/// <summary> /// Gets a vector where every indices has been Math.Sined. /// </summary> /// <param name="Vector">The vector.</param> /// <returns>A sined Vector</returns> public static Vector2D SinVector(Vector2D Vector) { return new Vector2D(Math.Sin(Vector.x), Math.Sin(Vector.z)); }
/// <summary> /// Gets a vector where every indices has been Math.Absoluted. /// </summary> /// <param name="Vector">The vector.</param> /// <returns>A absoluted Vector</returns> public static Vector2D AbsVector(Vector2D Vector) { return new Vector2D(Math.Abs(Vector.x), Math.Abs(Vector.z)); }
/// <summary> /// Gets a vector where every indices has been Math.Tangented. /// </summary> /// <param name="Vector">The vector.</param> /// <returns>A tangified Vector</returns> public static Vector2D TanVector(Vector2D Vector) { return new Vector2D(Math.Tan(Vector.x), Math.Tan(Vector.z)); }
/// <summary> /// Gets a vector where every indices has been Math.Cosined. /// </summary> /// <param name="Vector">The vector.</param> /// <returns>A cosined Vector</returns> public static Vector2D CosVector(Vector2D Vector) { return new Vector2D(Math.Cos(Vector.x), Math.Cos(Vector.z)); }
public void Move(double distance, Vector2D towards) { Vector2D way = towards - this; double length = way.Length; x += (double)((way.x / length) * distance); z += (double)((way.z / length) * distance); }
public Vector2D GetMove(double distance, Vector2D towards) { Vector2D ret = new Vector2D(x, z); ret.Move(distance, towards); return ret; }