Files
OpenNest/Source/OpenNest.Core/Vector.cs
2016-05-16 22:09:19 -04:00

214 lines
5.3 KiB
C#

using System;
namespace OpenNest
{
public struct Vector
{
public static readonly Vector Invalid = new Vector(double.NaN, double.NaN);
public static readonly Vector Zero = new Vector(0, 0);
public double X;
public double Y;
public Vector(double x, double y)
{
X = x;
Y = y;
}
public double DistanceTo(Vector pt)
{
var vx = pt.X - X;
var vy = pt.Y - Y;
return Math.Sqrt(vx * vx + vy * vy);
}
public double DistanceTo(double x, double y)
{
var vx = x - X;
var vy = y - Y;
return Math.Sqrt(vx * vx + vy * vy);
}
public double DotProduct(Vector pt)
{
return X * pt.X + Y * pt.Y;
}
public double Angle()
{
return OpenNest.Angle.NormalizeRad(Math.Atan2(Y, X));
}
/// <summary>
/// Returns the angle to the given point when the origin is this point.
/// </summary>
/// <param name="pt"></param>
/// <returns></returns>
public double AngleTo(Vector pt)
{
return (pt - this).Angle();
}
/// <summary>
/// Returns the angle when the origin is set at the given point.
/// </summary>
/// <param name="pt"></param>
/// <returns></returns>
public double AngleFrom(Vector pt)
{
return (this - pt).Angle();
}
/// <summary>
/// Returns the angle between this point and the given point.
/// Source: http://math.stackexchange.com/questions/878785/how-to-find-an-angle-in-range0-360-between-2-vectors
/// </summary>
/// <param name="pt"></param>
/// <returns></returns>
public double AngleBetween(Vector pt)
{
var v1 = Normalize();
var v2 = pt.Normalize();
var dot = v1.X * v2.X + v1.Y + v2.Y;
var det = v1.X * v2.X - v1.Y + v2.Y;
return Math.Atan2(det, dot);
}
public static Vector operator +(Vector pt1, Vector pt2)
{
return new Vector(pt1.X + pt2.X, pt1.Y + pt2.Y);
}
public static Vector operator -(Vector pt1, Vector pt2)
{
return new Vector(pt1.X - pt2.X, pt1.Y - pt2.Y);
}
public static Vector operator -(Vector pt)
{
return new Vector(-pt.X, -pt.Y);
}
public static Vector operator *(Vector pt, double factor)
{
return new Vector(pt.X * factor, pt.Y * factor);
}
public static Vector operator *(double factor, Vector pt)
{
return new Vector(pt.X * factor, pt.Y * factor);
}
public static Vector operator *(Vector pt, Vector factor)
{
return new Vector(pt.X * factor.X, pt.Y * factor.Y);
}
public static Vector operator /(Vector pt, double divisor)
{
return new Vector(pt.X / divisor, pt.Y / divisor);
}
public static bool operator ==(Vector pt1, Vector pt2)
{
return pt1.X.IsEqualTo(pt2.X) && pt1.Y.IsEqualTo(pt2.Y);
}
public static bool operator !=(Vector pt1, Vector pt2)
{
return !(pt1 == pt2);
}
/// <summary>
/// Returns the unit vector equivalent to this point.
/// </summary>
/// <returns></returns>
public Vector Normalize()
{
var d = DistanceTo(Vector.Zero);
return new Vector(X / d, Y / d);
}
public Vector Rotate(double angle)
{
var v = new Vector();
var cos = Math.Cos(angle);
var sin = Math.Sin(angle);
v.X = X * cos - Y * sin;
v.Y = X * sin + Y * cos;
return v;
}
public Vector Rotate(double angle, Vector origin)
{
var v = new Vector();
var pt = this - origin;
var cos = Math.Cos(angle);
var sin = Math.Sin(angle);
v.X = pt.X * cos - pt.Y * sin + origin.X;
v.Y = pt.X * sin + pt.Y * cos + origin.Y;
return v;
}
public Vector Offset(double x, double y)
{
return new Vector(X + x, Y + y);
}
public Vector Offset(Vector voffset)
{
return this + voffset;
}
public Vector Scale(double factor)
{
return new Vector(X * factor, Y * factor);
}
public Vector Scale(double factor, Vector origin)
{
return (this - origin) * factor + origin;
}
public Vector Clone()
{
return new Vector(X, Y);
}
public override bool Equals(object obj)
{
if (!(obj is Vector))
return false;
var pt = (Vector)obj;
return (X.IsEqualTo(pt.X)) && (Y.IsEqualTo(pt.Y));
}
public override int GetHashCode()
{
return base.GetHashCode();
}
public override string ToString()
{
return string.Format("[Vector: X:{0}, Y:{1}]", X, Y);
}
public bool IsValid()
{
return !double.IsNaN(X) && !double.IsNaN(Y);
}
}
}