
result.Y = value.Y*num;
}
public static Vector2 Min(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = (value1.X < value2.X) ? value1.X : value2.X;
vector.Y = (value1.Y < value2.Y) ? value1.Y : value2.Y;
return vector;
}
public static void Min(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = (value1.X < value2.X) ? value1.X : value2.X;
result.Y = (value1.Y < value2.Y) ? value1.Y : value2.Y;
}
public static Vector2 Max(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = (value1.X > value2.X) ? value1.X : value2.X;
vector.Y = (value1.Y > value2.Y) ? value1.Y : value2.Y;
return vector;
}
public static void Max(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = (value1.X > value2.X) ? value1.X : value2.X;
result.Y = (value1.Y > value2.Y) ? value1.Y : value2.Y;
}
public static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
{
Vector2 vector;
float x = value1.X;
x = (x > max.X) ? max.X : x;
x = (x < min.X) ? min.X : x;
float y = value1.Y;
y = (y > max.Y) ? max.Y : y;
y = (y < min.Y) ? min.Y : y;
vector.X = x;
vector.Y = y;
return vector;
}
public static void Clamp(ref Vector2 value1, ref Vector2 min, ref Vector2 max, out Vector2 result)
{
float x = value1.X;
x = (x > max.X) ? max.X : x;
x = (x < min.X) ? min.X : x;
float y = value1.Y;
y = (y > max.Y) ? max.Y : y;
y = (y < min.Y) ? min.Y : y;
result.X = x;
result.Y = y;
}
public static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
{
Vector2 vector;
vector.X = value1.X + ((value2.X - value1.X)*amount);
vector.Y = value1.Y + ((value2.Y - value1.Y)*amount);
return vector;
}
public static void Lerp(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)
{
result.X = value1.X + ((value2.X - value1.X)*amount);
result.Y = value1.Y + ((value2.Y - value1.Y)*amount);
}
public static Vector2 Barycentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2)
{
Vector2 vector;
vector.X = (value1.X + (amount1*(value2.X - value1.X))) + (amount2*(value3.X - value1.X));
vector.Y = (value1.Y + (amount1*(value2.Y - value1.Y))) + (amount2*(value3.Y - value1.Y));
return vector;
}
public static void Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1,
float amount2, out Vector2 result)
{
result.X = (value1.X + (amount1*(value2.X - value1.X))) + (amount2*(value3.X - value1.X));
result.Y = (value1.Y + (amount1*(value2.Y - value1.Y))) + (amount2*(value3.Y - value1.Y));
}
public static Vector2 SmoothStep(Vector2 value1, Vector2 value2, float amount)
{
Vector2 vector;
amount = (amount > 1f) ? 1f : ((amount < 0f) ? 0f : amount);
amount = (amount*amount)*(3f - (2f*amount));
vector.X = value1.X + ((value2.X - value1.X)*amount);
vector.Y = value1.Y + ((value2.Y - value1.Y)*amount);
return vector;
}
public static void SmoothStep(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)
{
amount = (amount > 1f) ? 1f : ((amount < 0f) ? 0f : amount);
amount = (amount*amount)*(3f - (2f*amount));
result.X = value1.X + ((value2.X - value1.X)*amount);
result.Y = value1.Y + ((value2.Y - value1.Y)*amount);
}
public static Vector2 CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount)
{
Vector2 vector;
float num = amount*amount;
float num2 = amount*num;
vector.X = 0.5f*
((((2f*value2.X) + ((-value1.X + value3.X)*amount)) +
(((((2f*value1.X) - (5f*value2.X)) + (4f*value3.X)) - value4.X)*num)) +
((((-value1.X + (3f*value2.X)) - (3f*value3.X)) + value4.X)*num2));
vector.Y = 0.5f*
((((2f*value2.Y) + ((-value1.Y + value3.Y)*amount)) +
(((((2f*value1.Y) - (5f*value2.Y)) + (4f*value3.Y)) - value4.Y)*num)) +
((((-value1.Y + (3f*value2.Y)) - (3f*value3.Y)) + value4.Y)*num2));
return vector;
}
public static void CatmullRom(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, ref Vector2 value4,
float amount, out Vector2 result)
{
float num = amount*amount;
float num2 = amount*num;
result.X = 0.5f*
((((2f*value2.X) + ((-value1.X + value3.X)*amount)) +
(((((2f*value1.X) - (5f*value2.X)) + (4f*value3.X)) - value4.X)*num)) +
((((-value1.X + (3f*value2.X)) - (3f*value3.X)) + value4.X)*num2));
result.Y = 0.5f*
((((2f*value2.Y) + ((-value1.Y + value3.Y)*amount)) +
(((((2f*value1.Y) - (5f*value2.Y)) + (4f*value3.Y)) - value4.Y)*num)) +
((((-value1.Y + (3f*value2.Y)) - (3f*value3.Y)) + value4.Y)*num2));
}
public static Vector2 Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount)
{
Vector2 vector;
float num = amount*amount;
float num2 = amount*num;
float num6 = ((2f*num2) - (3f*num)) + 1f;
float num5 = (-2f*num2) + (3f*num);
float num4 = (num2 - (2f*num)) + amount;
float num3 = num2 - num;
vector.X = (((value1.X*num6) + (value2.X*num5)) + (tangent1.X*num4)) + (tangent2.X*num3);
vector.Y = (((value1.Y*num6) + (value2.Y*num5)) + (tangent1.Y*num4)) + (tangent2.Y*num3);
return vector;
}
public static void Hermite(ref Vector2 value1, ref Vector2 tangent1, ref Vector2 value2, ref Vector2 tangent2,
float amount, out Vector2 result)
{
float num = amount*amount;
float num2 = amount*num;
float num6 = ((2f*num2) - (3f*num)) + 1f;
float num5 = (-2f*num2) + (3f*num);
float num4 = (num2 - (2f*num)) + amount;
float num3 = num2 - num;
result.X = (((value1.X*num6) + (value2.X*num5)) + (tangent1.X*num4)) + (tangent2.X*num3);
result.Y = (((value1.Y*num6) + (value2.Y*num5)) + (tangent1.Y*num4)) + (tangent2.Y*num3);
}
public static Vector2 Transform(Vector2 position, Matrix matrix)
{
Vector2 vector;
float num2 = ((position.X*matrix.M11) + (position.Y*matrix.M21)) + matrix.M41;
float num = ((position.X*matrix.M12) + (position.Y*matrix.M22)) + matrix.M42;
vector.X = num2;
vector.Y = num;
return vector;
}
public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector2 result)
{
float num2 = ((position.X*matrix.M11) + (position.Y*matrix.M21)) + matrix.M41;
float num = ((position.X*matrix.M12) + (position.Y*matrix.M22)) + matrix.M42;
result.X = num2;
result.Y = num;
}
public static Vector2 TransformNormal(Vector2 normal, Matrix matrix)
{
Vector2 vector;
float num2 = (normal.X*matrix.M11) + (normal.Y*matrix.M21);
float num = (normal.X*matrix.M12) + (normal.Y*matrix.M22);
vector.X = num2;
vector.Y = num;
return vector;
}
public static void TransformNormal(ref Vector2 normal, ref Matrix matrix, out Vector2 result)
{
float num2 = (normal.X*matrix.M11) + (normal.Y*matrix.M21);
float num = (normal.X*matrix.M12) + (normal.Y*matrix.M22);
result.X = num2;
result.Y = num;
}
public static Vector2 Negate(Vector2 value)
{
Vector2 vector;
vector.X = -value.X;
vector.Y = -value.Y;
return vector;
}
public static void Negate(ref Vector2 value, out Vector2 result)
{
result.X = -value.X;
result.Y = -value.Y;
}
public static Vector2 Add(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = value1.X + value2.X;
vector.Y = value1.Y + value2.Y;
return vector;
}
public static void Add(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X + value2.X;
result.Y = value1.Y + value2.Y;
}
public static Vector2 Subtract(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = value1.X - value2.X;
vector.Y = value1.Y - value2.Y;
return vector;
}
public static void Subtract(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X - value2.X;
result.Y = value1.Y - value2.Y;
}
public static Vector2 Multiply(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = value1.X*value2.X;
vector.Y = value1.Y*value2.Y;
return vector;
}
public static void Multiply(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X*value2.X;
result.Y = value1.Y*value2.Y;
}
public static Vector2 Multiply(Vector2 value1, float scaleFactor)
{
Vector2 vector;
vector.X = value1.X*scaleFactor;
vector.Y = value1.Y*scaleFactor;
return vector;
}
public static void Multiply(ref Vector2 value1, float scaleFactor, out Vector2 result)
{
result.X = value1.X*scaleFactor;
result.Y = value1.Y*scaleFactor;
}
public static Vector2 Divide(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = value1.X/value2.X;
vector.Y = value1.Y/value2.Y;
return vector;
}
public static void Divide(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.X = value1.X/value2.X;
result.Y = value1.Y/value2.Y;
}
public static Vector2 Divide(Vector2 value1, float divider)
{
Vector2 vector;
float num = 1f/divider;
vector.X = value1.X*num;
vector.Y = value1.Y*num;
return vector;
}
public static void Divide(ref Vector2 value1, float divider, out Vector2 result)
{
float num = 1f/divider;
result.X = value1.X*num;
result.Y = value1.Y*num;
}
public static Vector2 operator -(Vector2 value)
{
Vector2 vector;
vector.X = -value.X;
vector.Y = -value.Y;
return vector;
}
public static bool operator ==(Vector2 value1, Vector2 value2)
{
if (value1.X == value2.X)
{
return (value1.Y == value2.Y);
}
return false;
}
public static bool operator !=(Vector2 value1, Vector2 value2)
{
if (value1.X == value2.X)
{
return (value1.Y != value2.Y);
}
return true;
}
public static Vector2 operator +(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = value1.X + value2.X;
vector.Y = value1.Y + value2.Y;
return vector;
}
public static Vector2 operator -(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = value1.X - value2.X;
vector.Y = value1.Y - value2.Y;
return vector;
}
public static Vector2 operator *(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = value1.X*value2.X;
vector.Y = value1.Y*value2.Y;
return vector;
}
public static Vector2 operator *(Vector2 value, float scaleFactor)
{
Vector2 vector;
vector.X = value.X*scaleFactor;
vector.Y = value.Y*scaleFactor;
return vector;
}
public static Vector2 operator *(float scaleFactor, Vector2 value)
{
Vector2 vector;
vector.X = value.X*scaleFactor;
vector.Y = value.Y*scaleFactor;
return vector;
}
public static Vector2 operator /(Vector2 value1, Vector2 value2)
{
Vector2 vector;
vector.X = value1.X/value2.X;
vector.Y = value1.Y/value2.Y;
return vector;
}
public static Vector2 operator /(Vector2 value1, float divider)
{
Vector2 vector;
float num = 1f/divider;
vector.X = value1.X*num;
vector.Y = value1.Y*num;
return vector;
}
}
}
#endif