public static MxVector2 operator -(MxVector2 vec1) { var newVec = new MxVector2(0.0, 0.0); newVec[0] = -vec1[0]; newVec[1] = -vec1[1]; return newVec; }
public static MxVector2 operator *(MxVector2 vec, double scalar) { var newVec = new MxVector2(0.0, 0.0); newVec[0] = vec[0]*scalar; newVec[1] = vec[1]*scalar; return newVec; }
public static MxVector2 operator +(MxVector2 vec1, MxVector2 vec2) { var newVec = new MxVector2(0.0, 0.0); newVec[0] = vec1[0] + vec2[0]; newVec[1] = vec1[1] + vec2[1]; return newVec; }
public static MxVector2 operator *(MxVector2 vec, double scalar) { var newVec = new MxVector2(0.0, 0.0); newVec[0] = vec[0] * scalar; newVec[1] = vec[1] * scalar; return(newVec); }
public static MxVector2 operator -(MxVector2 vec1) { var newVec = new MxVector2(0.0, 0.0); newVec[0] = -vec1[0]; newVec[1] = -vec1[1]; return(newVec); }
public static MxVector2 operator +(MxVector2 vec1, MxVector2 vec2) { var newVec = new MxVector2(0.0, 0.0); newVec[0] = vec1[0] + vec2[0]; newVec[1] = vec1[1] + vec2[1]; return(newVec); }
public static MxVector2 operator /(MxVector2 vec, double scalar) { if (scalar.IsCloseEnoughTo(0.0)) { return(vec); } var invScalar = 1.0 / scalar; var newVec = new MxVector2(0.0, 0.0); newVec[0] = vec[0] * invScalar; newVec[1] = vec[1] * invScalar; return(newVec); }
internal static void Unitize3(ref MxVector2 vec) { var denom = vec[0] * vec[0] + vec[1] * vec[1]; if (denom.IsSqCloseEnoughTo(0.0)) { return; } denom = Math.Sqrt(denom); var invDenom = 1.0 / denom; vec[0] *= invDenom; vec[1] *= invDenom; }
internal static void Unitize3(ref MxVector2 vec) { var denom = vec[0]*vec[0] + vec[1]*vec[1]; if (denom.IsSqCloseEnoughTo(0.0)) return; denom = Math.Sqrt(denom); var invDenom = 1.0 / denom; vec[0] *= invDenom; vec[1] *= invDenom; }
public static MxVector2 operator /(MxVector2 vec, double scalar) { if (scalar.IsCloseEnoughTo(0.0)) return vec; var invScalar = 1.0/scalar; var newVec = new MxVector2(0.0, 0.0); newVec[0] = vec[0]*invScalar; newVec[1] = vec[1]*invScalar; return newVec; }