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--      Copyright (c) 2015 , 蒙占志(topameng) topameng@gmail.com
--      All rights reserved.
--      Use, modification and distribution are subject to the "MIT License"
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-- added by wsh @ 2017-12-28
-- 注意：
-- 1、已经被修改，别从tolua轻易替换来做升级

local sqrt = math.sqrt
local setmetatable = setmetatable
local rawget = rawget
local math = math
local acos = math.acos
local max = math.max

local Vector2 = {}
local _getter = {}
local unity_vector2 = CS.UnityEngine.Vector2

Vector2.__index = function(t,k)
	local var = rawget(Vector2, k)
	if var ~= nil then
		return var
	end
	
	var = rawget(_getter, k)
	if var ~= nil then
		return var(t)
	end
	
	return rawget(unity_vector2, k)
end

Vector2.__call = function(t, x, y)
	return setmetatable({x = x or 0, y = y or 0}, Vector2)
end

function Vector2.New(x, y)
	return setmetatable({x = x or 0, y = y or 0}, Vector2)
end

function Vector2:Set(x,y)
	self.x = x or 0
	self.y = y or 0	
end

function Vector2:Get()
	return self.x, self.y
end

function Vector2:SqrMagnitude()
	return self.x * self.x + self.y * self.y
end

function Vector2:Clone()
	return setmetatable({x = self.x, y = self.y}, Vector2)
end


function Vector2.Normalize(v)
	local x = v.x
	local y = v.y
	local magnitude = sqrt(x * x + y * y)

	if magnitude > 1e-05 then
		x = x / magnitude
		y = y / magnitude
    else
        x = 0
		y = 0
	end

	return setmetatable({x = x, y = y}, Vector2)
end

function Vector2:SetNormalize()
	local magnitude = sqrt(self.x * self.x + self.y * self.y)

	if magnitude > 1e-05 then
		self.x = self.x / magnitude
		self.y = self.y / magnitude
    else
        self.x = 0
		self.y = 0
	end

	return self
end


function Vector2.Dot(lhs, rhs)
	return lhs.x * rhs.x + lhs.y * rhs.y
end

function Vector2.Angle(from, to)
	local x1,y1 = from.x, from.y
	local d = sqrt(x1 * x1 + y1 * y1)

	if d > 1e-5 then
		x1 = x1/d
		y1 = y1/d
	else
		x1,y1 = 0,0
	end

	local x2,y2 = to.x, to.y
	d = sqrt(x2 * x2 + y2 * y2)

	if d > 1e-5 then
		x2 = x2/d
		y2 = y2/d
	else
		x2,y2 = 0,0
	end

	d = x1 * x2 + y1 * y2

	if d < -1 then
		d = -1
	elseif d > 1 then
		d = 1
	end

	return acos(d) * 57.29578
end

function Vector2.Magnitude(v)
	return sqrt(v.x * v.x + v.y * v.y)
end

function Vector2.Reflect(dir, normal)
	local dx = dir.x
	local dy = dir.y
	local nx = normal.x
	local ny = normal.y
	local s = -2 * (dx * nx + dy * ny)

	return setmetatable({x = s * nx + dx, y = s * ny + dy}, Vector2)
end

function Vector2.Distance(a, b)
	return sqrt((a.x - b.x) ^ 2 + (a.y - b.y) ^ 2)
end

function Vector2.Lerp(a, b, t)
	if t < 0 then
		t = 0
	elseif t > 1 then
		t = 1
	end

    return setmetatable({x = a.x + (b.x - a.x) * t, y = a.y + (b.y - a.y) * t}, Vector2)
end

function Vector2.LerpUnclamped(a, b, t)
    return setmetatable({x = a.x + (b.x - a.x) * t, y = a.y + (b.y - a.y) * t}, Vector2)
end

function Vector2.MoveTowards(current, target, maxDistanceDelta)
	local cx = current.x
	local cy = current.y
	local x = target.x - cx
	local y = target.y - cy
	local s = x * x + y * y

	if s  > maxDistanceDelta * maxDistanceDelta and s ~= 0 then
		s = maxDistanceDelta / sqrt(s)
		return setmetatable({x = cx + x * s, y = cy + y * s}, Vector2)
	end

    return setmetatable({x = target.x, y = target.y}, Vector2)
end

function Vector2.ClampMagnitude(v, maxLength)
	local x = v.x
	local y = v.y
	local sqrMag = x * x + y * y

    if sqrMag > maxLength * maxLength then
		local mag = maxLength / sqrt(sqrMag)
		x = x * mag
		y = y * mag
        return setmetatable({x = x, y = y}, Vector2)
    end

    return setmetatable({x = x, y = y}, Vector2)
end

function Vector2.SmoothDamp(current, target, Velocity, smoothTime, maxSpeed, deltaTime)
	deltaTime = deltaTime or Time.deltaTime
	maxSpeed = maxSpeed or math.huge
	smoothTime = math.max(0.0001, smoothTime)

	local num = 2 / smoothTime
    local num2 = num * deltaTime
    num2 = 1 / (1 + num2 + 0.48 * num2 * num2 + 0.235 * num2 * num2 * num2)

	local tx = target.x
	local ty = target.y
	local cx = current.x
	local cy = current.y
    local vecx = cx - tx
	local vecy = cy - ty
	local m = vecx * vecx + vecy * vecy
	local n = maxSpeed * smoothTime

	if m > n * n then
		m = n / sqrt(m)
		vecx = vecx * m
		vecy = vecy * m
	end

	m = Velocity.x
	n = Velocity.y

	local vec3x = (m + num * vecx) * deltaTime
	local vec3y = (n + num * vecy) * deltaTime
	Velocity.x = (m - num * vec3x) * num2
	Velocity.y = (n - num * vec3y) * num2
	m = cx - vecx + (vecx + vec3x) * num2
	n = cy - vecy + (vecy + vec3y) * num2

	if (tx - cx) * (m - tx) + (ty - cy) * (n - ty)  > 0 then
		m = tx
		n = ty
		Velocity.x = 0
		Velocity.y = 0
	end

    return setmetatable({x = m, y = n}, Vector2), Velocity
end

function Vector2.Max(a, b)
	return setmetatable({x = math.max(a.x, b.x), y = math.max(a.y, b.y)}, Vector2)
end

function Vector2.Min(a, b)
	return setmetatable({x = math.min(a.x, b.x), y = math.min(a.y, b.y)}, Vector2)
end

function Vector2.Scale(a, b)
	return setmetatable({x = a.x * b.x, y = a.y * b.y}, Vector2)
end

function Vector2:Div(d)
	self.x = self.x / d
	self.y = self.y / d	
	
	return self
end

function Vector2:Mul(d)
	self.x = self.x * d
	self.y = self.y * d
	
	return self
end

function Vector2:Add(b)
	self.x = self.x + b.x
	self.y = self.y + b.y
	
	return self
end

function Vector2:Sub(b)
	self.x = self.x - b.x
	self.y = self.y - b.y
	
	return
end

Vector2.__tostring = function(self)
	return string.format("(%f,%f)", self.x, self.y)
end

Vector2.__div = function(va, d)
	return setmetatable({x = va.x / d, y = va.y / d}, Vector2)
end

Vector2.__mul = function(a, d)
	if type(d) == "number" then
		return setmetatable({x = a.x * d, y = a.y * d}, Vector2)
	else
		return setmetatable({x = a * d.x, y = a * d.y}, Vector2)
	end
end

Vector2.__add = function(a, b)
	return setmetatable({x = a.x + b.x, y = a.y + b.y}, Vector2)
end

Vector2.__sub = function(a, b)
	return setmetatable({x = a.x - b.x, y = a.y - b.y}, Vector2)
end

Vector2.__unm = function(v)
	return setmetatable({x = -v.x, y = -v.y}, Vector2)
end

Vector2.__eq = function(a,b)
	return ((a.x - b.x) ^ 2 + (a.y - b.y) ^ 2) < 9.999999e-11
end

_getter.up 		= function() return setmetatable({x = 0, y = 1}, Vector2) end
_getter.right	= function() return setmetatable({x = 1, y = 0}, Vector2) end
_getter.zero	= function() return setmetatable({x = 0, y = 0}, Vector2) end
_getter.one		= function() return setmetatable({x = 1, y = 1}, Vector2) end

_getter.magnitude 		= Vector2.Magnitude
_getter.normalized 		= Vector2.Normalize
_getter.sqrMagnitude 	= Vector2.SqrMagnitude

Vector2.unity_vector2 = CS.UnityEngine.Vector2
CS.UnityEngine.Vector2 = Vector2
setmetatable(Vector2, Vector2)
return Vector2