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/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Base / System / Windows / Vector.cs / 1 / Vector.cs
//------------------------------------------------------------------------------ // Microsoft Avalon // Copyright (c) Microsoft Corporation, 2001, 2002 // // File: Vector.cs //----------------------------------------------------------------------------- using System; using System.ComponentModel; using System.ComponentModel.Design.Serialization; using System.Reflection; using MS.Internal; using System.Text; using System.Collections; using System.Globalization; using System.Windows; using System.Windows.Media; using System.Runtime.InteropServices; namespace System.Windows { ////// Vector - A value type which defined a vector in terms of X and Y /// public partial struct Vector { #region Constructors ////// Constructor which sets the vector's initial values /// /// double - The initial X /// double - THe initial Y public Vector(double x, double y) { _x = x; _y = y; } #endregion Constructors #region Public Methods ////// Length Property - the length of this Vector /// public double Length { get { return Math.Sqrt(_x*_x + _y*_y); } } ////// LengthSquared Property - the squared length of this Vector /// public double LengthSquared { get { return _x*_x + _y*_y; } } ////// Normalize - Updates this Vector to maintain its direction, but to have a length /// of 1. This is equivalent to dividing this Vector by Length /// public void Normalize() { // Avoid overflow this /= Math.Max(Math.Abs(_x),Math.Abs(_y)); this /= Length; } ////// CrossProduct - Returns the cross product: vector1.X*vector2.Y - vector1.Y*vector2.X /// ////// Returns the cross product: vector1.X*vector2.Y - vector1.Y*vector2.X /// /// The first Vector /// The second Vector public static double CrossProduct(Vector vector1, Vector vector2) { return vector1._x * vector2._y - vector1._y * vector2._x; } ////// AngleBetween - the angle between 2 vectors /// ////// Returns the the angle in degrees between vector1 and vector2 /// /// The first Vector /// The second Vector public static double AngleBetween(Vector vector1, Vector vector2) { double sin = vector1._x * vector2._y - vector2._x * vector1._y; double cos = vector1._x * vector2._x + vector1._y * vector2._y; return Math.Atan2(sin, cos) * (180 / Math.PI); } #endregion Public Methods #region Public Operators ////// Operator -Vector (unary negation) /// public static Vector operator - (Vector vector) { return new Vector(-vector._x,-vector._y); } ////// Negates the values of X and Y on this Vector /// public void Negate() { _x = -_x; _y = -_y; } ////// Operator Vector + Vector /// public static Vector operator + (Vector vector1, Vector vector2) { return new Vector(vector1._x + vector2._x, vector1._y + vector2._y); } ////// Add: Vector + Vector /// public static Vector Add(Vector vector1, Vector vector2) { return new Vector(vector1._x + vector2._x, vector1._y + vector2._y); } ////// Operator Vector - Vector /// public static Vector operator - (Vector vector1, Vector vector2) { return new Vector(vector1._x - vector2._x, vector1._y - vector2._y); } ////// Subtract: Vector - Vector /// public static Vector Subtract(Vector vector1, Vector vector2) { return new Vector(vector1._x - vector2._x, vector1._y - vector2._y); } ////// Operator Vector + Point /// public static Point operator + (Vector vector, Point point) { return new Point(point._x + vector._x, point._y + vector._y); } ////// Add: Vector + Point /// public static Point Add(Vector vector, Point point) { return new Point(point._x + vector._x, point._y + vector._y); } ////// Operator Vector * double /// public static Vector operator * (Vector vector, double scalar) { return new Vector(vector._x * scalar, vector._y * scalar); } ////// Multiply: Vector * double /// public static Vector Multiply(Vector vector, double scalar) { return new Vector(vector._x * scalar, vector._y * scalar); } ////// Operator double * Vector /// public static Vector operator * (double scalar, Vector vector) { return new Vector(vector._x * scalar, vector._y * scalar); } ////// Multiply: double * Vector /// public static Vector Multiply(double scalar, Vector vector) { return new Vector(vector._x * scalar, vector._y * scalar); } ////// Operator Vector / double /// public static Vector operator / (Vector vector, double scalar) { return vector * (1.0 / scalar); } ////// Multiply: Vector / double /// public static Vector Divide(Vector vector, double scalar) { return vector * (1.0 / scalar); } ////// Operator Vector * Matrix /// public static Vector operator * (Vector vector, Matrix matrix) { return matrix.Transform(vector); } ////// Multiply: Vector * Matrix /// public static Vector Multiply(Vector vector, Matrix matrix) { return matrix.Transform(vector); } ////// Operator Vector * Vector, interpreted as their dot product /// public static double operator * (Vector vector1, Vector vector2) { return vector1._x * vector2._x + vector1._y * vector2._y; } ////// Multiply - Returns the dot product: vector1.X*vector2.X + vector1.Y*vector2.Y /// ////// Returns the dot product: vector1.X*vector2.X + vector1.Y*vector2.Y /// /// The first Vector /// The second Vector public static double Multiply(Vector vector1, Vector vector2) { return vector1._x * vector2._x + vector1._y * vector2._y; } ////// Determinant - Returns the determinant det(vector1, vector2) /// ////// Returns the determinant: vector1.X*vector2.Y - vector1.Y*vector2.X /// /// The first Vector /// The second Vector public static double Determinant(Vector vector1, Vector vector2) { return vector1._x * vector2._y - vector1._y * vector2._x; } ////// Explicit conversion to Size. Note that since Size cannot contain negative values, /// the resulting size will contains the absolute values of X and Y /// ////// Size - A Size equal to this Vector /// /// Vector - the Vector to convert to a Size public static explicit operator Size(Vector vector) { return new Size(Math.Abs(vector._x), Math.Abs(vector._y)); } ////// Explicit conversion to Point /// ////// Point - A Point equal to this Vector /// /// Vector - the Vector to convert to a Point public static explicit operator Point(Vector vector) { return new Point(vector._x, vector._y); } #endregion Public Operators } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved. //------------------------------------------------------------------------------ // Microsoft Avalon // Copyright (c) Microsoft Corporation, 2001, 2002 // // File: Vector.cs //----------------------------------------------------------------------------- using System; using System.ComponentModel; using System.ComponentModel.Design.Serialization; using System.Reflection; using MS.Internal; using System.Text; using System.Collections; using System.Globalization; using System.Windows; using System.Windows.Media; using System.Runtime.InteropServices; namespace System.Windows { ////// Vector - A value type which defined a vector in terms of X and Y /// public partial struct Vector { #region Constructors ////// Constructor which sets the vector's initial values /// /// double - The initial X /// double - THe initial Y public Vector(double x, double y) { _x = x; _y = y; } #endregion Constructors #region Public Methods ////// Length Property - the length of this Vector /// public double Length { get { return Math.Sqrt(_x*_x + _y*_y); } } ////// LengthSquared Property - the squared length of this Vector /// public double LengthSquared { get { return _x*_x + _y*_y; } } ////// Normalize - Updates this Vector to maintain its direction, but to have a length /// of 1. This is equivalent to dividing this Vector by Length /// public void Normalize() { // Avoid overflow this /= Math.Max(Math.Abs(_x),Math.Abs(_y)); this /= Length; } ////// CrossProduct - Returns the cross product: vector1.X*vector2.Y - vector1.Y*vector2.X /// ////// Returns the cross product: vector1.X*vector2.Y - vector1.Y*vector2.X /// /// The first Vector /// The second Vector public static double CrossProduct(Vector vector1, Vector vector2) { return vector1._x * vector2._y - vector1._y * vector2._x; } ////// AngleBetween - the angle between 2 vectors /// ////// Returns the the angle in degrees between vector1 and vector2 /// /// The first Vector /// The second Vector public static double AngleBetween(Vector vector1, Vector vector2) { double sin = vector1._x * vector2._y - vector2._x * vector1._y; double cos = vector1._x * vector2._x + vector1._y * vector2._y; return Math.Atan2(sin, cos) * (180 / Math.PI); } #endregion Public Methods #region Public Operators ////// Operator -Vector (unary negation) /// public static Vector operator - (Vector vector) { return new Vector(-vector._x,-vector._y); } ////// Negates the values of X and Y on this Vector /// public void Negate() { _x = -_x; _y = -_y; } ////// Operator Vector + Vector /// public static Vector operator + (Vector vector1, Vector vector2) { return new Vector(vector1._x + vector2._x, vector1._y + vector2._y); } ////// Add: Vector + Vector /// public static Vector Add(Vector vector1, Vector vector2) { return new Vector(vector1._x + vector2._x, vector1._y + vector2._y); } ////// Operator Vector - Vector /// public static Vector operator - (Vector vector1, Vector vector2) { return new Vector(vector1._x - vector2._x, vector1._y - vector2._y); } ////// Subtract: Vector - Vector /// public static Vector Subtract(Vector vector1, Vector vector2) { return new Vector(vector1._x - vector2._x, vector1._y - vector2._y); } ////// Operator Vector + Point /// public static Point operator + (Vector vector, Point point) { return new Point(point._x + vector._x, point._y + vector._y); } ////// Add: Vector + Point /// public static Point Add(Vector vector, Point point) { return new Point(point._x + vector._x, point._y + vector._y); } ////// Operator Vector * double /// public static Vector operator * (Vector vector, double scalar) { return new Vector(vector._x * scalar, vector._y * scalar); } ////// Multiply: Vector * double /// public static Vector Multiply(Vector vector, double scalar) { return new Vector(vector._x * scalar, vector._y * scalar); } ////// Operator double * Vector /// public static Vector operator * (double scalar, Vector vector) { return new Vector(vector._x * scalar, vector._y * scalar); } ////// Multiply: double * Vector /// public static Vector Multiply(double scalar, Vector vector) { return new Vector(vector._x * scalar, vector._y * scalar); } ////// Operator Vector / double /// public static Vector operator / (Vector vector, double scalar) { return vector * (1.0 / scalar); } ////// Multiply: Vector / double /// public static Vector Divide(Vector vector, double scalar) { return vector * (1.0 / scalar); } ////// Operator Vector * Matrix /// public static Vector operator * (Vector vector, Matrix matrix) { return matrix.Transform(vector); } ////// Multiply: Vector * Matrix /// public static Vector Multiply(Vector vector, Matrix matrix) { return matrix.Transform(vector); } ////// Operator Vector * Vector, interpreted as their dot product /// public static double operator * (Vector vector1, Vector vector2) { return vector1._x * vector2._x + vector1._y * vector2._y; } ////// Multiply - Returns the dot product: vector1.X*vector2.X + vector1.Y*vector2.Y /// ////// Returns the dot product: vector1.X*vector2.X + vector1.Y*vector2.Y /// /// The first Vector /// The second Vector public static double Multiply(Vector vector1, Vector vector2) { return vector1._x * vector2._x + vector1._y * vector2._y; } ////// Determinant - Returns the determinant det(vector1, vector2) /// ////// Returns the determinant: vector1.X*vector2.Y - vector1.Y*vector2.X /// /// The first Vector /// The second Vector public static double Determinant(Vector vector1, Vector vector2) { return vector1._x * vector2._y - vector1._y * vector2._x; } ////// Explicit conversion to Size. Note that since Size cannot contain negative values, /// the resulting size will contains the absolute values of X and Y /// ////// Size - A Size equal to this Vector /// /// Vector - the Vector to convert to a Size public static explicit operator Size(Vector vector) { return new Size(Math.Abs(vector._x), Math.Abs(vector._y)); } ////// Explicit conversion to Point /// ////// Point - A Point equal to this Vector /// /// Vector - the Vector to convert to a Point public static explicit operator Point(Vector vector) { return new Point(vector._x, vector._y); } #endregion Public Operators } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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