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ARPlusSystem/ARPlusSystem-250418/Assets/ARLocation/Scripts/Math/DVector2.cs

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using UnityEngine;
using M = System.Math;
// ReSharper disable InconsistentNaming
namespace ARLocation
{
[System.Serializable]
public struct DVector2
{
public double x;
public double y;
/// <summary>
/// Gets the magnitude of the vector.
/// </summary>
/// <value>The magnitude.</value>
public double magnitude
{
get
{
return M.Sqrt(x * x + y * y);
}
}
/// <summary>
/// Gets the normalized version of this vector.
/// </summary>
/// <value>The normalized.</value>
public DVector2 normalized
{
get
{
var m = magnitude;
if (m < 0.00000001)
{
return new DVector2();
}
return new DVector2(x, y) / magnitude;
}
}
public DVector2 Clone()
{
return new DVector2(x, y);
}
/// <summary>
/// Initializes a new instance of the <see cref="T:DVector2"/> struct.
/// </summary>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
public DVector2(double x = 0.0, double y = 0.0)
{
this.x = x;
this.y = y;
}
/// <summary>
/// Converts to a Vector2.
/// </summary>
/// <returns>The vector2.</returns>
public Vector2 toVector2()
{
return new Vector2((float)x, (float)y);
}
/// <summary>
/// Equals the specified v and e.
/// </summary>
/// <returns>The equals.</returns>
/// <param name="v">V.</param>
/// <param name="e">E.</param>
public bool Equals(DVector2 v, double e = 0.00005)
{
return (M.Abs(x - v.x) <= e) && (M.Abs(y - v.y) <= e);
}
/// <summary>
/// Normalize this instance.
/// </summary>
public void Normalize()
{
double m = magnitude;
x /= m;
y /= m;
}
/// <summary>
/// Set the specified x and y.
/// </summary>
/// <param name="newX"></param>
/// <param name="newY"></param>
public void Set(double newX = 0.0, double newY = 0.0)
{
x = newX;
y = newY;
}
/// <summary>
/// Returns a <see cref="T:System.String"/> that represents the current <see cref="T:DVector2"/>.
/// </summary>
/// <returns>A <see cref="T:System.String"/> that represents the current <see cref="T:DVector2"/>.</returns>
override public string ToString()
{
return "(" + x + ", " + y + ")";
}
/// <summary>
/// Dot the specified a and b.
/// </summary>
/// <returns>The dot.</returns>
/// <param name="a">The alpha component.</param>
/// <param name="b">The blue component.</param>
public static double Dot(DVector2 a, DVector2 b)
{
return a.x * b.x + a.y * b.y;
}
/// <summary>
/// Distance the specified a and b.
/// </summary>
/// <returns>The distance.</returns>
/// <param name="a">The alpha component.</param>
/// <param name="b">The blue component.</param>
public static double Distance(DVector2 a, DVector2 b)
{
return M.Sqrt(a.x * b.x + a.y * b.y);
}
/// <summary>
/// Lerp the specified a, b and t.
/// </summary>
/// <returns>The lerp.</returns>
/// <param name="a">The alpha component.</param>
/// <param name="b">The blue component.</param>
/// <param name="t">T.</param>
public static DVector2 Lerp(DVector2 a, DVector2 b, double t)
{
double s = M.Max(0, M.Min(t, 1));
return a * (1 - s) + b * s;
}
/// <summary>
/// Computes the product of <c>a</c> and <c>b</c>, yielding a new <see cref="T:DVector2"/>.
/// </summary>
/// <param name="a">The <see cref="DVector2"/> to multiply.</param>
/// <param name="b">The <see cref="double"/> to multiply.</param>
/// <returns>The <see cref="T:DVector2"/> that is the <c>a</c> * <c>b</c>.</returns>
public static DVector2 operator *(DVector2 a, double b)
{
return new DVector2(
b * a.x,
b * a.y
);
}
/// <summary>
/// Computes the division of <c>a</c> and <c>b</c>, yielding a new <see cref="T:DVector2"/>.
/// </summary>
/// <param name="a">The <see cref="DVector2"/> to divide (the divident).</param>
/// <param name="b">The <see cref="double"/> to divide (the divisor).</param>
/// <returns>The <see cref="T:DVector2"/> that is the <c>a</c> / <c>b</c>.</returns>
public static DVector2 operator /(DVector2 a, double b)
{
return new DVector2(
a.x / b,
a.y / b
);
}
/// <summary>
/// Adds a <see cref="DVector2"/> to a <see cref="DVector2"/>, yielding a new <see cref="T:DVector2"/>.
/// </summary>
/// <param name="a">The first <see cref="DVector2"/> to add.</param>
/// <param name="b">The second <see cref="DVector2"/> to add.</param>
/// <returns>The <see cref="T:DVector2"/> that is the sum of the values of <c>a</c> and <c>b</c>.</returns>
public static DVector2 operator +(DVector2 a, DVector2 b)
{
return new DVector2(
a.x + b.x,
a.y + b.y
);
}
/// <summary>
/// Subtracts a <see cref="DVector2"/> from a <see cref="DVector2"/>, yielding a new <see cref="T:DVector2"/>.
/// </summary>
/// <param name="a">The <see cref="DVector2"/> to subtract from (the minuend).</param>
/// <param name="b">The <see cref="DVector2"/> to subtract (the subtrahend).</param>
/// <returns>The <see cref="T:DVector2"/> that is the <c>a</c> minus <c>b</c>.</returns>
public static DVector2 operator -(DVector2 a, DVector2 b)
{
return new DVector2(
a.x - b.x,
a.y - b.y
);
}
}
}