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Merge branch 'feature/#36529_SlimDXからSharpDXへの移行' into develop
[dtxmania/dtxmania.git] / SlimDXc_Jun2010(VC++2008) / source / math / Vector2.cpp
diff --git a/SlimDXc_Jun2010(VC++2008)/source/math/Vector2.cpp b/SlimDXc_Jun2010(VC++2008)/source/math/Vector2.cpp
deleted file mode 100644 (file)
index b3fc96e..0000000
+++ /dev/null
@@ -1,657 +0,0 @@
-#include "stdafx.h"\r
-/*\r
-* Copyright (c) 2007-2010 SlimDX Group\r
-* \r
-* Permission is hereby granted, free of charge, to any person obtaining a copy\r
-* of this software and associated documentation files (the "Software"), to deal\r
-* in the Software without restriction, including without limitation the rights\r
-* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
-* copies of the Software, and to permit persons to whom the Software is\r
-* furnished to do so, subject to the following conditions:\r
-* \r
-* The above copyright notice and this permission notice shall be included in\r
-* all copies or substantial portions of the Software.\r
-* \r
-* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
-* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
-* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
-* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
-* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
-* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
-* THE SOFTWARE.\r
-*/\r
-\r
-#include <d3dx9.h>\r
-\r
-#include "Matrix.h"\r
-#include "Quaternion.h"\r
-#include "Vector2.h"\r
-\r
-using namespace System;\r
-using namespace System::Globalization;\r
-\r
-namespace SlimDX\r
-{\r
-       Vector2::Vector2( float value )\r
-       {\r
-               X = value;\r
-               Y = value;\r
-       }\r
-       \r
-       Vector2::Vector2( float x, float y )\r
-       {\r
-               X = x;\r
-               Y = y;\r
-       }\r
-       \r
-       float Vector2::default::get( int index )\r
-       {\r
-               switch( index )\r
-               {\r
-               case 0:\r
-                       return X;\r
-\r
-               case 1:\r
-                       return Y;\r
-\r
-               default:\r
-                       throw gcnew ArgumentOutOfRangeException( "index", "Indices for Vector2 run from 0 to 1, inclusive." );\r
-               }\r
-       }\r
-       \r
-       void Vector2::default::set( int index, float value )\r
-       {\r
-               switch( index )\r
-               {\r
-               case 0:\r
-                       X = value;\r
-                       break;\r
-\r
-               case 1:\r
-                       Y = value;\r
-                       break;\r
-\r
-               default:\r
-                       throw gcnew ArgumentOutOfRangeException( "index", "Indices for Vector2 run from 0 to 1, inclusive." );\r
-               }\r
-       }\r
-       \r
-       float Vector2::Length()\r
-       {\r
-               return static_cast<float>( Math::Sqrt( (X * X) + (Y * Y) ) );\r
-       }\r
-       \r
-       float Vector2::LengthSquared()\r
-       {\r
-               return (X * X) + (Y * Y);\r
-       }\r
-       \r
-       void Vector2::Normalize()\r
-       {\r
-               float length = Length();\r
-               if( length == 0 )\r
-                       return;\r
-               float num = 1 / length;\r
-               X *= num;\r
-               Y *= num;\r
-       }\r
-\r
-       Vector2 Vector2::Add( Vector2 left, Vector2 right )\r
-       {\r
-               return Vector2( left.X + right.X, left.Y + right.Y );\r
-       }\r
-       \r
-       void Vector2::Add( Vector2% left, Vector2% right, [Out] Vector2% result )\r
-       {\r
-               result = Vector2( left.X + right.X, left.Y + right.Y );\r
-       }\r
-       \r
-       Vector2 Vector2::Subtract( Vector2 left, Vector2 right )\r
-       {\r
-               return Vector2( left.X - right.X, left.Y - right.Y );\r
-       }\r
-       \r
-       void Vector2::Subtract( Vector2% left, Vector2% right, [Out] Vector2% result )\r
-       {\r
-               result = Vector2( left.X - right.X, left.Y - right.Y );\r
-       }\r
-       \r
-       Vector2 Vector2::Modulate( Vector2 left, Vector2 right )\r
-       {\r
-               return Vector2( left.X * right.X, left.Y * right.Y );\r
-       }\r
-       \r
-       void Vector2::Modulate( Vector2% left, Vector2% right, [Out] Vector2% result )\r
-       {\r
-               result = Vector2( left.X * right.X, left.Y * right.Y );\r
-       }\r
-       \r
-       Vector2 Vector2::Multiply( Vector2 value, float scale )\r
-       {\r
-               return Vector2( value.X * scale, value.Y * scale );\r
-       }\r
-       \r
-       void Vector2::Multiply( Vector2% value, float scale, [Out] Vector2% result )\r
-       {\r
-               result = Vector2( value.X * scale, value.Y * scale );\r
-       }\r
-       \r
-       Vector2 Vector2::Divide( Vector2 value, float scale )\r
-       {\r
-               return Vector2( value.X / scale, value.Y / scale );\r
-       }\r
-\r
-       void Vector2::Divide( Vector2% value, float scale, [Out] Vector2% result )\r
-       {\r
-               result = Vector2( value.X / scale, value.Y / scale );\r
-       }\r
-\r
-       Vector2 Vector2::Negate( Vector2 value )\r
-       {\r
-               return Vector2( -value.X, -value.Y );\r
-       }\r
-       \r
-       void Vector2::Negate( Vector2% value, [Out] Vector2% result )\r
-       {\r
-               result = Vector2( -value.X, -value.Y );\r
-       }\r
-       \r
-       Vector2 Vector2::Barycentric( Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2 )\r
-       {\r
-               Vector2 vector;\r
-               vector.X = (value1.X + (amount1 * (value2.X - value1.X))) + (amount2 * (value3.X - value1.X));\r
-               vector.Y = (value1.Y + (amount1 * (value2.Y - value1.Y))) + (amount2 * (value3.Y - value1.Y));\r
-               return vector;\r
-       }\r
-       \r
-       void Vector2::Barycentric( Vector2% value1, Vector2% value2, Vector2% value3, float amount1, float amount2, [Out] Vector2% result )\r
-       {\r
-               result = Vector2((value1.X + (amount1 * (value2.X - value1.X))) + (amount2 * (value3.X - value1.X)),\r
-                       (value1.Y + (amount1 * (value2.Y - value1.Y))) + (amount2 * (value3.Y - value1.Y)) );\r
-       }\r
-       \r
-       Vector2 Vector2::CatmullRom( Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount )\r
-       {\r
-               Vector2 vector;\r
-               float squared = amount * amount;\r
-               float cubed = amount * squared;\r
-\r
-               vector.X = 0.5f * ((((2.0f * value2.X) + ((-value1.X + value3.X) * amount)) + \r
-                       (((((2.0f * value1.X) - (5.0f * value2.X)) + (4.0f * value3.X)) - value4.X) * squared)) + \r
-                       ((((-value1.X + (3.0f * value2.X)) - (3.0f * value3.X)) + value4.X) * cubed));\r
-\r
-               vector.Y = 0.5f * ((((2.0f * value2.Y) + ((-value1.Y + value3.Y) * amount)) + \r
-                       (((((2.0f * value1.Y) - (5.0f * value2.Y)) + (4.0f * value3.Y)) - value4.Y) * squared)) + \r
-                       ((((-value1.Y + (3.0f * value2.Y)) - (3.0f * value3.Y)) + value4.Y) * cubed));\r
-\r
-               return vector;\r
-       }\r
-       \r
-       void Vector2::CatmullRom( Vector2% value1, Vector2% value2, Vector2% value3, Vector2% value4, float amount, [Out] Vector2% result )\r
-       {\r
-               float squared = amount * amount;\r
-               float cubed = amount * squared;\r
-               Vector2 r;\r
-\r
-               r.X = 0.5f * ((((2.0f * value2.X) + ((-value1.X + value3.X) * amount)) + \r
-                       (((((2.0f * value1.X) - (5.0f * value2.X)) + (4.0f * value3.X)) - value4.X) * squared)) + \r
-                       ((((-value1.X + (3.0f * value2.X)) - (3.0f * value3.X)) + value4.X) * cubed));\r
-\r
-               r.Y = 0.5f * ((((2.0f * value2.Y) + ((-value1.Y + value3.Y) * amount)) + \r
-                       (((((2.0f * value1.Y) - (5.0f * value2.Y)) + (4.0f * value3.Y)) - value4.Y) * squared)) + \r
-                       ((((-value1.Y + (3.0f * value2.Y)) - (3.0f * value3.Y)) + value4.Y) * cubed));\r
-\r
-               result = r;\r
-       }\r
-       \r
-       Vector2 Vector2::Clamp( Vector2 value, Vector2 min, Vector2 max )\r
-       {\r
-               float x = value.X;\r
-               x = (x > max.X) ? max.X : x;\r
-               x = (x < min.X) ? min.X : x;\r
-\r
-               float y = value.Y;\r
-               y = (y > max.Y) ? max.Y : y;\r
-               y = (y < min.Y) ? min.Y : y;\r
-\r
-               return Vector2( x, y );\r
-       }\r
-       \r
-       void Vector2::Clamp( Vector2% value, Vector2% min, Vector2% max, [Out] Vector2% result )\r
-       {\r
-               float x = value.X;\r
-               x = (x > max.X) ? max.X : x;\r
-               x = (x < min.X) ? min.X : x;\r
-\r
-               float y = value.Y;\r
-               y = (y > max.Y) ? max.Y : y;\r
-               y = (y < min.Y) ? min.Y : y;\r
-\r
-               result = Vector2( x, y );\r
-       }\r
-       \r
-       Vector2 Vector2::Hermite( Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount )\r
-       {\r
-               Vector2 vector;\r
-               float squared = amount * amount;\r
-               float cubed = amount * squared;\r
-               float part1 = ((2.0f * cubed) - (3.0f * squared)) + 1.0f;\r
-               float part2 = (-2.0f * cubed) + (3.0f * squared);\r
-               float part3 = (cubed - (2.0f * squared)) + amount;\r
-               float part4 = cubed - squared;\r
-\r
-               vector.X = (((value1.X * part1) + (value2.X * part2)) + (tangent1.X * part3)) + (tangent2.X * part4);\r
-               vector.Y = (((value1.Y * part1) + (value2.Y * part2)) + (tangent1.Y * part3)) + (tangent2.Y * part4);\r
-\r
-               return vector;\r
-       }       \r
-       \r
-       void Vector2::Hermite( Vector2% value1, Vector2% tangent1, Vector2% value2, Vector2% tangent2, float amount, [Out] Vector2% result )\r
-       {\r
-               float squared = amount * amount;\r
-               float cubed = amount * squared;\r
-               float part1 = ((2.0f * cubed) - (3.0f * squared)) + 1.0f;\r
-               float part2 = (-2.0f * cubed) + (3.0f * squared);\r
-               float part3 = (cubed - (2.0f * squared)) + amount;\r
-               float part4 = cubed - squared;\r
-\r
-               Vector2 r;\r
-               r.X = (((value1.X * part1) + (value2.X * part2)) + (tangent1.X * part3)) + (tangent2.X * part4);\r
-               r.Y = (((value1.Y * part1) + (value2.Y * part2)) + (tangent1.Y * part3)) + (tangent2.Y * part4);\r
-\r
-               result = r;\r
-       }\r
-       \r
-       Vector2 Vector2::Lerp( Vector2 start, Vector2 end, float factor )\r
-       {\r
-               Vector2 vector;\r
-\r
-               vector.X = start.X + ((end.X - start.X) * factor);\r
-               vector.Y = start.Y + ((end.Y - start.Y) * factor);\r
-\r
-               return vector;\r
-       }\r
-       \r
-       void Vector2::Lerp( Vector2% start, Vector2% end, float factor, [Out] Vector2% result )\r
-       {\r
-               Vector2 r;\r
-               r.X = start.X + ((end.X - start.X) * factor);\r
-               r.Y = start.Y + ((end.Y - start.Y) * factor);\r
-\r
-               result = r;\r
-       }\r
-       \r
-       Vector2 Vector2::SmoothStep( Vector2 start, Vector2 end, float amount )\r
-       {\r
-               Vector2 vector;\r
-\r
-               amount = (amount > 1.0f) ? 1.0f : ((amount < 0.0f) ? 0.0f : amount);\r
-               amount = (amount * amount) * (3.0f - (2.0f * amount));\r
-\r
-               vector.X = start.X + ((end.X - start.X) * amount);\r
-               vector.Y = start.Y + ((end.Y - start.Y) * amount);\r
-\r
-               return vector;\r
-       }\r
-       \r
-       void Vector2::SmoothStep( Vector2% start, Vector2% end, float amount, [Out] Vector2% result )\r
-       {\r
-               amount = (amount > 1.0f) ? 1.0f : ((amount < 0.0f) ? 0.0f : amount);\r
-               amount = (amount * amount) * (3.0f - (2.0f * amount));\r
-\r
-               Vector2 r;\r
-               r.X = start.X + ((end.X - start.X) * amount);\r
-               r.Y = start.Y + ((end.Y - start.Y) * amount);\r
-\r
-               result = r;\r
-       }\r
-       \r
-       float Vector2::Distance( Vector2 value1, Vector2 value2 )\r
-       {\r
-               float x = value1.X - value2.X;\r
-               float y = value1.Y - value2.Y;\r
-\r
-               return static_cast<float>( Math::Sqrt( (x * x) + (y * y) ) );\r
-       }\r
-\r
-       float Vector2::DistanceSquared( Vector2 value1, Vector2 value2 )\r
-       {\r
-               float x = value1.X - value2.X;\r
-               float y = value1.Y - value2.Y;\r
-\r
-               return (x * x) + (y * y);\r
-       }\r
-       \r
-       float Vector2::Dot( Vector2 left, Vector2 right )\r
-       {\r
-               return (left.X * right.X + left.Y * right.Y);\r
-       }\r
-       \r
-       Vector2 Vector2::Normalize( Vector2 vector )\r
-       {\r
-               vector.Normalize();\r
-               return vector;\r
-       }\r
-       \r
-       void Vector2::Normalize( Vector2% vector, [Out] Vector2% result )\r
-       {\r
-               result = Vector2::Normalize(vector);\r
-       }\r
-       \r
-       Vector4 Vector2::Transform( Vector2 vector, Matrix transform )\r
-       {\r
-               Vector4 result;\r
-\r
-               result.X = (vector.X * transform.M11) + (vector.Y * transform.M21) + transform.M41;\r
-               result.Y = (vector.X * transform.M12) + (vector.Y * transform.M22) + transform.M42;\r
-               result.Z = (vector.X * transform.M13) + (vector.Y * transform.M23) + transform.M43;\r
-               result.W = (vector.X * transform.M14) + (vector.Y * transform.M24) + transform.M44;\r
-\r
-               return result;\r
-       }\r
-       \r
-       void Vector2::Transform( Vector2% vector, Matrix% transform, [Out] Vector4% result )\r
-       {\r
-               Vector4 r;\r
-               r.X = (vector.X * transform.M11) + (vector.Y * transform.M21) + transform.M41;\r
-               r.Y = (vector.X * transform.M12) + (vector.Y * transform.M22) + transform.M42;\r
-               r.Z = (vector.X * transform.M13) + (vector.Y * transform.M23) + transform.M43;\r
-               r.W = (vector.X * transform.M14) + (vector.Y * transform.M24) + transform.M44;\r
-\r
-               result = r;\r
-       }\r
-       \r
-       array<Vector4>^ Vector2::Transform( array<Vector2>^ vectors, Matrix% transform )\r
-       {\r
-               if( vectors == nullptr )\r
-                       throw gcnew ArgumentNullException( "vectors" );\r
-\r
-               int count = vectors->Length;\r
-               array<Vector4>^ results = gcnew array<Vector4>( count );\r
-\r
-               for( int i = 0; i < count; i++ )\r
-               {\r
-                       Vector4 r;\r
-                       r.X = (vectors[i].X * transform.M11) + (vectors[i].Y * transform.M21) + transform.M41;\r
-                       r.Y = (vectors[i].X * transform.M12) + (vectors[i].Y * transform.M22) + transform.M42;\r
-                       r.Z = (vectors[i].X * transform.M13) + (vectors[i].Y * transform.M23) + transform.M43;\r
-                       r.W = (vectors[i].X * transform.M14) + (vectors[i].Y * transform.M24) + transform.M44;\r
-\r
-                       results[i] = r;\r
-               }\r
-\r
-               return results;\r
-       }\r
-       \r
-       Vector4 Vector2::Transform( Vector2 value, Quaternion rotation )\r
-       {\r
-               Vector4 vector;\r
-               float x = rotation.X + rotation.X;\r
-               float y = rotation.Y + rotation.Y;\r
-               float z = rotation.Z + rotation.Z;\r
-               float wx = rotation.W * x;\r
-               float wy = rotation.W * y;\r
-               float wz = rotation.W * z;\r
-               float xx = rotation.X * x;\r
-               float xy = rotation.X * y;\r
-               float xz = rotation.X * z;\r
-               float yy = rotation.Y * y;\r
-               float yz = rotation.Y * z;\r
-               float zz = rotation.Z * z;\r
-\r
-               vector.X = ((value.X * ((1.0f - yy) - zz)) + (value.Y * (xy - wz)));\r
-               vector.Y = ((value.X * (xy + wz)) + (value.Y * ((1.0f - xx) - zz)));\r
-               vector.Z = ((value.X * (xz - wy)) + (value.Y * (yz + wx)));\r
-               vector.W = 1.0f;\r
-\r
-               return vector;\r
-       }\r
-       \r
-       void Vector2::Transform( Vector2% value, Quaternion% rotation, [Out] Vector4% result )\r
-       {\r
-               float x = rotation.X + rotation.X;\r
-               float y = rotation.Y + rotation.Y;\r
-               float z = rotation.Z + rotation.Z;\r
-               float wx = rotation.W * x;\r
-               float wy = rotation.W * y;\r
-               float wz = rotation.W * z;\r
-               float xx = rotation.X * x;\r
-               float xy = rotation.X * y;\r
-               float xz = rotation.X * z;\r
-               float yy = rotation.Y * y;\r
-               float yz = rotation.Y * z;\r
-               float zz = rotation.Z * z;\r
-\r
-               Vector4 r;\r
-               r.X = ((value.X * ((1.0f - yy) - zz)) + (value.Y * (xy - wz)));\r
-               r.Y = ((value.X * (xy + wz)) + (value.Y * ((1.0f - xx) - zz)));\r
-               r.Z = ((value.X * (xz - wy)) + (value.Y * (yz + wx)));\r
-               r.W = 1.0f;\r
-\r
-               result = r;\r
-       }\r
-\r
-       array<Vector4>^ Vector2::Transform( array<Vector2>^ vectors, Quaternion% rotation )\r
-       {\r
-               if( vectors == nullptr )\r
-                       throw gcnew ArgumentNullException( "vectors" );\r
-\r
-               int count = vectors->Length;\r
-               array<Vector4>^ results = gcnew array<Vector4>( count );\r
-\r
-               float x = rotation.X + rotation.X;\r
-               float y = rotation.Y + rotation.Y;\r
-               float z = rotation.Z + rotation.Z;\r
-               float wx = rotation.W * x;\r
-               float wy = rotation.W * y;\r
-               float wz = rotation.W * z;\r
-               float xx = rotation.X * x;\r
-               float xy = rotation.X * y;\r
-               float xz = rotation.X * z;\r
-               float yy = rotation.Y * y;\r
-               float yz = rotation.Y * z;\r
-               float zz = rotation.Z * z;\r
-\r
-               for( int i = 0; i < count; i++ )\r
-               {\r
-                       Vector4 r;\r
-                       r.X = ((vectors[i].X * ((1.0f - yy) - zz)) + (vectors[i].Y * (xy - wz)));\r
-                       r.Y = ((vectors[i].X * (xy + wz)) + (vectors[i].Y * ((1.0f - xx) - zz)));\r
-                       r.Z = ((vectors[i].X * (xz - wy)) + (vectors[i].Y * (yz + wx)));\r
-                       r.W = 1.0f;\r
-\r
-                       results[i] = r;\r
-               }\r
-\r
-               return results;\r
-       }\r
-       \r
-       Vector2 Vector2::TransformCoordinate( Vector2 coord, Matrix transform )\r
-       {\r
-               Vector4 vector;\r
-\r
-               vector.X = (coord.X * transform.M11) + (coord.Y * transform.M21) + transform.M41;\r
-               vector.Y = (coord.X * transform.M12) + (coord.Y * transform.M22) + transform.M42;\r
-               vector.Z = (coord.X * transform.M13) + (coord.Y * transform.M23) + transform.M43;\r
-               vector.W = 1 / ((coord.X * transform.M14) + (coord.Y * transform.M24) + transform.M44);\r
-\r
-               return Vector2( vector.X * vector.W, vector.Y * vector.W );\r
-       }\r
-       \r
-       void Vector2::TransformCoordinate( Vector2% coord, Matrix% transform, [Out] Vector2% result )\r
-       {\r
-               Vector4 vector;\r
-\r
-               vector.X = (coord.X * transform.M11) + (coord.Y * transform.M21) + transform.M41;\r
-               vector.Y = (coord.X * transform.M12) + (coord.Y * transform.M22) + transform.M42;\r
-               vector.Z = (coord.X * transform.M13) + (coord.Y * transform.M23) + transform.M43;\r
-               vector.W = 1 / ((coord.X * transform.M14) + (coord.Y * transform.M24) + transform.M44);\r
-\r
-               result = Vector2( vector.X * vector.W, vector.Y * vector.W );\r
-       }\r
-       \r
-       array<Vector2>^ Vector2::TransformCoordinate( array<Vector2>^ coords, Matrix% transform )\r
-       {\r
-               if( coords == nullptr )\r
-                       throw gcnew ArgumentNullException( "coordinates" );\r
-\r
-               Vector4 vector;\r
-               int count = coords->Length;\r
-               array<Vector2>^ results = gcnew array<Vector2>( count );\r
-\r
-               for( int i = 0; i < count; i++ )\r
-               {\r
-                       vector.X = (coords[i].X * transform.M11) + (coords[i].Y * transform.M21) + transform.M41;\r
-                       vector.Y = (coords[i].X * transform.M12) + (coords[i].Y * transform.M22) + transform.M42;\r
-                       vector.Z = (coords[i].X * transform.M13) + (coords[i].Y * transform.M23) + transform.M43;\r
-                       vector.W = 1 / ((coords[i].X * transform.M14) + (coords[i].Y * transform.M24) + transform.M44);\r
-                       results[i] = Vector2( vector.X * vector.W, vector.Y * vector.W );\r
-               }\r
-\r
-               return results;\r
-       }\r
-\r
-       Vector2 Vector2::TransformNormal( Vector2 normal, Matrix transform )\r
-       {\r
-               Vector2 vector;\r
-\r
-               vector.X = (normal.X * transform.M11) + (normal.Y * transform.M21);\r
-               vector.Y = (normal.X * transform.M12) + (normal.Y * transform.M22);\r
-\r
-               return vector;\r
-       }\r
-       \r
-       void Vector2::TransformNormal( Vector2% normal, Matrix% transform, [Out] Vector2% result )\r
-       {\r
-               Vector2 r;\r
-               r.X = (normal.X * transform.M11) + (normal.Y * transform.M21);\r
-               r.Y = (normal.X * transform.M12) + (normal.Y * transform.M22);\r
-\r
-               result = r;\r
-       }\r
-       \r
-       array<Vector2>^ Vector2::TransformNormal( array<Vector2>^ normals, Matrix% transform )\r
-       {\r
-               if( normals == nullptr )\r
-                       throw gcnew ArgumentNullException( "normals" );\r
-\r
-               int count = normals->Length;\r
-               array<Vector2>^ results = gcnew array<Vector2>( count );\r
-\r
-               for( int i = 0; i < count; i++ )\r
-               {\r
-                       Vector2 r;\r
-                       r.X = (normals[i].X * transform.M11) + (normals[i].Y * transform.M21);\r
-                       r.Y = (normals[i].X * transform.M12) + (normals[i].Y * transform.M22);\r
-\r
-                       results[i] = r;\r
-               }\r
-\r
-               return results;\r
-       }\r
-       \r
-       Vector2 Vector2::Minimize( Vector2 left, Vector2 right )\r
-       {\r
-               Vector2 vector;\r
-               vector.X = (left.X < right.X) ? left.X : right.X;\r
-               vector.Y = (left.Y < right.Y) ? left.Y : right.Y;\r
-               return vector;\r
-       }\r
-       \r
-       void Vector2::Minimize( Vector2% left, Vector2% right, [Out] Vector2% result )\r
-       {\r
-               Vector2 r;\r
-               r.X = (left.X < right.X) ? left.X : right.X;\r
-               r.Y = (left.Y < right.Y) ? left.Y : right.Y;\r
-\r
-               result = r;\r
-       }\r
-       \r
-       Vector2 Vector2::Maximize( Vector2 left, Vector2 right )\r
-       {\r
-               Vector2 vector;\r
-               vector.X = (left.X > right.X) ? left.X : right.X;\r
-               vector.Y = (left.Y > right.Y) ? left.Y : right.Y;\r
-               return vector;\r
-       }\r
-\r
-       void Vector2::Maximize( Vector2% left, Vector2% right, [Out] Vector2% result )\r
-       {\r
-               Vector2 r;\r
-               r.X = (left.X > right.X) ? left.X : right.X;\r
-               r.Y = (left.Y > right.Y) ? left.Y : right.Y;\r
-\r
-               result = r;\r
-       }\r
-       \r
-       Vector2 Vector2::operator + ( Vector2 left, Vector2 right )\r
-       {\r
-               return Vector2( left.X + right.X, left.Y + right.Y );\r
-       }\r
-\r
-       Vector2 Vector2::operator - ( Vector2 left, Vector2 right )\r
-       {\r
-               return Vector2( left.X - right.X, left.Y - right.Y );\r
-       }\r
-       \r
-       Vector2 Vector2::operator - ( Vector2 value )\r
-       {\r
-               return Vector2( -value.X, -value.Y );\r
-       }\r
-       \r
-       Vector2 Vector2::operator * ( Vector2 value, float scale )\r
-       {\r
-               return Vector2( value.X * scale, value.Y * scale );\r
-       }\r
-       \r
-       Vector2 Vector2::operator * ( float scale, Vector2 vec )\r
-       {\r
-               return vec * scale;\r
-       }\r
-       \r
-       Vector2 Vector2::operator / ( Vector2 value, float scale )\r
-       {\r
-               return Vector2( value.X / scale, value.Y / scale );\r
-       }\r
-       \r
-       bool Vector2::operator == ( Vector2 left, Vector2 right )\r
-       {\r
-               return Vector2::Equals( left, right );\r
-       }\r
-       \r
-       bool Vector2::operator != ( Vector2 left, Vector2 right )\r
-       {\r
-               return !Vector2::Equals( left, right );\r
-       }\r
-       \r
-       String^ Vector2::ToString()\r
-       {\r
-               return String::Format( CultureInfo::CurrentCulture, "X:{0} Y:{1}", X.ToString(CultureInfo::CurrentCulture), Y.ToString(CultureInfo::CurrentCulture) );\r
-       }\r
-\r
-       int Vector2::GetHashCode()\r
-       {\r
-               return X.GetHashCode() + Y.GetHashCode();\r
-       }\r
-\r
-       bool Vector2::Equals( Object^ value )\r
-       {\r
-               if( value == nullptr )\r
-                       return false;\r
-\r
-               if( value->GetType() != GetType() )\r
-                       return false;\r
-\r
-               return Equals( safe_cast<Vector2>( value ) );\r
-       }\r
-\r
-       bool Vector2::Equals( Vector2 value )\r
-       {\r
-               return ( X == value.X && Y == value.Y );\r
-       }\r
-\r
-       bool Vector2::Equals( Vector2% value1, Vector2% value2 )\r
-       {\r
-               return ( value1.X == value2.X && value1.Y == value2.Y );\r
-       }\r
-}
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