mirror of
https://github.com/godotengine/godot.git
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363 lines
8.4 KiB
C#
363 lines
8.4 KiB
C#
using System;
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using System.Runtime.InteropServices;
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// file: core/math/math_2d.h
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/math/math_2d.cpp
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/variant_call.cpp
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// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
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namespace Godot
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct Vector2 : IEquatable<Vector2>
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{
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public float x;
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public float y;
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public float this[int index]
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{
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get
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{
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switch (index)
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{
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case 0:
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return x;
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case 1:
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return y;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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switch (index)
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{
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case 0:
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x = value;
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return;
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case 1:
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y = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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}
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internal void Normalize()
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{
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float length = x * x + y * y;
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if (length != 0f)
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{
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length = Mathf.Sqrt(length);
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x /= length;
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y /= length;
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}
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}
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private float Cross(Vector2 b)
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{
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return x * b.y - y * b.x;
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}
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public Vector2 Abs()
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{
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return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
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}
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public float Angle()
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{
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return Mathf.Atan2(y, x);
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}
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public float AngleTo(Vector2 to)
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{
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return Mathf.Atan2(Cross(to), Dot(to));
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}
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public float AngleToPoint(Vector2 to)
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{
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return Mathf.Atan2(x - to.x, y - to.y);
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}
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public float Aspect()
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{
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return x / y;
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}
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public Vector2 Bounce(Vector2 n)
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{
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return -Reflect(n);
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}
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public Vector2 Clamped(float length)
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{
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Vector2 v = this;
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float l = this.Length();
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if (l > 0 && length < l)
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{
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v /= l;
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v *= length;
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}
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return v;
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}
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public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, float t)
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{
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Vector2 p0 = preA;
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Vector2 p1 = this;
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Vector2 p2 = b;
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Vector2 p3 = postB;
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float t2 = t * t;
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float t3 = t2 * t;
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return 0.5f * ((p1 * 2.0f) +
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(-p0 + p2) * t +
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(2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
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(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
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}
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public float DistanceSquaredTo(Vector2 to)
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{
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return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
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}
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public float DistanceTo(Vector2 to)
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{
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return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
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}
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public float Dot(Vector2 with)
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{
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return x * with.x + y * with.y;
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}
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public Vector2 Floor()
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{
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return new Vector2(Mathf.Floor(x), Mathf.Floor(y));
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}
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public bool IsNormalized()
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{
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return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
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}
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public float Length()
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{
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return Mathf.Sqrt(x * x + y * y);
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}
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public float LengthSquared()
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{
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return x * x + y * y;
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}
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public Vector2 LinearInterpolate(Vector2 b, float t)
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{
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Vector2 res = this;
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res.x += (t * (b.x - x));
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res.y += (t * (b.y - y));
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return res;
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}
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public Vector2 Normalized()
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{
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Vector2 result = this;
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result.Normalize();
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return result;
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}
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public Vector2 Reflect(Vector2 n)
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{
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return 2.0f * n * Dot(n) - this;
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}
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public Vector2 Rotated(float phi)
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{
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float rads = Angle() + phi;
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return new Vector2(Mathf.Cos(rads), Mathf.Sin(rads)) * Length();
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}
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public Vector2 Slide(Vector2 n)
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{
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return this - n * Dot(n);
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}
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public Vector2 Snapped(Vector2 by)
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{
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return new Vector2(Mathf.Stepify(x, by.x), Mathf.Stepify(y, by.y));
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}
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public Vector2 Tangent()
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{
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return new Vector2(y, -x);
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}
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public Vector2(float x, float y)
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{
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this.x = x;
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this.y = y;
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}
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public static Vector2 operator +(Vector2 left, Vector2 right)
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{
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left.x += right.x;
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left.y += right.y;
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return left;
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}
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public static Vector2 operator -(Vector2 left, Vector2 right)
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{
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left.x -= right.x;
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left.y -= right.y;
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return left;
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}
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public static Vector2 operator -(Vector2 vec)
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{
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vec.x = -vec.x;
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vec.y = -vec.y;
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return vec;
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}
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public static Vector2 operator *(Vector2 vec, float scale)
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{
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vec.x *= scale;
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vec.y *= scale;
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return vec;
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}
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public static Vector2 operator *(float scale, Vector2 vec)
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{
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vec.x *= scale;
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vec.y *= scale;
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return vec;
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}
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public static Vector2 operator *(Vector2 left, Vector2 right)
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{
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left.x *= right.x;
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left.y *= right.y;
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return left;
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}
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public static Vector2 operator /(Vector2 vec, float scale)
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{
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vec.x /= scale;
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vec.y /= scale;
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return vec;
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}
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public static Vector2 operator /(Vector2 left, Vector2 right)
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{
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left.x /= right.x;
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left.y /= right.y;
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return left;
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}
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public static bool operator ==(Vector2 left, Vector2 right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Vector2 left, Vector2 right)
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{
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return !left.Equals(right);
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}
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public static bool operator <(Vector2 left, Vector2 right)
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{
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if (left.x.Equals(right.x))
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{
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return left.y < right.y;
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}
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else
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{
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return left.x < right.x;
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}
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}
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public static bool operator >(Vector2 left, Vector2 right)
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{
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if (left.x.Equals(right.x))
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{
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return left.y > right.y;
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}
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else
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{
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return left.x > right.x;
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}
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}
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public static bool operator <=(Vector2 left, Vector2 right)
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{
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if (left.x.Equals(right.x))
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{
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return left.y <= right.y;
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}
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else
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{
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return left.x <= right.x;
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}
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}
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public static bool operator >=(Vector2 left, Vector2 right)
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{
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if (left.x.Equals(right.x))
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{
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return left.y >= right.y;
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}
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else
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{
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return left.x >= right.x;
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}
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}
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public override bool Equals(object obj)
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{
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if (obj is Vector2)
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{
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return Equals((Vector2)obj);
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}
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return false;
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}
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public bool Equals(Vector2 other)
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{
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return x == other.x && y == other.y;
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}
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public override int GetHashCode()
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{
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return y.GetHashCode() ^ x.GetHashCode();
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}
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public override string ToString()
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{
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return String.Format("({0}, {1})", new object[]
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{
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this.x.ToString(),
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this.y.ToString()
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});
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}
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public string ToString(string format)
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{
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return String.Format("({0}, {1})", new object[]
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{
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this.x.ToString(format),
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this.y.ToString(format)
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});
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}
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}
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}
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