/// <summary>
 ///   <para>Clamps the Vector2Int to the bounds given by min and max.</para>
 /// </summary>
 /// <param name="min"></param>
 /// <param name="max"></param>
 public void Clamp(LVector2Int min, LVector2Int max)
 {
     this.x = LMath.Max(min.x, this.x);
     this.x = LMath.Min(max.x, this.x);
     this.y = LMath.Max(min.y, this.y);
     this.y = LMath.Min(max.y, this.y);
 }
        public LVector2 Rotate(LFloat deg)
        {
            var    rad = LMath.Deg2Rad * deg;
            LFloat cos, sin;

            LMath.SinCos(out sin, out cos, rad);
            return(new LVector2(x * cos - y * sin, x * sin + y * cos));
        }
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        public LVector3 RotateY(LFloat degree)
        {
            LFloat s;
            LFloat c;

            LMath.SinCos(out s, out c, new LFloat(true, degree._val * 31416L / 1800000L));
            LVector3 vInt;

            vInt._x = (int)(((long)this._x * s._val + (long)this._z * c._val) / LFloat.Precision);
            vInt._z = (int)(((long)this._x * -c._val + (long)this._z * s._val) / LFloat.Precision);
            vInt._y = 0;
            return(vInt.normalized);
        }
        public void Normalize()
        {
            long num  = (long)(this._x * 100);
            long num2 = (long)(this._y * 100);
            long num3 = num * num + num2 * num2;

            if (num3 == 0L)
            {
                return;
            }

            long b = (long)LMath.Sqrt(num3);

            this._x = (int)(num * 1000L / b);
            this._y = (int)(num2 * 1000L / b);
        }
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        public LVector3 Normalize(LFloat newMagn)
        {
            long num  = (long)(this._x * 100);
            long num2 = (long)(this._y * 100);
            long num3 = (long)(this._z * 100);
            long num4 = num * num + num2 * num2 + num3 * num3;

            if (num4 == 0L)
            {
                return(this);
            }

            long b    = (long)LMath.Sqrt(num4);
            long num5 = newMagn._val;

            this._x = (int)(num * num5 / b);
            this._y = (int)(num2 * num5 / b);
            this._z = (int)(num3 * num5 / b);
            return(this);
        }
 public static LVector2 Min(LVector2 a, LVector2 b)
 {
     return(new LVector2(true, LMath.Min(a._x, b._x), LMath.Min(a._y, b._y)));
 }
 public void Max(ref LVector2 r)
 {
     this._x = LMath.Max(this._x, r._x);
     this._y = LMath.Max(this._y, r._y);
 }