Vector class
using System;
using System.Collections.Generic;
using System.Text;
using System.ComponentModel;
namespace CJC.DynamicsEngine.Engine.Util
{
/**
* CJC.DynamicsEngine - 2D Dynamics Engine
* Release 0.1 alpha
* Vector class
* Copyright 2007 Chris Cavanagh
*
* Based on Flade source code by Alec Cove.
*
* CJC.DynamicsEngine is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* CJC.DynamicsEngine is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with CJC.DynamicsEngine; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
public class Vector : INotifyPropertyChanged
{
private static double atanZero = Math.Atan2( 0, 0 );
private double x;
private double y;
public Vector( double px, double py )
{
x = px;
y = py;
}
public Vector Clone()
{
return new Vector( x, y );
}
public void Set( double px, double py )
{
x = px;
y = py;
}
public void Copy( Vector v )
{
x = v.x;
y = v.y;
}
public double Dot( Vector v )
{
return x * v.x + y * v.y;
}
public double Cross( Vector v )
{
return x * v.y - y * v.x;
}
public Vector Plus( Vector v )
{
x += v.x;
y += v.y;
return this;
}
public Vector PlusNew( Vector v )
{
return new Vector( x + v.x, y + v.y );
}
public Vector Minus( Vector v )
{
x -= v.x;
y -= v.y;
return this;
}
public Vector MinusNew( Vector v )
{
return new Vector( x - v.x, y - v.y );
}
public Vector Mult( double s )
{
x *= s;
y *= s;
return this;
}
public Vector MultNew( double s )
{
return new Vector( x * s, y * s );
}
public double Distance( Vector v )
{
double dx = x - v.x;
double dy = y - v.y;
return Math.Sqrt( dx * dx + dy * dy );
}
public Vector Normalize()
{
double mag = Math.Sqrt( x * x + y * y );
x /= mag;
y /= mag;
return this;
}
public double Magnitude()
{
return Math.Sqrt( x * x + y * y );
}
/**
* projects this vector onto b
*/
public Vector Project( Vector b )
{
double adotb = this.Dot( b );
double len = ( b.x * b.x + b.y * b.y );
Vector proj = new Vector( 0, 0 );
proj.x = ( adotb / len ) * b.x;
proj.y = ( adotb / len ) * b.y;
return proj;
}
public Vector Rotate( double angle )
{
double sin = Math.Sin( angle );
double cos = Math.Cos( angle );
return new Vector( x * cos - y * sin, x * sin + y * cos );
}
public double Angle
{
get { return Math.Atan2( y, x ) - atanZero; }
}
public void OnPropertyChanged( string propertyName )
{
if ( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( propertyName ) );
}
public double X { get { return x; } set { x = value; } }
public double Y { get { return y; } set { y = value; } }
#region INotifyPropertyChanged Members
public event PropertyChangedEventHandler PropertyChanged;
#endregion
}
}
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