Files
PepApi.Core/PepLib.Core/Geometry/Vector.cs
AJ Isaacs 9088af52de refactor(PepLib.Core): reorganize files into logical folder structure
Move 38 files from root directory into organized subfolders:
- Enums/ (7 files): StatusType, ApplicationType, DrawingType, etc.
- Geometry/ (5 files): Vector, Box, Size, Spacing, Node
- Models/ (15 files): Nest, Plate, Part, Program, Report, etc.
- Utilities/ (7 files): MathHelper, Tolerance, ZipHelper, etc.
- Extensions/ (2 files): PartListExtensions, PlateListExtensions
- Interfaces/ (1 file): IMovable

Update namespaces to follow folder hierarchy (e.g., PepLib.Models).
Add GlobalUsings.cs for internal backward compatibility.
Update Codes/ and IO/ files with new using statements.
Update PepApi.Core consumers to reference new namespaces.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 09:29:13 -05:00

125 lines
2.8 KiB
C#

using PepLib.Utilities;
namespace PepLib.Geometry
{
public struct Vector
{
public double X;
public double Y;
public Vector(double x, double y)
{
X = x;
Y = y;
}
public double DistanceTo(Vector pt)
{
double vx = pt.X - this.X;
double vy = pt.Y - this.Y;
return Math.Sqrt(vx * vx + vy * vy);
}
public double DistanceTo(double x, double y)
{
double vx = x - this.X;
double vy = y - this.Y;
return Math.Sqrt(vx * vx + vy * vy);
}
public double Angle()
{
return MathHelper.NormalizeAngleRad(Math.Atan2(Y, X));
}
public double AngleTo(Vector pt)
{
return (pt - this).Angle();
}
public double AngleFrom(Vector pt)
{
return (this - pt).Angle();
}
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 bool operator ==(Vector pt1, Vector pt2)
{
return pt1.DistanceTo(pt2) <= Tolerance.Epsilon;
}
public static bool operator !=(Vector pt1, Vector pt2)
{
return !(pt1 == pt2);
}
public Vector Rotate(double angle)
{
var v = new Vector();
double cos = Math.Cos(angle);
double 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;
double cos = Math.Cos(angle);
double 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 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);
}
}
}