메소드 | 설명 | |
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AngleBetween ( this vector2, System.Vector2 toVector2 ) : float |
Returns the angle between two vectors.
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AngleBetween ( this vector2, System.Vector3 toVector3 ) : float |
Returns the angle between two vectors.
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AngleBetween ( this vector2, System.Vector4 toVector4 ) : float |
Returns the angle between two vectors.
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CircleCircleIntersection ( this center1, System.Vector2 center2, float radius1, float radius2 ) : System.Vector2[] |
Returns the two intersection points between two circles.
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Closest ( this vector2, IEnumerable |
Seeks for the closest Vector2 to the extended Vector2.
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Closest ( this vector2, IEnumerable |
Seeks for the closest Vector3 to the extended Vector2.
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Closest ( this vector2, IEnumerable |
Seeks for the closest Vector4 to the extended Vector2.
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CrossProduct ( this self, System.Vector2 other ) : float |
Returns the cross product Z value.
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Distance ( this vector2, System.Vector2 toVector2 ) : float |
Calculates the distance between the extended Vector2 and a Vector2.
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Distance ( this vector2, System.Vector3 toVector3 ) : float |
Calculates the distance between the extended Vector2 and a Vector3.
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Distance ( this vector2, System.Vector4 toVector4 ) : float |
Calculates the distance between the extended Vector2 and a Vector4.
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DistanceSquared ( this vector2, System.Vector2 toVector2 ) : float |
Calculates the squared distance between two vectors.
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DistanceSquared ( this point, System.Vector2 segmentStart, System.Vector2 segmentEnd, bool onlyIfOnSegment = false ) : float |
Returns the squared distance to the line segment.
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DistanceSquared ( this vector2, System.Vector3 toVector3 ) : float |
Calculates the squared distance between two vectors.
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DistanceSquared ( this vector2, System.Vector4 toVector4 ) : float |
Calculates the squared distance between two vectors.
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DistanceToLineSegment ( this point, System.Vector2 segmentStart, System.Vector2 segmentEnd, bool onlyIfOnSegment = false ) : float |
Returns the distance to the line segment.
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Extend ( this vector2, System.Vector2 toVector2, float distance ) : System.Vector2 |
Extends a Vector2 to another Vector2.
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Extend ( this vector2, System.Vector3 toVector3, float distance ) : System.Vector2 |
Extends a Vector2 to a Vector3.
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Extend ( this vector2, System.Vector4 toVector4, float distance ) : System.Vector2 |
Extends a Vector2 to a Vector4.
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GetPathLength ( this |
Gets the total distance of a list of vectors.
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Intersection ( this lineSegment1Start, System.Vector2 lineSegment1End, System.Vector2 lineSegment2Start, System.Vector2 lineSegment2End ) : |
Intersects two line segments.
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IsOnScreen ( this vector2 ) : bool |
Returns if the Vector2 is on the screen.
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IsOrthogonal ( this vector2, System.Vector2 toVector2 ) : bool |
Returns if the angle is orthogonal.
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IsOrthogonal ( this vector2, System.Vector3 toVector3 ) : bool |
Returns if the angle is orthogonal.
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IsOrthogonal ( this vector2, System.Vector4 toVector4 ) : bool |
Returns if the angle is orthogonal.
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IsUnderRectangle ( this point, float x, float y, float width, float height ) : bool |
Returns true if the point is under the rectangle
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IsUnderTurret ( this position, bool enemyTurretsOnly ) : bool |
Returns whether the given position is under a turret
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IsValid ( this vector2 ) : bool |
Checks for if the extended Vector2 is valid.
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IsWall ( this vector2 ) : bool |
Returns if the Vector2 position is a wall.
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Magnitude ( this vector2 ) : float |
Returns the calculated magnitude of the given Vector2.
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Normalized ( this vector2 ) : System.Vector2 |
Normalizes a Vector2.
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PathLength ( this |
Returns the total distance of a path.
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Perpendicular ( this vector2, int offset ) : System.Vector2 |
Returns the Perpendicular Vector2 to the Extended Vector2.
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Polar ( this vector2 ) : float |
Returns the polar for vector angle (in Degrees).
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ProjectOn ( this point, System.Vector2 segmentStart, System.Vector2 segmentEnd ) : |
Returns the projection of the Vector2 on the segment.
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Rotated ( this vector2, float angle ) : System.Vector2 |
Rotates the Vector2 to a set angle.
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ToVector3 ( this |
Transforms an extended Vector2 List into a Vector3 List.
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ToVector3 ( this vector2, float z = 0f ) : System.Vector3 |
Transforms an extended Vector2 into a Vector3.
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ToVector4 ( this |
Transforms an extended Vector2 List into a Vector4 List.
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ToVector4 ( this vector2, float z = 0f, float w = 1f ) : System.Vector4 |
Transforms an extended Vector2 into a Vector4.
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VectorMovementCollision ( this pointStartA, System.Vector2 pointEndA, float pointVelocityA, System.Vector2 pointB, float pointVelocityB, float delay = 0f ) : |
Calculates movement collision between two vectors points.
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VectorMovementCollision ( this pointA, float pointVelocityA, System.Vector2 pointB, float pointVelocityB, float delay = 0f ) : |
Calculates movement collision between two vectors points.
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public static AngleBetween ( this vector2, System.Vector2 toVector2 ) : float | ||
vector2 | this | Extended SharpDX Vector2 |
toVector2 | System.Vector2 | SharpDX Vector2 |
리턴 | float |
public static AngleBetween ( this vector2, System.Vector3 toVector3 ) : float | ||
vector2 | this | Extended SharpDX Vector2 |
toVector3 | System.Vector3 | SharpDX Vector3 |
리턴 | float |
public static AngleBetween ( this vector2, System.Vector4 toVector4 ) : float | ||
vector2 | this | Extended SharpDX Vector2 |
toVector4 | System.Vector4 | SharpDX Vector4 |
리턴 | float |
public static CircleCircleIntersection ( this center1, System.Vector2 center2, float radius1, float radius2 ) : System.Vector2[] | ||
center1 | this | Center of Circle 1 |
center2 | System.Vector2 | Center of Circle 2 |
radius1 | float | Circle 1 Radius |
radius2 | float | Circle 2 Radius |
리턴 | System.Vector2[] |
public static Closest ( this vector2, IEnumerable |
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vector2 | this | Extended SharpDX Vector2 |
array | IEnumerable |
Vector2 Collection |
리턴 | System.Vector2 |
public static Closest ( this vector2, IEnumerable |
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vector2 | this | Extended SharpDX Vector2 |
array | IEnumerable |
Vector3 Collection |
리턴 | System.Vector3 |
public static Closest ( this vector2, IEnumerable |
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vector2 | this | Extended SharpDX Vector2 |
array | IEnumerable |
Vector4 Collection |
리턴 | System.Vector4 |
public static CrossProduct ( this self, System.Vector2 other ) : float | ||
self | this | /// The self Vector2. /// |
other | System.Vector2 | /// The other Vector2. /// |
리턴 | float |
public static Distance ( this vector2, System.Vector2 toVector2 ) : float | ||
vector2 | this | SharpDX Vector2 (From) |
toVector2 | System.Vector2 | SharpDX Vector2 (To) |
리턴 | float |
public static Distance ( this vector2, System.Vector3 toVector3 ) : float | ||
vector2 | this | SharpDX Vector2 (From) |
toVector3 | System.Vector3 | SharpDX Vector3 (To) |
리턴 | float |
public static Distance ( this vector2, System.Vector4 toVector4 ) : float | ||
vector2 | this | SharpDX Vector2 (From) |
toVector4 | System.Vector4 | SharpDX Vector4 (To) |
리턴 | float |
public static DistanceSquared ( this vector2, System.Vector2 toVector2 ) : float | ||
vector2 | this | Extended SharpDX Vector2 |
toVector2 | System.Vector2 | SharpDX Vector2 |
리턴 | float |
public static DistanceSquared ( this point, System.Vector2 segmentStart, System.Vector2 segmentEnd, bool onlyIfOnSegment = false ) : float | ||
point | this | Extended SharpDX Vector2 |
segmentStart | System.Vector2 | Vector2 Segment Start |
segmentEnd | System.Vector2 | Vector2 Segment End |
onlyIfOnSegment | bool | Only if Segment |
리턴 | float |
public static DistanceSquared ( this vector2, System.Vector3 toVector3 ) : float | ||
vector2 | this | Extended SharpDX Vector2 |
toVector3 | System.Vector3 | SharpDX Vector3 |
리턴 | float |
public static DistanceSquared ( this vector2, System.Vector4 toVector4 ) : float | ||
vector2 | this | Extended SharpDX Vector2 |
toVector4 | System.Vector4 | SharpDX Vector4 |
리턴 | float |
public static DistanceToLineSegment ( this point, System.Vector2 segmentStart, System.Vector2 segmentEnd, bool onlyIfOnSegment = false ) : float | ||
point | this | Extended SharpDX Vector2 |
segmentStart | System.Vector2 | Vector2 Segment Start |
segmentEnd | System.Vector2 | Vector2 Segment End |
onlyIfOnSegment | bool | Only if Segment |
리턴 | float |
public static Extend ( this vector2, System.Vector2 toVector2, float distance ) : System.Vector2 | ||
vector2 | this | Extended SharpDX Vector2 (From) |
toVector2 | System.Vector2 | SharpDX Vector2 (To) |
distance | float | Distance (float units) |
리턴 | System.Vector2 |
public static Extend ( this vector2, System.Vector3 toVector3, float distance ) : System.Vector2 | ||
vector2 | this | Extended SharpDX Vector2 (From) |
toVector3 | System.Vector3 | SharpDX Vector3 (To) |
distance | float | Distance (float units) |
리턴 | System.Vector2 |
public static Extend ( this vector2, System.Vector4 toVector4, float distance ) : System.Vector2 | ||
vector2 | this | Extended SharpDX Vector2 (From) |
toVector4 | System.Vector4 | SharpDX Vector4 (To) |
distance | float | Distance (float units) |
리턴 | System.Vector2 |
public static GetPathLength ( this |
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path | this |
The path |
리턴 | float |
public static Intersection ( this lineSegment1Start, System.Vector2 lineSegment1End, System.Vector2 lineSegment2Start, System.Vector2 lineSegment2End ) : |
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lineSegment1Start | this | Line Segment 1 (Start) |
lineSegment1End | System.Vector2 | Line Segment 1 (End) |
lineSegment2Start | System.Vector2 | Line Segment 2 (Start)> |
lineSegment2End | System.Vector2 | Line Segment 2 (End) |
리턴 |
public static IsOnScreen ( this vector2 ) : bool | ||
vector2 | this | Extended SharpDX Vector2 |
리턴 | bool |
public static IsOrthogonal ( this vector2, System.Vector2 toVector2 ) : bool | ||
vector2 | this | Extended SharpDX Vector2 |
toVector2 | System.Vector2 | SharpDX Vector2 |
리턴 | bool |
public static IsOrthogonal ( this vector2, System.Vector3 toVector3 ) : bool | ||
vector2 | this | Extended SharpDX Vector2 |
toVector3 | System.Vector3 | SharpDX Vector3 |
리턴 | bool |
public static IsOrthogonal ( this vector2, System.Vector4 toVector4 ) : bool | ||
vector2 | this | Extended SharpDX Vector2 |
toVector4 | System.Vector4 | SharpDX Vector2 |
리턴 | bool |
public static IsUnderRectangle ( this point, float x, float y, float width, float height ) : bool | ||
point | this | /// Extended SharpDX Vector2 /// |
x | float | /// Rectangle X-axis /// |
y | float | /// Rectangle Y-axis /// |
width | float | /// Rectangle width /// |
height | float | /// Rectangle height /// |
리턴 | bool |
public static IsUnderTurret ( this position, bool enemyTurretsOnly ) : bool | ||
position | this | Extended SharpDX Vector2 |
enemyTurretsOnly | bool | Include Enemy Turret Only |
리턴 | bool |
public static IsValid ( this vector2 ) : bool | ||
vector2 | this | SharpDX Vector2 |
리턴 | bool |
public static IsWall ( this vector2 ) : bool | ||
vector2 | this | Extended SharpDX Vector2 |
리턴 | bool |
public static Magnitude ( this vector2 ) : float | ||
vector2 | this | Extended SharpDX Vector2 |
리턴 | float |
public static Normalized ( this vector2 ) : System.Vector2 | ||
vector2 | this | SharpDX Vector2 |
리턴 | System.Vector2 |
public static PathLength ( this |
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path | this |
/// The path. /// |
리턴 | float |
public static Perpendicular ( this vector2, int offset ) : System.Vector2 | ||
vector2 | this | Extended SharpDX Vector2 |
offset | int | Axis Offset (0 = X, 1 = Y) |
리턴 | System.Vector2 |
public static Polar ( this vector2 ) : float | ||
vector2 | this | Extended SharpDX Vector2 |
리턴 | float |
public static ProjectOn ( this point, System.Vector2 segmentStart, System.Vector2 segmentEnd ) : |
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point | this | The Point |
segmentStart | System.Vector2 | Start of Segment |
segmentEnd | System.Vector2 | End of Segment |
리턴 |
public static Rotated ( this vector2, float angle ) : System.Vector2 | ||
vector2 | this | Extended SharpDX Vector2 |
angle | float | Angle (in radians) |
리턴 | System.Vector2 |
public static ToVector3 ( this |
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path | this |
/// The path. /// |
리턴 | List |
public static ToVector3 ( this vector2, float z = 0f ) : System.Vector3 | ||
vector2 | this | SharpDX Vector2 |
z | float | Float Z-axis (default = 0f) |
리턴 | System.Vector3 |
public static ToVector4 ( this |
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path | this |
/// The path. /// |
리턴 | List |
public static ToVector4 ( this vector2, float z = 0f, float w = 1f ) : System.Vector4 | ||
vector2 | this | SharpDX Vector2 |
z | float | Float Z-axis (default = 0f) |
w | float | Float W-axis (default = 0f) |
리턴 | System.Vector4 |
public static VectorMovementCollision ( this pointStartA, System.Vector2 pointEndA, float pointVelocityA, System.Vector2 pointB, float pointVelocityB, float delay = 0f ) : |
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pointStartA | this | /// Point A Start. /// |
pointEndA | System.Vector2 | /// Point A End. /// |
pointVelocityA | float | /// Point A Velocity. /// |
pointB | System.Vector2 | /// Point B. /// |
pointVelocityB | float | /// Point B Velocity. /// |
delay | float | /// Additional Delay. /// |
리턴 |
public static VectorMovementCollision ( this pointA, float pointVelocityA, System.Vector2 pointB, float pointVelocityB, float delay = 0f ) : |
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pointA | this | /// Point A. /// |
pointVelocityA | float | /// Point A Velocity. /// |
pointB | System.Vector2 | /// Point B. /// |
pointVelocityB | float | /// Point B Velocity. /// |
delay | float | /// Additional Delay. /// |
리턴 |