using System; using System.Collections.Generic; using System.Text; using System.Runtime.InteropServices; using System.Drawing; using BluntDirectX.Direct3D; namespace OpenRa.Game { [StructLayout(LayoutKind.Sequential)] struct float2 { public float X, Y; public float2(float x, float y) { X = x; Y = y; } public float2(PointF p) { X = p.X; Y = p.Y; } public float2(Point p) { X = p.X; Y = p.Y; } public float2(Size p) { X = p.Width; Y = p.Height; } public float2(SizeF p) { X = p.Width; Y = p.Height; } public PointF ToPointF() { return new PointF(X, Y); } public static float2 operator +(float2 a, float2 b) { return new float2(a.X + b.X, a.Y + b.Y); } public static float2 operator -(float2 a, float2 b) { return new float2(a.X - b.X, a.Y - b.Y); } public float2 Constrain(Range r) { return new float2( Util.Constrain(X, new Range(r.Start.X, r.End.X)), Util.Constrain(Y, new Range(r.Start.Y, r.End.Y))); } public static float2 operator *(float a, float2 b) { return new float2(a * b.X, a * b.Y); } public static readonly float2 Zero = new float2(0, 0); public static float2 operator /(float2 a, float2 b) { return new float2(a.X / b.X, a.Y / b.Y); } public static bool WithinEpsilon(float2 a, float2 b, float e) { float2 d = a - b; return Math.Abs(d.X) < e && Math.Abs(d.Y) < e; } static float Sign(float f) { if (f > 0) return 1; if (f < 0) return -1; return 0; } public float2 Sign() { return new float2(Sign(X), Sign(Y)); } public static float Dot(float2 a, float2 b) { return a.X * b.X + a.Y * b.Y; } } }