1139 lines
27 KiB
C#
1139 lines
27 KiB
C#
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using System;
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using System.IO;
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public partial struct Fix64 : IEquatable<Fix64>, IComparable<Fix64> {
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readonly long m_rawValue;
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public static readonly decimal Precision = (decimal)(new Fix64(1L));
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public static readonly Fix64 One = new Fix64(ONE);
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public static readonly Fix64 Zero = new Fix64();
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public static readonly Fix64 PI = new Fix64(Pi);
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public static readonly Fix64 PITimes2 = new Fix64(PiTimes2);
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public static readonly Fix64 PIOver180 = new Fix64((long)72);
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public static readonly Fix64 Rad2Deg = Fix64.Pi * (Fix64)2 / (Fix64)360;
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public static readonly Fix64 Deg2Rad = (Fix64)360 / (Fix64.Pi * (Fix64)2);
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const long Pi = 12868;
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const long PiTimes2 = 25736;
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public const int FRACTIONAL_PLACES = 12;
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const long ONE = 1L << FRACTIONAL_PLACES;
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public static int Sign(Fix64 value) {
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return
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value.m_rawValue < 0 ? -1 :
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value.m_rawValue > 0 ? 1 :
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0;
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}
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public static Fix64 Abs(Fix64 value) {
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return new Fix64(value.m_rawValue > 0 ? value.m_rawValue : -value.m_rawValue);
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}
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public static Fix64 Floor(Fix64 value) {
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return new Fix64((long)((ulong)value.m_rawValue & 0xFFFFFFFFFFFFF000));
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}
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public static Fix64 Ceiling(Fix64 value) {
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var hasFractionalPart = (value.m_rawValue & 0x0000000000000FFF) != 0;
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return hasFractionalPart ? Floor(value) + One : value;
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}
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public static Fix64 Max(Fix64 value1, Fix64 value2)
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{
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Fix64 clampvalue = value1 > value2 ? value1 : value2;
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return clampvalue;
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}
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public static Fix64 Clamp(Fix64 value,Fix64 Min,Fix64 Max)
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{
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Fix64 clampvalue = value < Min ? Min : value;
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clampvalue = value > Max ? Max : value;
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return clampvalue;
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}
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public static Fix64 operator +(Fix64 x, Fix64 y) {
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return new Fix64(x.m_rawValue + y.m_rawValue);
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}
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public static Fix64 operator +(Fix64 x, int y)
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{
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return x + (Fix64)y;
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}
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public static Fix64 operator +(int x, Fix64 y)
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{
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return (Fix64)x + y;
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}
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public static Fix64 operator +(Fix64 x, float y)
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{
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return x + (Fix64)y;
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}
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public static Fix64 operator +(float x, Fix64 y)
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{
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return (Fix64)x + y;
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}
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public static Fix64 operator +(Fix64 x, double y)
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{
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return x + (Fix64)y;
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}
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public static Fix64 operator +(double x, Fix64 y)
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{
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return (Fix64)x + y;
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}
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public static Fix64 operator -(Fix64 x, Fix64 y) {
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return new Fix64(x.m_rawValue - y.m_rawValue);
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}
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public static Fix64 operator -(Fix64 x, int y)
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{
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return x - (Fix64)y;
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}
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public static Fix64 operator -(int x, Fix64 y)
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{
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return (Fix64)x - y;
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}
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public static Fix64 operator -(Fix64 x, float y)
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{
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return x - (Fix64)y;
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}
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public static Fix64 operator -(float x, Fix64 y)
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{
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return (Fix64)x + y;
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}
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public static Fix64 operator -(Fix64 x, double y)
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{
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return x - (Fix64)y;
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}
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public static Fix64 operator -(double x, Fix64 y)
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{
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return (Fix64)x - y;
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}
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public static Fix64 operator *(Fix64 x, Fix64 y) {
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return new Fix64((x.m_rawValue * y.m_rawValue) >> FRACTIONAL_PLACES);
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}
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public static Fix64 operator *(Fix64 x, int y)
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{
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return x * (Fix64)y;
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}
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public static Fix64 operator *(int x, Fix64 y)
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{
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return (Fix64)x * y;
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}
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public static Fix64 operator *(Fix64 x, float y)
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{
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return x * (Fix64)y;
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}
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public static Fix64 operator *(float x, Fix64 y)
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{
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return (Fix64)x * y;
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}
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public static Fix64 operator *(Fix64 x, double y)
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{
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return x * (Fix64)y;
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}
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public static Fix64 operator *(double x, Fix64 y)
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{
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return (Fix64)x * y;
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}
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public static Fix64 operator /(Fix64 x, Fix64 y) {
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return new Fix64((x.m_rawValue << FRACTIONAL_PLACES) / y.m_rawValue);
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}
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public static Fix64 operator /(Fix64 x, int y)
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{
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return x / (Fix64)y;
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}
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public static Fix64 operator /(int x, Fix64 y)
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{
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return (Fix64)x / y;
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}
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public static Fix64 operator /(Fix64 x, float y)
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{
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return x / (Fix64)y;
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}
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public static Fix64 operator /(float x, Fix64 y)
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{
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return (Fix64)x / y;
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}
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public static Fix64 operator /(double x, Fix64 y)
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{
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return (Fix64)x / y;
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}
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public static Fix64 operator /(Fix64 x, double y)
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{
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return x / (Fix64)y;
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}
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public static Fix64 operator %(Fix64 x, Fix64 y) {
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return new Fix64(x.m_rawValue % y.m_rawValue);
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}
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public static Fix64 operator -(Fix64 x) {
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return new Fix64(-x.m_rawValue);
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}
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public static bool operator ==(Fix64 x, Fix64 y) {
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return x.m_rawValue == y.m_rawValue;
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}
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public static bool operator !=(Fix64 x, Fix64 y) {
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return x.m_rawValue != y.m_rawValue;
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}
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public static bool operator >(Fix64 x, Fix64 y) {
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return x.m_rawValue > y.m_rawValue;
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}
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public static bool operator >(Fix64 x, int y)
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{
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return x > (Fix64)y;
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}
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public static bool operator <(Fix64 x, int y)
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{
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return x < (Fix64)y;
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}
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public static bool operator >(Fix64 x, float y)
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{
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return x > (Fix64)y;
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}
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public static bool operator <(Fix64 x, float y)
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{
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return x < (Fix64)y;
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}
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public static bool operator <(Fix64 x, Fix64 y) {
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return x.m_rawValue < y.m_rawValue;
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}
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public static bool operator >=(Fix64 x, Fix64 y) {
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return x.m_rawValue >= y.m_rawValue;
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}
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public static bool operator <=(Fix64 x, Fix64 y) {
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return x.m_rawValue <= y.m_rawValue;
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}
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public static Fix64 operator >> (Fix64 x, int amount)
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{
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return new Fix64(x.RawValue >> amount);
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}
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public static Fix64 operator << (Fix64 x, int amount)
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{
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return new Fix64(x.RawValue << amount);
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}
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public static explicit operator Fix64(long value) {
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return new Fix64(value * ONE);
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}
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public static explicit operator long(Fix64 value) {
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return value.m_rawValue >> FRACTIONAL_PLACES;
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}
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public static explicit operator Fix64(float value) {
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return new Fix64((long)(value * ONE));
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}
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public static explicit operator float(Fix64 value) {
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return (float)value.m_rawValue / ONE;
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}
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public static explicit operator int(Fix64 value)
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{
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return (int)((float)value);
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}
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public static explicit operator Fix64(double value) {
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return new Fix64((long)(value * ONE));
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}
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public static explicit operator double(Fix64 value) {
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return (double)value.m_rawValue / ONE;
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}
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public static explicit operator Fix64(decimal value) {
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return new Fix64((long)(value * ONE));
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}
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public static explicit operator decimal(Fix64 value) {
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return (decimal)value.m_rawValue / ONE;
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}
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public override bool Equals(object obj)
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{
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return obj is Fix64 && ((Fix64)obj).m_rawValue == m_rawValue;
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}
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public override int GetHashCode() {
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return m_rawValue.GetHashCode();
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}
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public bool Equals(Fix64 other) {
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return m_rawValue == other.m_rawValue;
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}
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public int CompareTo(Fix64 other) {
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return m_rawValue.CompareTo(other.m_rawValue);
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}
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public override string ToString() {
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return ((decimal)this).ToString();
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}
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public string ToStringRound(int round = 2)
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{
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return (float)Math.Round((float)this, round) + "";
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}
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public static Fix64 FromRaw(long rawValue) {
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return new Fix64(rawValue);
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}
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public static Fix64 Pow(Fix64 x, int y)
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{
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if (y == 1) return x;
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Fix64 result = Fix64.Zero;
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Fix64 tmp = Pow(x, y / 2);
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if ((y & 1) != 0) //奇数
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{
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result = x * tmp * tmp;
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}
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else
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{
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result = tmp * tmp;
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}
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return result;
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}
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public long RawValue { get { return m_rawValue; } }
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Fix64(long rawValue) {
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m_rawValue = rawValue;
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}
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public Fix64(int value) {
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m_rawValue = value * ONE;
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}
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public static Fix64 Sqrt(Fix64 f, int numberIterations)
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{
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if (f.RawValue < 0)
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{
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throw new ArithmeticException("sqrt error");
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}
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if (f.RawValue == 0)
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return Fix64.Zero;
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Fix64 k = f + Fix64.One >> 1;
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for (int i = 0; i < numberIterations; i++)
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k = (k + (f / k)) >> 1;
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if (k.RawValue < 0)
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throw new ArithmeticException("Overflow");
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else
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return k;
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}
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public static Fix64 Lerp(Fix64 from, Fix64 to, Fix64 factor)
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{
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return from * (1 - factor) + to * factor;
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}
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public static Fix64 Sqrt(Fix64 f)
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{
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byte numberOfIterations = 8;
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if (f.RawValue > 0x64000)
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numberOfIterations = 12;
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if (f.RawValue > 0x3e8000)
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numberOfIterations = 16;
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return Sqrt(f, numberOfIterations);
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}
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#region Sin
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|||
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public static Fix64 Sin(Fix64 i)
|
|||
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{
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|||
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Fix64 j = (Fix64)0;
|
|||
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for (; i < Fix64.Zero; i += Fix64.FromRaw(PiTimes2));
|
|||
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if (i > Fix64.FromRaw(PiTimes2))
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i %= Fix64.FromRaw(PiTimes2);
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|||
|
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|
|||
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Fix64 k = (i * Fix64.FromRaw(100000000)) / Fix64.FromRaw(7145244444);
|
|||
|
|
if (i != Fix64.Zero && i != Fix64.FromRaw(6434) && i != Fix64.FromRaw(Pi) &&
|
|||
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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);
|
|||
|
|
}
|
|||
|
|
}
|