-
Notifications
You must be signed in to change notification settings - Fork 0
/
Vector2DUtils.cs
83 lines (81 loc) · 2.62 KB
/
Vector2DUtils.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace EssentialMechanics.Logic
{
public static class Vector2D
{
public static Vector2 add(this Vector2 vec, float x)
{
return new Vector2(vec.x + x, vec.y + x);
}
public static Vector2 add(this Vector2 vec, Vector2 x)
{
return new Vector2(vec.x + x.x, vec.y + x.y);
}
public static Vector2 remove(this Vector2 vec, float x)
{
return new Vector2(vec.x - x, vec.y - x);
}
public static Vector2 remove(this Vector2 vec, Vector2 x)
{
return new Vector2(vec.x - x.x, vec.y - x.y);
}
public static Vector2 setX(this Vector2 vec, float x)
{
return new Vector2(x, vec.y);
}
public static Vector2 setY(this Vector2 vec, float y)
{
return new Vector2(vec.x, y);
}
public static Vector2 addX(this Vector2 vec, float x)
{
return new Vector2(vec.x + x, vec.y);
}
public static Vector2 addY(this Vector2 vec, float y)
{
return new Vector2(vec.x, vec.y + y);
}
public static Vector2 removeX(this Vector2 vec, float x)
{
return new Vector2(vec.x - x, vec.y);
}
public static Vector2 removeY(this Vector2 vec, float y)
{
return new Vector2(vec.x, vec.y - y);
}
public static Vector2 multiply(this Vector2 vec, float x, float y)
{
return new Vector2(vec.x * x, vec.y * y);
}
public static Vector2 multiply(this Vector2 vec, Vector2 other)
{
return multiply(vec, other.x, other.y);
}
public static Vector2 clampVector2(this Vector2 vec, Vector2 min, Vector2 max)
{
vec.x = Mathf.Clamp(vec.x, min.x, max.x);
vec.y = Mathf.Clamp(vec.y, min.y, max.y);
return vec;
}
public static Vector2 absVector(this Vector2 vec)
{
return new Vector2(Mathf.Abs(vec.x), Mathf.Abs(vec.y));
}
public static Vector2 arithmeticAverage(this Vector2 vec, Vector2 other)
{
float x = (vec.x + other.x) / 2;
float y = (vec.y + other.y) / 2;
return new Vector2(x, y);
}
public static Vector2 Vec3toVec2(Vector3 vector)
{
return new Vector2(vector.x, vector.y);
}
public static Vector2 Vec2Int(Vector2 vector)
{
return new Vector2((int)vector.x, (int)vector.y);
}
}
}