//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="Vec2.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. All rights reserved. // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the “Software”), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and // this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED “AS IS”, // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH // THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //----------------------------------------------------------------------- //----------------------------------------------------------------------- using StgSharp.HighPerformance; using System.Net.Http.Headers; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace StgSharp.Math { /// /// A two dimension vector defined by two elements. Vec2 in World are default used as colum /// vector. /// [StructLayout( LayoutKind.Explicit, Size = 16, Pack = 16 )] public struct Vec2 : IVector { [FieldOffset( 0 )] internal unsafe fixed float num[ 2 ]; [FieldOffset( 0 )] internal M128 reg; [FieldOffset( 0 )] internal Vector2 v; [FieldOffset( 0 )] public float X; [FieldOffset( 4 )] public float Y; internal Vec2( Vector2 vec ) { Unsafe.SkipInit( out reg ); Unsafe.SkipInit( out X ); Unsafe.SkipInit( out Y ); v = vec; } internal Vec2( M128 vec ) { Unsafe.SkipInit( out reg ); Unsafe.SkipInit( out X ); Unsafe.SkipInit( out Y ); reg = vec; reg.Write( 1, 0 ); } public Vec2( float x, float y ) { v = new Vector2( x, y ); } public static Vec2 Unit => new Vec2( 1, 1 ); public static Vec2 Zero => new Vec2( 0, 0 ); public static Vec2 One { get => new Vec2( 1, 1 ); } public Vec2 XY { get => this; set => this = value; } public Vec3 XYZ { get => new Vec3( reg ); set { reg = value.reg; reg.Write( 1, 0 ); } } [MethodImpl( MethodImplOptions.AggressiveInlining )] public float Cross( Vec2 right ) { return ( X * right.Y ) - ( Y * right.X ); } [MethodImpl( MethodImplOptions.AggressiveInlining )] public float Dot( Vec2 vec ) { return Vector2.Dot( v, vec.v ); } [MethodImpl( MethodImplOptions.AggressiveInlining )] public static Vec2 operator -( Vec2 left, Vec2 right ) { return new Vec2( left.v - right.v ); } public static bool operator !=( Vec2 left, Vec2 right ) { return !( left == right ); } public static Vec2 operator *( Vec2 vec, float value ) { return new Vec2( vec.v * value ); } public static Vec2 operator *( float value, Vec2 vec ) { return new Vec2( vec.v * value ); } public static Vec2 operator /( Vec2 vec, float value ) { return new Vec2( vec.v / value ); } [MethodImpl( MethodImplOptions.AggressiveInlining )] public static Vec2 operator +( Vec2 left, Vec2 right ) { return new Vec2( left.v + right.v ); } [MethodImpl( MethodImplOptions.AggressiveInlining )] public static bool operator ==( Vec2 left, Vec2 right ) { return left.v == right.v; } [MethodImpl( MethodImplOptions.AggressiveInlining )] public static implicit operator Vec2( (float, float) tuple ) { return new Vec2( tuple.Item1, tuple.Item2 ); } } }