Reputation: 1102
Code in my moving object:
ObjectX.Location.Add(Velocity * Utils.GetMoveDir(start, destination));
Utility function:
public static PointF GetMoveDir(PointF start, PointF destination)
{
PointF substraction = destination.SubStract(start);
if (substraction == PointF.Empty) // If-statement is needed because normalizing a zero value results in a NaN value
return PointF.Empty;
else return substraction.Normalize(); // I need something for this
}
The extension I can't get to work:
public static PointF Normalize(this PointF A)
{
throw new NotImplementedException(); // How do I solve this to make it like: http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.vector2.normalize.aspx
}
Note that I do NOT use the XNA framework.
Upvotes: 2
Views: 16600
Reputation: 23324
public static PointF Normalize(this PointF A)
{
float length = Math.Sqrt( A.X*A.X + A.Y*A.Y);
return new PointF( A.X/length, A.Y/length);
}
Upvotes: 4
Reputation: 2290
public static PointF Normalize(this PointF A)
{
float distance = Math.Sqrt(A.X * A.X + A.Y * A.Y);
return new PointF(A.X / distance, A.Y / distance);
}
Also see the first paragraph here to learn what a normalized vector (unit vector) is and how you can calculate it.
Upvotes: 14