/// <summary> /// Normilize a <see cref="THVector2"/> /// </summary> /// <param name="vector2">Vector to normalize</param> /// <returns>The normalized vector</returns> public static THVector2 Normalize(THVector2 vector2) { var scale = 1f / vector2.magnitude; vector2 *= scale; return(vector2); }
/// <summary> /// Is this vector bigger than another? /// </summary> /// <param name="v1">Other vector</param> /// <returns>true if this vector is bigger</returns> public bool isMagBigger(THVector2 v1) { if (magnitude > v1.magnitude) { return(true); } return(false); }
public static bool operator !=(THVector2 v1, object v2) { if (v2.GetType() != typeof(THVector2)) { return(true); } THVector2 v3 = (THVector2)v2; return(v1.GetHashCode() != v3.GetHashCode()); }
/// <summary> /// Distance between <paramref name="a"/> and <paramref name="b"/> /// </summary> /// <param name="a">First vector</param> /// <param name="b">Second vector</param> /// <returns>Returns distacne between vectors</returns> public float Distane(THVector2 a, THVector2 b) { return((a - b).magnitude); }
/// <summary> /// Dot Product of 2 vectors /// </summary> /// <param name="a">First vector</param> /// <param name="b">Second vector</param> /// <returns>The dot product</returns> public static float Dot(THVector2 a, THVector2 b) { return(UnityEngine.Vector2.Dot(a, b)); }
public THVector3(THVector2 xy, float z) { this.x = xy.x; this.y = xy.y; this.z = z; }