New types for cell and pixel coordinate position/vectors.

This commit is contained in:
James Dunne
2012-06-20 23:22:27 -05:00
parent 0b98a8ce5e
commit 9c49143534
162 changed files with 1291 additions and 865 deletions

97
OpenRA.Game/PVecFloat.cs Normal file
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#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Drawing;
namespace OpenRA
{
/// <summary>
/// Pixel coordinate vector (fine; float)
/// </summary>
public struct PVecFloat
{
public readonly float X, Y;
public PVecFloat(float x, float y) { X = x; Y = y; }
public PVecFloat(Size p) { X = p.Width; Y = p.Height; }
public static readonly PVecFloat Zero = new PVecFloat(0, 0);
public static explicit operator PVecInt(PVecFloat a) { return new PVecInt((int)a.X, (int)a.Y); }
public static explicit operator PVecFloat(float2 a) { return new PVecFloat(a.X, a.Y); }
public static PVecFloat operator +(PVecFloat a, PVecFloat b) { return new PVecFloat(a.X + b.X, a.Y + b.Y); }
public static PVecFloat operator -(PVecFloat a, PVecFloat b) { return new PVecFloat(a.X - b.X, a.Y - b.Y); }
public static PVecFloat operator *(float a, PVecFloat b) { return new PVecFloat(a * b.X, a * b.Y); }
public static PVecFloat operator *(PVecFloat b, float a) { return new PVecFloat(a * b.X, a * b.Y); }
public static PVecFloat operator /(PVecFloat a, float b) { return new PVecFloat(a.X / b, a.Y / b); }
public static PVecFloat operator -(PVecFloat a) { return new PVecFloat(-a.X, -a.Y); }
public static bool operator ==(PVecFloat me, PVecFloat other) { return (me.X == other.X && me.Y == other.Y); }
public static bool operator !=(PVecFloat me, PVecFloat other) { return !(me == other); }
public static PVecFloat Max(PVecFloat a, PVecFloat b) { return new PVecFloat(Math.Max(a.X, b.X), Math.Max(a.Y, b.Y)); }
public static PVecFloat Min(PVecFloat a, PVecFloat b) { return new PVecFloat(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y)); }
public static float Dot(PVecFloat a, PVecFloat b) { return a.X * b.X + a.Y * b.Y; }
public static PVecFloat FromAngle(float a) { return new PVecFloat((float)Math.Sin(a), (float)Math.Cos(a)); }
public static PVecFloat Lerp(PVecFloat a, PVecFloat b, float t)
{
return new PVecFloat(
float2.Lerp(a.X, b.X, t),
float2.Lerp(a.Y, b.Y, t)
);
}
public static PVecFloat Lerp(PVecFloat a, PVecFloat b, PVecFloat t)
{
return new PVecFloat(
float2.Lerp(a.X, b.X, t.X),
float2.Lerp(a.Y, b.Y, t.Y)
);
}
public PVecFloat Sign() { return new PVecFloat(Math.Sign(X), Math.Sign(Y)); }
public PVecFloat Abs() { return new PVecFloat(Math.Abs(X), Math.Abs(Y)); }
public PVecFloat Round() { return new PVecFloat((float)Math.Round(X), (float)Math.Round(Y)); }
public float LengthSquared { get { return X * X + Y * Y; } }
public float Length { get { return (float)Math.Sqrt(LengthSquared); } }
public float2 ToFloat2() { return new float2(X, Y); }
public int2 ToInt2() { return new int2((int)X, (int)Y); }
static float Constrain(float x, float a, float b) { return x < a ? a : x > b ? b : x; }
public PVecFloat Constrain(PVecFloat min, PVecFloat max)
{
return new PVecFloat(
Constrain(X, min.X, max.X),
Constrain(Y, min.Y, max.Y)
);
}
public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode(); }
public override bool Equals(object obj)
{
if (obj == null)
return false;
PVecFloat o = (PVecFloat)obj;
return o == this;
}
public override string ToString() { return "({0},{1})".F(X, Y); }
}
}