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//------------------------------------------------------------------------------
// Microsoft Avalon
// Copyright (c) Microsoft Corporation, 2001, 2002
//
// File: Vector.cs
//------------------------------------------------------------------------------
using System;
using System.ComponentModel;
using System.ComponentModel.Design.Serialization;
using System.Reflection;
using MS.Internal;
using System.Text;
using System.Collections;
using System.Globalization;
using System.Windows;
using System.Windows.Media;
using System.Runtime.InteropServices;
namespace System.Windows
{
/// <summary>
/// Vector - A value type which defined a vector in terms of X and Y
/// </summary>
public partial struct Vector
{
#region Constructors
/// <summary>
/// Constructor which sets the vector's initial values
/// </summary>
/// <param name="x"> double - The initial X </param>
/// <param name="y"> double - THe initial Y </param>
public Vector(double x, double y)
{
_x = x;
_y = y;
}
#endregion Constructors
#region Public Methods
/// <summary>
/// Length Property - the length of this Vector
/// </summary>
public double Length
{
get
{
return Math.Sqrt(_x*_x + _y*_y);
}
}
/// <summary>
/// LengthSquared Property - the squared length of this Vector
/// </summary>
public double LengthSquared
{
get
{
return _x*_x + _y*_y;
}
}
/// <summary>
/// Normalize - Updates this Vector to maintain its direction, but to have a length
/// of 1. This is equivalent to dividing this Vector by Length
/// </summary>
public void Normalize()
{
// Avoid overflow
this /= Math.Max(Math.Abs(_x),Math.Abs(_y));
this /= Length;
}
/// <summary>
/// CrossProduct - Returns the cross product: vector1.X*vector2.Y - vector1.Y*vector2.X
/// </summary>
/// <returns>
/// Returns the cross product: vector1.X*vector2.Y - vector1.Y*vector2.X
/// </returns>
/// <param name="vector1"> The first Vector </param>
/// <param name="vector2"> The second Vector </param>
public static double CrossProduct(Vector vector1, Vector vector2)
{
return vector1._x * vector2._y - vector1._y * vector2._x;
}
/// <summary>
/// AngleBetween - the angle between 2 vectors
/// </summary>
/// <returns>
/// Returns the the angle in degrees between vector1 and vector2
/// </returns>
/// <param name="vector1"> The first Vector </param>
/// <param name="vector2"> The second Vector </param>
public static double AngleBetween(Vector vector1, Vector vector2)
{
double sin = vector1._x * vector2._y - vector2._x * vector1._y;
double cos = vector1._x * vector2._x + vector1._y * vector2._y;
return Math.Atan2(sin, cos) * (180 / Math.PI);
}
#endregion Public Methods
#region Public Operators
/// <summary>
/// Operator -Vector (unary negation)
/// </summary>
public static Vector operator - (Vector vector)
{
return new Vector(-vector._x,-vector._y);
}
/// <summary>
/// Negates the values of X and Y on this Vector
/// </summary>
public void Negate()
{
_x = -_x;
_y = -_y;
}
/// <summary>
/// Operator Vector + Vector
/// </summary>
public static Vector operator + (Vector vector1, Vector vector2)
{
return new Vector(vector1._x + vector2._x,
vector1._y + vector2._y);
}
/// <summary>
/// Add: Vector + Vector
/// </summary>
public static Vector Add(Vector vector1, Vector vector2)
{
return new Vector(vector1._x + vector2._x,
vector1._y + vector2._y);
}
/// <summary>
/// Operator Vector - Vector
/// </summary>
public static Vector operator - (Vector vector1, Vector vector2)
{
return new Vector(vector1._x - vector2._x,
vector1._y - vector2._y);
}
/// <summary>
/// Subtract: Vector - Vector
/// </summary>
public static Vector Subtract(Vector vector1, Vector vector2)
{
return new Vector(vector1._x - vector2._x,
vector1._y - vector2._y);
}
/// <summary>
/// Operator Vector + Point
/// </summary>
public static Point operator + (Vector vector, Point point)
{
return new Point(point._x + vector._x, point._y + vector._y);
}
/// <summary>
/// Add: Vector + Point
/// </summary>
public static Point Add(Vector vector, Point point)
{
return new Point(point._x + vector._x, point._y + vector._y);
}
/// <summary>
/// Operator Vector * double
/// </summary>
public static Vector operator * (Vector vector, double scalar)
{
return new Vector(vector._x * scalar,
vector._y * scalar);
}
/// <summary>
/// Multiply: Vector * double
/// </summary>
public static Vector Multiply(Vector vector, double scalar)
{
return new Vector(vector._x * scalar,
vector._y * scalar);
}
/// <summary>
/// Operator double * Vector
/// </summary>
public static Vector operator * (double scalar, Vector vector)
{
return new Vector(vector._x * scalar,
vector._y * scalar);
}
/// <summary>
/// Multiply: double * Vector
/// </summary>
public static Vector Multiply(double scalar, Vector vector)
{
return new Vector(vector._x * scalar,
vector._y * scalar);
}
/// <summary>
/// Operator Vector / double
/// </summary>
public static Vector operator / (Vector vector, double scalar)
{
return vector * (1.0 / scalar);
}
/// <summary>
/// Multiply: Vector / double
/// </summary>
public static Vector Divide(Vector vector, double scalar)
{
return vector * (1.0 / scalar);
}
/// <summary>
/// Operator Vector * Matrix
/// </summary>
public static Vector operator * (Vector vector, Matrix matrix)
{
return matrix.Transform(vector);
}
/// <summary>
/// Multiply: Vector * Matrix
/// </summary>
public static Vector Multiply(Vector vector, Matrix matrix)
{
return matrix.Transform(vector);
}
/// <summary>
/// Operator Vector * Vector, interpreted as their dot product
/// </summary>
public static double operator * (Vector vector1, Vector vector2)
{
return vector1._x * vector2._x + vector1._y * vector2._y;
}
/// <summary>
/// Multiply - Returns the dot product: vector1.X*vector2.X + vector1.Y*vector2.Y
/// </summary>
/// <returns>
/// Returns the dot product: vector1.X*vector2.X + vector1.Y*vector2.Y
/// </returns>
/// <param name="vector1"> The first Vector </param>
/// <param name="vector2"> The second Vector </param>
public static double Multiply(Vector vector1, Vector vector2)
{
return vector1._x * vector2._x + vector1._y * vector2._y;
}
/// <summary>
/// Determinant - Returns the determinant det(vector1, vector2)
/// </summary>
/// <returns>
/// Returns the determinant: vector1.X*vector2.Y - vector1.Y*vector2.X
/// </returns>
/// <param name="vector1"> The first Vector </param>
/// <param name="vector2"> The second Vector </param>
public static double Determinant(Vector vector1, Vector vector2)
{
return vector1._x * vector2._y - vector1._y * vector2._x;
}
/// <summary>
/// Explicit conversion to Size. Note that since Size cannot contain negative values,
/// the resulting size will contains the absolute values of X and Y
/// </summary>
/// <returns>
/// Size - A Size equal to this Vector
/// </returns>
/// <param name="vector"> Vector - the Vector to convert to a Size </param>
public static explicit operator Size(Vector vector)
{
return new Size(Math.Abs(vector._x), Math.Abs(vector._y));
}
/// <summary>
/// Explicit conversion to Point
/// </summary>
/// <returns>
/// Point - A Point equal to this Vector
/// </returns>
/// <param name="vector"> Vector - the Vector to convert to a Point </param>
public static explicit operator Point(Vector vector)
{
return new Point(vector._x, vector._y);
}
#endregion Public Operators
}
}
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