git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1317 993157c7-ee19-0410-b2c4-bb4e9862e678
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71
OpenRa.DataStructures/float2.cs
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71
OpenRa.DataStructures/float2.cs
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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using System.Drawing;
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namespace OpenRa
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct float2
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{
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public float X, Y;
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public float2(float x, float y) { X = x; Y = y; }
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public float2(PointF p) { X = p.X; Y = p.Y; }
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public float2(Point p) { X = p.X; Y = p.Y; }
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public float2(Size p) { X = p.Width; Y = p.Height; }
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public float2(SizeF p) { X = p.Width; Y = p.Height; }
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public PointF ToPointF() { return new PointF(X, Y); }
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public static implicit operator float2(int2 src) { return new float2(src.X, src.Y); }
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public static float2 operator +(float2 a, float2 b) { return new float2(a.X + b.X, a.Y + b.Y); }
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public static float2 operator -(float2 a, float2 b) { return new float2(a.X - b.X, a.Y - b.Y); }
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public static float2 operator -(float2 a) { return new float2(-a.X, -a.Y); }
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static float Lerp(float a, float b, float t) { return (1 - t) * a + t * b; }
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public static float2 Lerp(float2 a, float2 b, float t)
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{
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return new float2(
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Lerp(a.X, b.X, t),
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Lerp(a.Y, b.Y, t));
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}
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public static float2 Lerp(float2 a, float2 b, float2 t)
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{
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return new float2(
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Lerp(a.X, b.X, t.X),
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Lerp(a.Y, b.Y, t.Y));
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}
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public static float2 FromAngle(float a) { return new float2((float)Math.Sin(a), (float)Math.Cos(a)); }
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static float Constrain(float x, float a, float b) { return x < a ? a : x > b ? b : x; }
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public float2 Constrain(float2 min, float2 max)
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{
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return new float2(
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Constrain(X, min.X, max.X),
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Constrain(Y, min.Y, max.Y));
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}
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public static float2 operator *(float a, float2 b) { return new float2(a * b.X, a * b.Y); }
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public static float2 operator /(float2 a, float2 b) { return new float2(a.X / b.X, a.Y / b.Y); }
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public static readonly float2 Zero = new float2(0, 0);
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public static bool WithinEpsilon(float2 a, float2 b, float e)
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{
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float2 d = a - b;
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return Math.Abs(d.X) < e && Math.Abs(d.Y) < e;
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}
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public float2 Sign() { return new float2(Math.Sign(X), Math.Sign(Y)); }
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public static float Dot(float2 a, float2 b) { return a.X * b.X + a.Y * b.Y; }
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public float2 Round() { return new float2((float)Math.Round(X), (float)Math.Round(Y)); }
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}
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}
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