A cross-platform UI framework for .NET
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using System;
using System.Globalization;
using Avalonia.Animation.Animators;
namespace Avalonia
{
/// <summary>
/// Defines a vector.
/// </summary>
public readonly struct PixelVector
{
/// <summary>
/// The X vector.
/// </summary>
private readonly int _x;
/// <summary>
/// The Y vector.
/// </summary>
private readonly int _y;
/// <summary>
/// Initializes a new instance of the <see cref="PixelVector"/> structure.
/// </summary>
/// <param name="x">The X vector.</param>
/// <param name="y">The Y vector.</param>
public PixelVector(int x, int y)
{
_x = x;
_y = y;
}
/// <summary>
/// Gets the X vector.
/// </summary>
public int X => _x;
/// <summary>
/// Gets the Y vector.
/// </summary>
public int Y => _y;
/// <summary>
/// Converts the <see cref="PixelVector"/> to a <see cref="PixelPoint"/>.
/// </summary>
/// <param name="a">The vector.</param>
public static explicit operator PixelPoint(PixelVector a)
{
return new PixelPoint(a._x, a._y);
}
/// <summary>
/// Calculates the dot product of two vectors
/// </summary>
/// <param name="a">First vector</param>
/// <param name="b">Second vector</param>
/// <returns>The dot product</returns>
public static int operator *(PixelVector a, PixelVector b)
{
return a.X * b.X + a.Y * b.Y;
}
/// <summary>
/// Scales a vector.
/// </summary>
/// <param name="vector">The vector</param>
/// <param name="scale">The scaling factor.</param>
/// <returns>The scaled vector.</returns>
public static PixelVector operator *(PixelVector vector, int scale)
{
return new PixelVector(vector._x * scale, vector._y * scale);
}
/// <summary>
/// Scales a vector.
/// </summary>
/// <param name="vector">The vector</param>
/// <param name="scale">The divisor.</param>
/// <returns>The scaled vector.</returns>
public static PixelVector operator /(PixelVector vector, int scale)
{
return new PixelVector(vector._x / scale, vector._y / scale);
}
/// <summary>
/// Length of the vector
/// </summary>
public double Length => Math.Sqrt(X * X + Y * Y);
/// <summary>
/// Negates a vector.
/// </summary>
/// <param name="a">The vector.</param>
/// <returns>The negated vector.</returns>
public static PixelVector operator -(PixelVector a)
{
return new PixelVector(-a._x, -a._y);
}
/// <summary>
/// Adds two vectors.
/// </summary>
/// <param name="a">The first vector.</param>
/// <param name="b">The second vector.</param>
/// <returns>A vector that is the result of the addition.</returns>
public static PixelVector operator +(PixelVector a, PixelVector b)
{
return new PixelVector(a._x + b._x, a._y + b._y);
}
/// <summary>
/// Subtracts two vectors.
/// </summary>
/// <param name="a">The first vector.</param>
/// <param name="b">The second vector.</param>
/// <returns>A vector that is the result of the subtraction.</returns>
public static PixelVector operator -(PixelVector a, PixelVector b)
{
return new PixelVector(a._x - b._x, a._y - b._y);
}
/// <summary>
/// Check if two vectors are equal (bitwise).
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
public bool Equals(PixelVector other)
{
return _x == other._x && _y == other._y;
}
/// <summary>
/// Check if two vectors are nearly equal (numerically).
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>True if vectors are nearly equal.</returns>
public bool NearlyEquals(PixelVector other)
{
const float tolerance = float.Epsilon;
return Math.Abs(_x - other._x) < tolerance && Math.Abs(_y - other._y) < tolerance;
}
public override bool Equals(object? obj)
{
if (ReferenceEquals(null, obj)) return false;
return obj is PixelVector vector && Equals(vector);
}
public override int GetHashCode()
{
unchecked
{
return (_x.GetHashCode() * 397) ^ _y.GetHashCode();
}
}
public static bool operator ==(PixelVector left, PixelVector right)
{
return left.Equals(right);
}
public static bool operator !=(PixelVector left, PixelVector right)
{
return !left.Equals(right);
}
/// <summary>
/// Returns the string representation of the point.
/// </summary>
/// <returns>The string representation of the point.</returns>
public override string ToString()
{
return string.Format(CultureInfo.InvariantCulture, "{0}, {1}", _x, _y);
}
/// <summary>
/// Returns a new vector with the specified X coordinate.
/// </summary>
/// <param name="x">The X coordinate.</param>
/// <returns>The new vector.</returns>
public PixelVector WithX(int x)
{
return new PixelVector(x, _y);
}
/// <summary>
/// Returns a new vector with the specified Y coordinate.
/// </summary>
/// <param name="y">The Y coordinate.</param>
/// <returns>The new vector.</returns>
public PixelVector WithY(int y)
{
return new PixelVector(_x, y);
}
}
}