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stgsharp/源代码/StgSharp/Math/Linear/vec2d.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="vec2d.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 System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace StgSharp.Math
{
/// <summary>
/// A two dimension vector defined by two elements.
/// Vec2Ds in StgSharp are defaultly usaed as colum vector.
/// </summary>
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
public struct vec2d
{
[FieldOffset(0)]
internal Vector2 v;
[FieldOffset(0)]
internal Vector4 vec;
[FieldOffset(0)] internal unsafe fixed float num[2];
[FieldOffset(0)]
public float X;
[FieldOffset(4)]
public float Y;
internal vec2d(Vector2 vec)
{
v = vec;
}
internal vec2d(Vector4 vec)
{
this.vec = vec;
}
public vec2d(float x, float y)
{
v = new Vector2(x, y);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float Cross(vec2d right)
{
return (X * right.Y) - (Y * right.X);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float Dot(vec2d vec)
{
return Vector2.Dot(v, vec.v);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static vec2d operator -(vec2d left, vec2d right)
{
return new vec2d(left.v - right.v);
}
public static bool operator !=(vec2d left, vec2d right)
{
return !(left == right);
}
public static vec2d operator *(vec2d vec, float value)
{
return new vec2d(vec.v * value);
}
public static vec2d operator /(vec2d vec, float value)
{
return new vec2d(vec.v / value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static vec2d operator +(vec2d left, vec2d right)
{
return new vec2d(left.v + right.v);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(vec2d left, vec2d right)
{
return left.v == right.v;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator vec2d((float, float) tuple)
{
return new vec2d(tuple.Item1, tuple.Item2);
}
}
public static class Vec2d
{
public static vec2d Unit => new vec2d(1, 1);
public static vec2d Zero => new vec2d(0, 0);
}
}