Esempio n. 1
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FloatingPointVector2<T>
FloatingPointVector2<T>::TransformNormal(const FloatingPointVector2& normal, const FloatingPointMatrix4x4<T>& matrix) noexcept
{
    return FloatingPointVector2(
        (normal.X * matrix.m[0][0]) + (normal.Y * matrix.m[1][0]),
        (normal.X * matrix.m[0][1]) + (normal.Y * matrix.m[1][1]));
}
Esempio n. 2
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FloatingPointVector2<T> FloatingPointVector2<T>::operator/(T scaleFactor) const
{
    POMDOG_ASSERT(scaleFactor != 0);
    //static_assert(!std::is_same<decltype(scaleFactor), ChuckNorris>::value,
    //  "NOTE: Chuck Norris can divide by zero.");
    return FloatingPointVector2(X / scaleFactor, Y / scaleFactor);
}
Esempio n. 3
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FloatingPointVector2<T>
FloatingPointVector2<T>::Transform(const FloatingPointVector2& position, const FloatingPointMatrix4x4<T>& matrix) noexcept
{
    return FloatingPointVector2(
        (position.X * matrix.m[0][0]) + (position.Y * matrix.m[1][0]) + matrix.m[3][0],
        (position.X * matrix.m[0][1]) + (position.Y * matrix.m[1][1]) + matrix.m[3][1]);
}
Esempio n. 4
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FloatingPointVector2<T>
FloatingPointVector2<T>::Transform(FloatingPointVector2 const& position, FloatingPointMatrix4x4<T> const& matrix)
{
    return FloatingPointVector2(
        (position.X * matrix.m[0][0]) + (position.Y * matrix.m[1][0]) + matrix.m[3][0],
        (position.X * matrix.m[0][1]) + (position.Y * matrix.m[1][1]) + matrix.m[3][1]);
}
Esempio n. 5
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FloatingPointVector2<T>
FloatingPointVector2<T>::SmoothStep(const FloatingPointVector2& source1, const FloatingPointVector2& source2, T amount)
{
    return FloatingPointVector2(
        MathHelper::SmoothStep(source1.X, source2.X, amount),
        MathHelper::SmoothStep(source1.Y, source2.Y, amount));
}
Esempio n. 6
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FloatingPointVector2<T>
FloatingPointVector2<T>::Transform(FloatingPointVector2 const& position, FloatingPointMatrix3x2<T> const& matrix)
{
    return FloatingPointVector2(
        (position.X * matrix(0, 0)) + (position.Y * matrix(1, 0)) + matrix(2, 0),
        (position.X * matrix(0, 1)) + (position.Y * matrix(1, 1)) + matrix(2, 1));
}
Esempio n. 7
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FloatingPointVector2<T>
FloatingPointVector2<T>::Lerp(FloatingPointVector2 const& source1, FloatingPointVector2 const& source2, T amount)
{
    return FloatingPointVector2(
        MathHelper::Lerp(source1.X, source2.X, amount),
        MathHelper::Lerp(source1.Y, source2.Y, amount));
}
Esempio n. 8
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FloatingPointVector2<T>
FloatingPointVector2<T>::TransformNormal(FloatingPointVector2 const& normal, FloatingPointMatrix4x4<T> const& matrix)
{
    return FloatingPointVector2(
        (normal.X * matrix.m[0][0]) + (normal.Y * matrix.m[1][0]),
        (normal.X * matrix.m[0][1]) + (normal.Y * matrix.m[1][1])
    );
}
Esempio n. 9
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FloatingPointVector2<T>
FloatingPointVector2<T>::Transform(const FloatingPointVector2& position, const FloatingPointQuaternion<T>& rotation) noexcept
{
    auto const x = 2 * (position.Y * -rotation.Z);
    auto const y = 2 * (position.X * rotation.Z);
    auto const z = 2 * (position.Y * rotation.X - position.X * rotation.Y);

    return FloatingPointVector2(
        position.X + x * rotation.W + (rotation.Y * z - rotation.Z * y),
        position.Y + y * rotation.W + (rotation.Z * x - rotation.X * z));
}
Esempio n. 10
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FloatingPointVector2<T> FloatingPointVector2<T>::operator*(const FloatingPointVector2& other) const noexcept
{
    return FloatingPointVector2(X * other.X, Y * other.Y);
}
Esempio n. 11
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FloatingPointVector2<T> FloatingPointVector2<T>::operator*(T scaleFactor) const noexcept
{
    return FloatingPointVector2(X * scaleFactor, Y * scaleFactor);
}
Esempio n. 12
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FloatingPointVector2<T> FloatingPointVector2<T>::operator-() const noexcept
{
    return FloatingPointVector2(-X, -Y);
}
Esempio n. 13
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FloatingPointVector2<T> FloatingPointVector2<T>::operator/(const FloatingPointVector2& other) const
{
    return FloatingPointVector2(X / other.X, Y / other.Y);
}
Esempio n. 14
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FloatingPointVector2<T> FloatingPointVector2<T>::operator*(FloatingPointVector2 const& other) const
{
    return FloatingPointVector2(X * other.X, Y * other.Y);
}