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2021-12-21 09:40:39 +08:00
using System;
using System.IO;
public partial struct Fix64 : IEquatable<Fix64>, IComparable<Fix64> {
readonly long m_rawValue;
public static readonly decimal Precision = (decimal)(new Fix64(1L));
public static readonly Fix64 One = new Fix64(ONE);
public static readonly Fix64 Zero = new Fix64();
public static readonly Fix64 PI = new Fix64(Pi);
public static readonly Fix64 PITimes2 = new Fix64(PiTimes2);
public static readonly Fix64 PIOver180 = new Fix64((long)72);
public static readonly Fix64 Rad2Deg = Fix64.Pi * (Fix64)2 / (Fix64)360;
public static readonly Fix64 Deg2Rad = (Fix64)360 / (Fix64.Pi * (Fix64)2);
const long Pi = 12868;
const long PiTimes2 = 25736;
public const int FRACTIONAL_PLACES = 12;
const long ONE = 1L << FRACTIONAL_PLACES;
public static int Sign(Fix64 value) {
return
value.m_rawValue < 0 ? -1 :
value.m_rawValue > 0 ? 1 :
0;
}
public static Fix64 Abs(Fix64 value) {
return new Fix64(value.m_rawValue > 0 ? value.m_rawValue : -value.m_rawValue);
}
public static Fix64 Floor(Fix64 value) {
return new Fix64((long)((ulong)value.m_rawValue & 0xFFFFFFFFFFFFF000));
}
public static Fix64 Ceiling(Fix64 value) {
var hasFractionalPart = (value.m_rawValue & 0x0000000000000FFF) != 0;
return hasFractionalPart ? Floor(value) + One : value;
}
public static Fix64 Max(Fix64 value1, Fix64 value2)
{
Fix64 clampvalue = value1 > value2 ? value1 : value2;
return clampvalue;
}
public static Fix64 Clamp(Fix64 value,Fix64 Min,Fix64 Max)
{
Fix64 clampvalue = value < Min ? Min : value;
clampvalue = value > Max ? Max : value;
return clampvalue;
}
public static Fix64 operator +(Fix64 x, Fix64 y) {
return new Fix64(x.m_rawValue + y.m_rawValue);
}
public static Fix64 operator +(Fix64 x, int y)
{
return x + (Fix64)y;
}
public static Fix64 operator +(int x, Fix64 y)
{
return (Fix64)x + y;
}
public static Fix64 operator +(Fix64 x, float y)
{
return x + (Fix64)y;
}
public static Fix64 operator +(float x, Fix64 y)
{
return (Fix64)x + y;
}
public static Fix64 operator +(Fix64 x, double y)
{
return x + (Fix64)y;
}
public static Fix64 operator +(double x, Fix64 y)
{
return (Fix64)x + y;
}
public static Fix64 operator -(Fix64 x, Fix64 y) {
return new Fix64(x.m_rawValue - y.m_rawValue);
}
public static Fix64 operator -(Fix64 x, int y)
{
return x - (Fix64)y;
}
public static Fix64 operator -(int x, Fix64 y)
{
return (Fix64)x - y;
}
public static Fix64 operator -(Fix64 x, float y)
{
return x - (Fix64)y;
}
public static Fix64 operator -(float x, Fix64 y)
{
return (Fix64)x + y;
}
public static Fix64 operator -(Fix64 x, double y)
{
return x - (Fix64)y;
}
public static Fix64 operator -(double x, Fix64 y)
{
return (Fix64)x - y;
}
public static Fix64 operator *(Fix64 x, Fix64 y) {
return new Fix64((x.m_rawValue * y.m_rawValue) >> FRACTIONAL_PLACES);
}
public static Fix64 operator *(Fix64 x, int y)
{
return x * (Fix64)y;
}
public static Fix64 operator *(int x, Fix64 y)
{
return (Fix64)x * y;
}
public static Fix64 operator *(Fix64 x, float y)
{
return x * (Fix64)y;
}
public static Fix64 operator *(float x, Fix64 y)
{
return (Fix64)x * y;
}
public static Fix64 operator *(Fix64 x, double y)
{
return x * (Fix64)y;
}
public static Fix64 operator *(double x, Fix64 y)
{
return (Fix64)x * y;
}
public static Fix64 operator /(Fix64 x, Fix64 y) {
return new Fix64((x.m_rawValue << FRACTIONAL_PLACES) / y.m_rawValue);
}
public static Fix64 operator /(Fix64 x, int y)
{
return x / (Fix64)y;
}
public static Fix64 operator /(int x, Fix64 y)
{
return (Fix64)x / y;
}
public static Fix64 operator /(Fix64 x, float y)
{
return x / (Fix64)y;
}
public static Fix64 operator /(float x, Fix64 y)
{
return (Fix64)x / y;
}
public static Fix64 operator /(double x, Fix64 y)
{
return (Fix64)x / y;
}
public static Fix64 operator /(Fix64 x, double y)
{
return x / (Fix64)y;
}
public static Fix64 operator %(Fix64 x, Fix64 y) {
return new Fix64(x.m_rawValue % y.m_rawValue);
}
public static Fix64 operator -(Fix64 x) {
return new Fix64(-x.m_rawValue);
}
public static bool operator ==(Fix64 x, Fix64 y) {
return x.m_rawValue == y.m_rawValue;
}
public static bool operator !=(Fix64 x, Fix64 y) {
return x.m_rawValue != y.m_rawValue;
}
public static bool operator >(Fix64 x, Fix64 y) {
return x.m_rawValue > y.m_rawValue;
}
public static bool operator >(Fix64 x, int y)
{
return x > (Fix64)y;
}
public static bool operator <(Fix64 x, int y)
{
return x < (Fix64)y;
}
public static bool operator >(Fix64 x, float y)
{
return x > (Fix64)y;
}
public static bool operator <(Fix64 x, float y)
{
return x < (Fix64)y;
}
public static bool operator <(Fix64 x, Fix64 y) {
return x.m_rawValue < y.m_rawValue;
}
public static bool operator >=(Fix64 x, Fix64 y) {
return x.m_rawValue >= y.m_rawValue;
}
public static bool operator <=(Fix64 x, Fix64 y) {
return x.m_rawValue <= y.m_rawValue;
}
public static Fix64 operator >> (Fix64 x, int amount)
{
return new Fix64(x.RawValue >> amount);
}
public static Fix64 operator << (Fix64 x, int amount)
{
return new Fix64(x.RawValue << amount);
}
public static explicit operator Fix64(long value) {
return new Fix64(value * ONE);
}
public static explicit operator long(Fix64 value) {
return value.m_rawValue >> FRACTIONAL_PLACES;
}
public static explicit operator Fix64(float value) {
return new Fix64((long)(value * ONE));
}
public static explicit operator float(Fix64 value) {
return (float)value.m_rawValue / ONE;
}
public static explicit operator int(Fix64 value)
{
return (int)((float)value);
}
public static explicit operator Fix64(double value) {
return new Fix64((long)(value * ONE));
}
public static explicit operator double(Fix64 value) {
return (double)value.m_rawValue / ONE;
}
public static explicit operator Fix64(decimal value) {
return new Fix64((long)(value * ONE));
}
public static explicit operator decimal(Fix64 value) {
return (decimal)value.m_rawValue / ONE;
}
public override bool Equals(object obj)
{
return obj is Fix64 && ((Fix64)obj).m_rawValue == m_rawValue;
}
public override int GetHashCode() {
return m_rawValue.GetHashCode();
}
public bool Equals(Fix64 other) {
return m_rawValue == other.m_rawValue;
}
public int CompareTo(Fix64 other) {
return m_rawValue.CompareTo(other.m_rawValue);
}
public override string ToString() {
return ((decimal)this).ToString();
}
public string ToStringRound(int round = 2)
{
return (float)Math.Round((float)this, round) + "";
}
public static Fix64 FromRaw(long rawValue) {
return new Fix64(rawValue);
}
public static Fix64 Pow(Fix64 x, int y)
{
if (y == 1) return x;
Fix64 result = Fix64.Zero;
Fix64 tmp = Pow(x, y / 2);
if ((y & 1) != 0) //奇数
{
result = x * tmp * tmp;
}
else
{
result = tmp * tmp;
}
return result;
}
public long RawValue { get { return m_rawValue; } }
Fix64(long rawValue) {
m_rawValue = rawValue;
}
public Fix64(int value) {
m_rawValue = value * ONE;
}
public static Fix64 Sqrt(Fix64 f, int numberIterations)
{
if (f.RawValue < 0)
{
throw new ArithmeticException("sqrt error");
}
if (f.RawValue == 0)
return Fix64.Zero;
Fix64 k = f + Fix64.One >> 1;
for (int i = 0; i < numberIterations; i++)
k = (k + (f / k)) >> 1;
if (k.RawValue < 0)
throw new ArithmeticException("Overflow");
else
return k;
}
public static Fix64 Lerp(Fix64 from, Fix64 to, Fix64 factor)
{
return from * (1 - factor) + to * factor;
}
public static Fix64 Sqrt(Fix64 f)
{
byte numberOfIterations = 8;
if (f.RawValue > 0x64000)
numberOfIterations = 12;
if (f.RawValue > 0x3e8000)
numberOfIterations = 16;
return Sqrt(f, numberOfIterations);
}
#region Sin
public static Fix64 Sin(Fix64 i)
{
Fix64 j = (Fix64)0;
for (; i < Fix64.Zero; i += Fix64.FromRaw(PiTimes2));
if (i > Fix64.FromRaw(PiTimes2))
i %= Fix64.FromRaw(PiTimes2);
Fix64 k = (i * Fix64.FromRaw(100000000)) / Fix64.FromRaw(7145244444);
if (i != Fix64.Zero && i != Fix64.FromRaw(6434) && i != Fix64.FromRaw(Pi) &&
i != Fix64.FromRaw(19302) && i != Fix64.FromRaw(PiTimes2))
j = (i * Fix64.FromRaw(100000000)) / Fix64.FromRaw(7145244444) - k * Fix64.FromRaw(10);
if (k <= Fix64.FromRaw(90))
return sin_lookup(k, j);
if (k <= Fix64.FromRaw(180))
return sin_lookup(Fix64.FromRaw(180) - k, j);
if (k <= Fix64.FromRaw(270))
return -sin_lookup(k - Fix64.FromRaw(180), j);
else
return -sin_lookup(Fix64.FromRaw(360) - k, j);
}
private static Fix64 sin_lookup(Fix64 i, Fix64 j)
{
if (j > 0 && j < Fix64.FromRaw(10) && i < Fix64.FromRaw(90))
return Fix64.FromRaw(SIN_TABLE[i.RawValue]) +
((Fix64.FromRaw(SIN_TABLE[i.RawValue + 1]) - Fix64.FromRaw(SIN_TABLE[i.RawValue])) /
Fix64.FromRaw(10)) * j;
else
return Fix64.FromRaw(SIN_TABLE[i.RawValue]);
}
private static int[] SIN_TABLE = {
0, 71, 142, 214, 285, 357, 428, 499, 570, 641,
711, 781, 851, 921, 990, 1060, 1128, 1197, 1265, 1333,
1400, 1468, 1534, 1600, 1665, 1730, 1795, 1859, 1922, 1985,
2048, 2109, 2170, 2230, 2290, 2349, 2407, 2464, 2521, 2577,
2632, 2686, 2740, 2793, 2845, 2896, 2946, 2995, 3043, 3091,
3137, 3183, 3227, 3271, 3313, 3355, 3395, 3434, 3473, 3510,
3547, 3582, 3616, 3649, 3681, 3712, 3741, 3770, 3797, 3823,
3849, 3872, 3895, 3917, 3937, 3956, 3974, 3991, 4006, 4020,
4033, 4045, 4056, 4065, 4073, 4080, 4086, 4090, 4093, 4095,
4096
};
#endregion
#region Cos, Tan, Asin
public static Fix64 Cos(Fix64 i)
{
return Sin(i + Fix64.FromRaw(6435));
}
public static Fix64 Tan(Fix64 i)
{
return Sin(i) / Cos(i);
}
public static Fix64 Asin(Fix64 F)
{
bool isNegative = F < 0;
F = Abs(F);
if (F > Fix64.One)
throw new ArithmeticException("Bad Asin Input:" + (double)F);
Fix64 f1 = ((((Fix64.FromRaw(145103 >> FRACTIONAL_PLACES) * F) -
Fix64.FromRaw(599880 >> FRACTIONAL_PLACES)* F) +
Fix64.FromRaw(1420468 >> FRACTIONAL_PLACES)* F) -
Fix64.FromRaw(3592413 >> FRACTIONAL_PLACES)* F) +
Fix64.FromRaw(26353447 >> FRACTIONAL_PLACES);
Fix64 f2 = PI / (Fix64)2 - (Sqrt(Fix64.One - F) * f1);
return isNegative ? -f2 : f2;
}
#endregion
#region ATan, ATan2
public static Fix64 Atan(Fix64 F)
{
return Asin(F / Sqrt(Fix64.One + (F * F)));
}
public static Fix64 Atan2(Fix64 F1, Fix64 F2)
{
if (F2.RawValue == 0 && F1.RawValue == 0)
return (Fix64)0;
Fix64 result = (Fix64)0;
if (F2 > 0)
result = Atan(F1 / F2);
else if (F2 < 0)
{
if (F1 >= (Fix64)0)
result = (PI - Atan(Abs(F1 / F2)));
else
result = -(PI - Atan(Abs(F1 / F2)));
}
else
result = (F1 >= (Fix64)0 ? PI : -PI) / (Fix64)2;
return result;
}
#endregion
}
public struct FixVector3
{
public Fix64 x;
public Fix64 y;
public Fix64 z;
public FixVector3(Fix64 x, Fix64 y, Fix64 z)
{
this.x = x;
this.y = y;
this.z = z;
}
public FixVector3(UnityEngine.Vector3 v3Pos)
{
this.x = (Fix64)v3Pos.x;
this.y = (Fix64)v3Pos.y;
this.z = (Fix64)v3Pos.z;
}
public FixVector3(FixVector3 v)
{
this.x = v.x;
this.y = v.y;
this.z = v.z;
}
public Fix64 this[int index]
{
get
{
if (index == 0)
return x;
else if (index == 1)
return y;
else
return z;
}
set
{
if (index == 0)
x = value;
else if (index == 1)
y = value;
else
y = value;
}
}
public static FixVector3 Up
{
get { return new FixVector3(Fix64.Zero, Fix64.One, Fix64.Zero); }
}
public static FixVector3 Zero
{
get { return new FixVector3(Fix64.Zero, Fix64.Zero, Fix64.Zero); }
}
public static FixVector3 operator +(FixVector3 a, FixVector3 b)
{
Fix64 x = a.x + b.x;
Fix64 y = a.y + b.y;
Fix64 z = a.z + b.z;
return new FixVector3(x, y, z);
}
public static FixVector3 operator -(FixVector3 a, FixVector3 b)
{
Fix64 x = a.x - b.x;
Fix64 y = a.y - b.y;
Fix64 z = a.z - b.z;
return new FixVector3(x, y, z);
}
public static FixVector3 operator *(Fix64 d, FixVector3 a)
{
Fix64 x = a.x * d;
Fix64 y = a.y * d;
Fix64 z = a.z * d;
return new FixVector3(x, y, z);
}
public static FixVector3 operator *(FixVector3 a, Fix64 d)
{
Fix64 x = a.x * d;
Fix64 y = a.y * d;
Fix64 z = a.z * d;
return new FixVector3(x, y, z);
}
public static FixVector3 operator /(FixVector3 a, Fix64 d)
{
Fix64 x = a.x / d;
Fix64 y = a.y / d;
Fix64 z = a.z / d;
return new FixVector3(x, y, z);
}
public static Fix64 Dot(FixVector3 a, FixVector3 b)
{
return a.x*b.x + a.y*b.y + a.z*b.z;
}
public static FixVector3 Cross(FixVector3 a, FixVector3 b)
{
Fix64 x = a.y * b.z - a.z * b.y;
Fix64 y = a.z * b.x - a.x * b.z;
Fix64 z = a.x * b.y - a.y * b.x;
return new FixVector3(x, y, z);
}
public static bool operator ==(FixVector3 lhs, FixVector3 rhs)
{
return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z;
}
public static bool operator !=(FixVector3 lhs, FixVector3 rhs)
{
return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z;
}
public static Fix64 SqrMagnitude(FixVector3 a)
{
return a.x * a.x + a.y * a.y + a.z * a.z;
}
public static Fix64 Distance(FixVector3 a, FixVector3 b)
{
return Magnitude(a - b);
}
public static Fix64 Magnitude(FixVector3 a)
{
return Fix64.Sqrt(FixVector3.SqrMagnitude(a));
}
public void Normalize()
{
Fix64 n = x * x + y * y + z * z;
if (n == Fix64.Zero)
return;
n = Fix64.Sqrt(n);
if (n < (Fix64)0.0001)
{
return;
}
n = 1 / n;
x *= n;
y *= n;
z *= n;
}
public FixVector3 GetNormalized()
{
FixVector3 v = new FixVector3(this);
v.Normalize();
return v;
}
public override string ToString()
{
return string.Format("x:{0} y:{1} z:{2}", x, y, z);
}
public override bool Equals(object obj)
{
return obj is FixVector2 && ((FixVector3)obj) == this;
}
public override int GetHashCode()
{
return this.x.GetHashCode() + this.y.GetHashCode() + this.z.GetHashCode();
}
public static FixVector3 Lerp(FixVector3 from, FixVector3 to, Fix64 factor)
{
return from * (1 - factor) + to * factor;
}
public UnityEngine.Vector3 ToVector3()
{
return new UnityEngine.Vector3((float)x, (float)y, (float)z);
}
}
public struct FixVector2
{
public Fix64 x;
public Fix64 y;
public FixVector2(Fix64 x, Fix64 y)
{
this.x = x;
this.y = y;
}
public FixVector2(Fix64 x, int y)
{
this.x = x;
this.y = (Fix64)y;
}
public FixVector2(int x, int y)
{
this.x = (Fix64)x;
this.y = (Fix64)y;
}
public FixVector2(FixVector2 v)
{
this.x = v.x;
this.y = v.y;
}
public static FixVector2 operator -(FixVector2 a, int b)
{
Fix64 x = a.x - b;
Fix64 y = a.y - b;
return new FixVector2(x, y);
}
public Fix64 this[int index]
{
get { return index == 0 ? x : y; }
set
{
if (index == 0)
{
x = value;
}
else
{
y = value;
}
}
}
public static FixVector2 Zero
{
get { return new FixVector2(Fix64.Zero, Fix64.Zero); }
}
public static FixVector2 operator +(FixVector2 a, FixVector2 b)
{
Fix64 x = a.x + b.x;
Fix64 y = a.y + b.y;
return new FixVector2(x, y);
}
public static FixVector2 operator -(FixVector2 a, FixVector2 b)
{
Fix64 x = a.x - b.x;
Fix64 y = a.y - b.y;
return new FixVector2(x, y);
}
public static FixVector2 operator *(Fix64 d, FixVector2 a)
{
Fix64 x = a.x * d;
Fix64 y = a.y * d;
return new FixVector2(x, y);
}
public static FixVector2 operator *(FixVector2 a, Fix64 d)
{
Fix64 x = a.x * d;
Fix64 y = a.y * d;
return new FixVector2(x, y);
}
public static FixVector2 operator /(FixVector2 a, Fix64 d)
{
Fix64 x = a.x / d;
Fix64 y = a.y / d;
return new FixVector2(x, y);
}
public static bool operator ==(FixVector2 lhs, FixVector2 rhs)
{
return lhs.x == rhs.x && lhs.y == rhs.y;
}
public static bool operator !=(FixVector2 lhs, FixVector2 rhs)
{
return lhs.x != rhs.x || lhs.y != rhs.y;
}
public override bool Equals(object obj)
{
return obj is FixVector2 && ((FixVector2)obj) == this;
}
public override int GetHashCode()
{
return this.x.GetHashCode() + this.y.GetHashCode();
}
public static Fix64 SqrMagnitude(FixVector2 a)
{
return a.x * a.x + a.y * a.y;
}
public static Fix64 Distance(FixVector2 a, FixVector2 b)
{
return Magnitude(a - b);
}
public static Fix64 Magnitude(FixVector2 a)
{
return Fix64.Sqrt(FixVector2.SqrMagnitude(a));
}
public void Normalize()
{
Fix64 n = x * x + y * y;
if (n == Fix64.Zero)
return;
n = Fix64.Sqrt(n);
if (n < (Fix64)0.0001)
{
return;
}
n = 1 / n;
x *= n;
y *= n;
}
public FixVector2 GetNormalized()
{
FixVector2 v = new FixVector2(this);
v.Normalize();
return v;
}
public override string ToString()
{
return string.Format("x:{0} y:{1}", x, y);
}
#if _CLIENTLOGIC_
public UnityEngine.Vector2 ToVector2()
{
return new UnityEngine.Vector2((float)x, (float)y);
}
#endif
}
public struct NormalVector2
{
public float x;
public float y;
public NormalVector2(float x, float y)
{
this.x = x;
this.y = y;
}
public NormalVector2(int x, int y)
{
this.x = x;
this.y = y;
}
public NormalVector2(NormalVector2 v)
{
this.x = v.x;
this.y = v.y;
}
public static NormalVector2 operator -(NormalVector2 a, int b)
{
float x = a.x - b;
float y = a.y - b;
return new NormalVector2(x, y);
}
public float this[int index]
{
get { return index == 0 ? x : y; }
set
{
if (index == 0)
{
x = value;
}
else
{
y = value;
}
}
}
public static NormalVector2 Zero
{
get { return new NormalVector2(0, 0); }
}
public static NormalVector2 operator +(NormalVector2 a, NormalVector2 b)
{
float x = a.x + b.x;
float y = a.y + b.y;
return new NormalVector2(x, y);
}
public static NormalVector2 operator -(NormalVector2 a, NormalVector2 b)
{
float x = a.x - b.x;
float y = a.y - b.y;
return new NormalVector2(x, y);
}
public static NormalVector2 operator *(float d, NormalVector2 a)
{
float x = a.x * d;
float y = a.y * d;
return new NormalVector2(x, y);
}
public static NormalVector2 operator *(NormalVector2 a, float d)
{
float x = a.x * d;
float y = a.y * d;
return new NormalVector2(x, y);
}
public static NormalVector2 operator /(NormalVector2 a, float d)
{
float x = a.x / d;
float y = a.y / d;
return new NormalVector2(x, y);
}
public static bool operator ==(NormalVector2 lhs, NormalVector2 rhs)
{
return lhs.x == rhs.x && lhs.y == rhs.y;
}
public static bool operator !=(NormalVector2 lhs, NormalVector2 rhs)
{
return lhs.x != rhs.x || lhs.y != rhs.y;
}
public override bool Equals(object obj)
{
return obj is NormalVector2 && ((NormalVector2)obj) == this;
}
public override int GetHashCode()
{
return this.x.GetHashCode() + this.y.GetHashCode();
}
public static float SqrMagnitude(NormalVector2 a)
{
return a.x * a.x + a.y * a.y;
}
public static float Distance(NormalVector2 a, NormalVector2 b)
{
return Magnitude(a - b);
}
public static float Magnitude(NormalVector2 a)
{
return NormalVector2.SqrMagnitude(a);
}
public void Normalize()
{
float n = x * x + y * y;
if (n == 0)
return;
//n = float.Sqrt(n);
if (n < (float)0.0001)
{
return;
}
n = 1 / n;
x *= n;
y *= n;
}
public NormalVector2 GetNormalized()
{
NormalVector2 v = new NormalVector2(this);
v.Normalize();
return v;
}
public override string ToString()
{
return string.Format("x:{0} y:{1}", x, y);
}
public UnityEngine.Vector2 ToVector2()
{
return new UnityEngine.Vector2((float)x, (float)y);
}
}
public struct IntVector2
{
public int x;
public int y;
public IntVector2(int x, int y)
{
this.x = x;
this.y = y;
}
public IntVector2(IntVector2 v)
{
this.x = v.x;
this.y = v.y;
}
public static IntVector2 operator -(IntVector2 a, int b)
{
int x = a.x - b;
int y = a.y - b;
return new IntVector2(x, y);
}
public int this[int index]
{
get { return index == 0 ? x : y; }
set
{
if (index == 0)
{
x = value;
}
else
{
y = value;
}
}
}
public static IntVector2 Zero
{
get { return new IntVector2(0, 0); }
}
public static IntVector2 operator +(IntVector2 a, IntVector2 b)
{
int x = a.x + b.x;
int y = a.y + b.y;
return new IntVector2(x, y);
}
public static IntVector2 operator -(IntVector2 a, IntVector2 b)
{
int x = a.x - b.x;
int y = a.y - b.y;
return new IntVector2(x, y);
}
public static IntVector2 operator *(int d, IntVector2 a)
{
int x = a.x * d;
int y = a.y * d;
return new IntVector2(x, y);
}
public static IntVector2 operator *(IntVector2 a, int d)
{
int x = a.x * d;
int y = a.y * d;
return new IntVector2(x, y);
}
public static IntVector2 operator /(IntVector2 a, int d)
{
int x = a.x / d;
int y = a.y / d;
return new IntVector2(x, y);
}
public static bool operator ==(IntVector2 lhs, IntVector2 rhs)
{
return lhs.x == rhs.x && lhs.y == rhs.y;
}
public static bool operator !=(IntVector2 lhs, IntVector2 rhs)
{
return lhs.x != rhs.x || lhs.y != rhs.y;
}
public override bool Equals(object obj)
{
return obj is IntVector2 && ((IntVector2)obj) == this;
}
public override int GetHashCode()
{
return this.x.GetHashCode() + this.y.GetHashCode();
}
public static int SqrMagnitude(IntVector2 a)
{
return a.x * a.x + a.y * a.y;
}
public static int Distance(IntVector2 a, IntVector2 b)
{
return Magnitude(a - b);
}
public static int Magnitude(IntVector2 a)
{
return IntVector2.SqrMagnitude(a);
}
public void Normalize()
{
int n = x * x + y * y;
if (n == 0)
return;
//n = int.Sqrt(n);
if (n < (int)0.0001)
{
return;
}
n = 1 / n;
x *= n;
y *= n;
}
public IntVector2 GetNormalized()
{
IntVector2 v = new IntVector2(this);
v.Normalize();
return v;
}
public override string ToString()
{
return string.Format("x:{0} y:{1}", x, y);
}
public UnityEngine.Vector2 ToVector2()
{
return new UnityEngine.Vector2((int)x, (int)y);
}
}