git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1317 993157c7-ee19-0410-b2c4-bb4e9862e678
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@@ -48,7 +48,6 @@
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<Compile Include="PathFinder.cs" />
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<Compile Include="Sequence.cs" />
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<Compile Include="ConstructionYard.cs" />
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<Compile Include="float2.cs" />
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<Compile Include="ISelectable.cs" />
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<Compile Include="MoveOrder.cs" />
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<Compile Include="Region.cs" />
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@@ -2,7 +2,6 @@ using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenRa.FileFormats;
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using OpenRa.DataStructures;
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using System.Windows.Forms;
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namespace OpenRa.Game
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@@ -9,11 +9,6 @@ namespace OpenRa.Game
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{
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static class Util
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{
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public static float Constrain(float x, Range<float> range)
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{
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return x < range.Start ? range.Start : x > range.End ? range.End : x;
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}
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static float2 EncodeVertexAttributes(TextureChannel channel, int paletteLine)
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{
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Converter<TextureChannel, float> channelEncoder = delegate(TextureChannel c)
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@@ -3,7 +3,6 @@ using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using System.Windows.Forms;
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using BluntDirectX.Direct3D;
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namespace OpenRa.Game
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{
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@@ -22,8 +21,7 @@ namespace OpenRa.Game
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public void Scroll(float2 delta)
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{
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scrollPosition = (scrollPosition + delta).Constrain(
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new Range<float2>(float2.Zero, mapSize));
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scrollPosition = (scrollPosition + delta).Constrain(float2.Zero, mapSize);
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}
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public Viewport(float2 size, float2 mapSize, Renderer renderer)
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@@ -1,83 +0,0 @@
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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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using BluntDirectX.Direct3D;
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namespace OpenRa.Game
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{
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[StructLayout(LayoutKind.Sequential)]
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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 )
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{
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return new float2( src.X, src.Y );
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}
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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)
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{
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return new float2((float)Math.Sin(a), (float)Math.Cos(a));
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}
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public float2 Constrain(Range<float2> r)
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{
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return new float2(
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Util.Constrain(X, new Range<float>(r.Start.X, r.End.X)),
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Util.Constrain(Y, new Range<float>(r.Start.Y, r.End.Y)));
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}
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public static float2 operator *(float a, float2 b)
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{
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return new float2(a * b.X, a * b.Y);
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}
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public static readonly float2 Zero = new float2(0, 0);
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public static float2 operator /(float2 a, float2 b)
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{
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return new float2(a.X / b.X, a.Y / b.Y);
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}
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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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