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using System;
using System.Globalization;
using MongoDB.Bson;
using MongoDB.Bson.Serialization.Attributes;
namespace UnityEngine
{
[Serializable]
public struct Vector2: IEquatable<Vector2>
{
public static readonly Vector2 zero = new Vector2();
public static readonly Vector2 one = new Vector2(1f, 1f);
[BsonRepresentation(BsonType.Double, AllowTruncation = true)]
public float x;
[BsonRepresentation(BsonType.Double, AllowTruncation = true)]
public float y;
public static implicit operator Vector2(Vector3 v)
{
return new Vector2(v.x, v.y);
}
public static implicit operator Vector3(Vector2 v)
{
return new Vector3(v.x, v.y, 0.0f);
}
public Vector2(float x, float y)
{
this.x = x;
this.y = y;
}
public Vector2(float value)
{
this.x = this.y = value;
}
public float this[int index]
{
get
{
if (index == 0)
return this.x;
if (index == 1)
return this.y;
throw new IndexOutOfRangeException("Invalid Vector2 index!");
}
set
{
if (index != 0)
{
if (index != 1)
throw new IndexOutOfRangeException("Invalid Vector2 index!");
this.y = value;
}
else
this.x = value;
}
}
public override string ToString()
{
CultureInfo currentCulture = CultureInfo.CurrentCulture;
return string.Format(currentCulture, "{0}, {1}",
new object[2]
{
this.x.ToString(currentCulture),
this.y.ToString(currentCulture)
});
}
public bool Equals(Vector2 other)
{
return this == other;
}
public override bool Equals(object obj)
{
bool flag = false;
if (obj is Vector2)
flag = this.Equals((Vector2) obj);
return flag;
}
public override int GetHashCode()
{
return this.x.GetHashCode() + this.y.GetHashCode();
}
public float Length()
{
return (float) Math.Sqrt(this.x * (double) this.x + this.y * (double) this.y);
}
public float LengthSquared()
{
return (float) (this.x * (double) this.x + this.y * (double) this.y);
}
public float magnitude
{
get
{
return this.Length();
}
}
public float sqrMagnitude
{
get
{
return this.LengthSquared();
}
}
public static float Distance(Vector2 value1, Vector2 value2)
{
float num1 = value1.x - value2.x;
float num2 = value1.y - value2.y;
return (float) Math.Sqrt(num1 * (double) num1 + num2 * (double) num2);
}
public static void Distance(ref Vector2 value1, ref Vector2 value2, out float result)
{
float num1 = value1.x - value2.x;
float num2 = value1.y - value2.y;
float num3 = (float) (num1 * (double) num1 + num2 * (double) num2);
result = (float) Math.Sqrt(num3);
}
public static float DistanceSquared(Vector2 value1, Vector2 value2)
{
float num1 = value1.x - value2.x;
float num2 = value1.y - value2.y;
return (float) (num1 * (double) num1 + num2 * (double) num2);
}
public static void DistanceSquared(ref Vector2 value1, ref Vector2 value2, out float result)
{
float num1 = value1.x - value2.x;
float num2 = value1.y - value2.y;
result = (float) (num1 * (double) num1 + num2 * (double) num2);
}
public void Normalize()
{
float num1 = (float) (this.x * (double) this.x + this.y * (double) this.y);
if (num1 < 9.99999974737875E-06)
return;
float num2 = 1f / (float) Math.Sqrt(num1);
this.x *= num2;
this.y *= num2;
}
public static Vector2 Normalize(Vector2 value)
{
float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y);
if (num1 < 9.99999974737875E-06)
return value;
float num2 = 1f / (float) Math.Sqrt(num1);
Vector2 vector2;
vector2.x = value.x * num2;
vector2.y = value.y * num2;
return vector2;
}
public static void Normalize(ref Vector2 value, out Vector2 result)
{
float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y);
if (num1 < 9.99999974737875E-06)
{
result = value;
}
else
{
float num2 = 1f / (float) Math.Sqrt(num1);
result.x = value.x * num2;
result.y = value.y * num2;
}
}
public Vector2 normalized
{
get
{
return Vector2.Normalize(this);
}
}
public static Vector2 Reflect(Vector2 vector, Vector2 normal)
{
float num = (float) (vector.x * (double) normal.x + vector.y * (double) normal.y);
Vector2 vector2;
vector2.x = vector.x - 2f * num * normal.x;
vector2.y = vector.y - 2f * num * normal.y;
return vector2;
}
public static void Reflect(ref Vector2 vector, ref Vector2 normal, out Vector2 result)
{
float num = (float) (vector.x * (double) normal.x + vector.y * (double) normal.y);
result.x = vector.x - 2f * num * normal.x;
result.y = vector.y - 2f * num * normal.y;
}
public static Vector2 Min(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = (double) value1.x < (double) value2.x? value1.x : value2.x;
vector2.y = (double) value1.y < (double) value2.y? value1.y : value2.y;
return vector2;
}
public static void Min(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.x = (double) value1.x < (double) value2.x? value1.x : value2.x;
result.y = (double) value1.y < (double) value2.y? value1.y : value2.y;
}
public static Vector2 Max(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = (double) value1.x > (double) value2.x? value1.x : value2.x;
vector2.y = (double) value1.y > (double) value2.y? value1.y : value2.y;
return vector2;
}
public static void Max(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.x = (double) value1.x > (double) value2.x? value1.x : value2.x;
result.y = (double) value1.y > (double) value2.y? value1.y : value2.y;
}
public static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
{
float x = value1.x;
float num1 = (double) x > (double) max.x? max.x : x;
float num2 = (double) num1 < (double) min.x? min.x : num1;
float y = value1.y;
float num3 = (double) y > (double) max.y? max.y : y;
float num4 = (double) num3 < (double) min.y? min.y : num3;
Vector2 vector2;
vector2.x = num2;
vector2.y = num4;
return vector2;
}
public static void Clamp(ref Vector2 value1, ref Vector2 min, ref Vector2 max, out Vector2 result)
{
float x = value1.x;
float num1 = (double) x > (double) max.x? max.x : x;
float num2 = (double) num1 < (double) min.x? min.x : num1;
float y = value1.y;
float num3 = (double) y > (double) max.y? max.y : y;
float num4 = (double) num3 < (double) min.y? min.y : num3;
result.x = num2;
result.y = num4;
}
public static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
{
Vector2 vector2;
vector2.x = value1.x + (value2.x - value1.x) * amount;
vector2.y = value1.y + (value2.y - value1.y) * amount;
return vector2;
}
public static void Lerp(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)
{
result.x = value1.x + (value2.x - value1.x) * amount;
result.y = value1.y + (value2.y - value1.y) * amount;
}
public static Vector2 SmoothStep(Vector2 value1, Vector2 value2, float amount)
{
amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount));
Vector2 vector2;
vector2.x = value1.x + (value2.x - value1.x) * amount;
vector2.y = value1.y + (value2.y - value1.y) * amount;
return vector2;
}
public static void SmoothStep(ref Vector2 value1, ref Vector2 value2, float amount, out Vector2 result)
{
amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount));
result.x = value1.x + (value2.x - value1.x) * amount;
result.y = value1.y + (value2.y - value1.y) * amount;
}
public static Vector2 Negate(Vector2 value)
{
Vector2 vector2;
vector2.x = -value.x;
vector2.y = -value.y;
return vector2;
}
public static void Negate(ref Vector2 value, out Vector2 result)
{
result.x = -value.x;
result.y = -value.y;
}
public static float Dot(Vector2 value1, Vector2 value2)
{
return (float) (value1.x * (double) value2.x + value1.y * (double) value2.y);
}
public static void Dot(ref Vector2 value1, ref Vector2 value2, out float result)
{
result = (float) (value1.x * (double) value2.x + value1.y * (double) value2.y);
}
public static float Angle(Vector2 from, Vector2 to)
{
from.Normalize();
to.Normalize();
float result;
Vector2.Dot(ref from, ref to, out result);
return Mathf.Cos(Mathf.Clamp(result, -1f, 1f)) * 57.29578f;
}
public static void Angle(ref Vector2 from, ref Vector2 to, out float result)
{
from.Normalize();
to.Normalize();
float result1;
Vector2.Dot(ref from, ref to, out result1);
result = Mathf.Cos(Mathf.Clamp(result1, -1f, 1f)) * 57.29578f;
}
public static Vector2 Add(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = value1.x + value2.x;
vector2.y = value1.y + value2.y;
return vector2;
}
public static void Add(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.x = value1.x + value2.x;
result.y = value1.y + value2.y;
}
public static Vector2 Sub(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = value1.x - value2.x;
vector2.y = value1.y - value2.y;
return vector2;
}
public static void Sub(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.x = value1.x - value2.x;
result.y = value1.y - value2.y;
}
public static Vector2 Multiply(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = value1.x * value2.x;
vector2.y = value1.y * value2.y;
return vector2;
}
public static void Multiply(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.x = value1.x * value2.x;
result.y = value1.y * value2.y;
}
public static Vector2 Multiply(Vector2 value1, float scaleFactor)
{
Vector2 vector2;
vector2.x = value1.x * scaleFactor;
vector2.y = value1.y * scaleFactor;
return vector2;
}
public static void Multiply(ref Vector2 value1, float scaleFactor, out Vector2 result)
{
result.x = value1.x * scaleFactor;
result.y = value1.y * scaleFactor;
}
public static Vector2 Divide(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = value1.x / value2.x;
vector2.y = value1.y / value2.y;
return vector2;
}
public static void Divide(ref Vector2 value1, ref Vector2 value2, out Vector2 result)
{
result.x = value1.x / value2.x;
result.y = value1.y / value2.y;
}
public static Vector2 Divide(Vector2 value1, float divider)
{
float num = 1f / divider;
Vector2 vector2;
vector2.x = value1.x * num;
vector2.y = value1.y * num;
return vector2;
}
public static void Divide(ref Vector2 value1, float divider, out Vector2 result)
{
float num = 1f / divider;
result.x = value1.x * num;
result.y = value1.y * num;
}
public static Vector2 operator -(Vector2 value)
{
Vector2 vector2;
vector2.x = -value.x;
vector2.y = -value.y;
return vector2;
}
public static bool operator ==(Vector2 lhs, Vector2 rhs)
{
return (lhs - rhs).sqrMagnitude < 9.99999943962493E-11;
}
public static bool operator !=(Vector2 lhs, Vector2 rhs)
{
return !(lhs == rhs);
}
public static Vector2 operator +(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = value1.x + value2.x;
vector2.y = value1.y + value2.y;
return vector2;
}
public static Vector2 operator -(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = value1.x - value2.x;
vector2.y = value1.y - value2.y;
return vector2;
}
public static Vector2 operator *(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = value1.x * value2.x;
vector2.y = value1.y * value2.y;
return vector2;
}
public static Vector2 operator *(Vector2 value, float scaleFactor)
{
Vector2 vector2;
vector2.x = value.x * scaleFactor;
vector2.y = value.y * scaleFactor;
return vector2;
}
public static Vector2 operator *(float scaleFactor, Vector2 value)
{
Vector2 vector2;
vector2.x = value.x * scaleFactor;
vector2.y = value.y * scaleFactor;
return vector2;
}
public static Vector2 operator /(Vector2 value1, Vector2 value2)
{
Vector2 vector2;
vector2.x = value1.x / value2.x;
vector2.y = value1.y / value2.y;
return vector2;
}
public static Vector2 operator /(Vector2 value1, float divider)
{
float num = 1f / divider;
Vector2 vector2;
vector2.x = value1.x * num;
vector2.y = value1.y * num;
return vector2;
}
}
}