/// <summary> /// Returns a vector that points to the defined direction (x, y) but has length equal to 1. /// </summary> public Vector2D GetUnitVector() { return(SexyMath.UnitVector(X, Y)); }
/// <summary> /// <para>Returns length of a vector.</para> /// <para>It's basically length of line segment from (0,0) to (x, y)</para> public float GetLength() { return(SexyMath.VectorLength(X, Y)); }
/// <summary> /// <para>Returns angle between vector (x, y) that starts in (0, 0) relative to X+ axis.</para> /// <para>X values grow to the right, Y values grow to the bottom.</para> /// </summary> public float GetAngle() { return(SexyMath.VectorAngle(X, Y)); }
public float GetField() { return(SexyMath.CircleField(Radius)); }
public override bool CheckCollision(Point collider) { return(SexyMath.CheckCollision(this, collider)); }
public float GetPeremiter() { return(SexyMath.CirclePeremiter(Radius)); }