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 static float2 operator -(float2 a) { return new float2(-a.X, -a.Y); } static float Lerp(float a, float b, float t) { return (1 - t) * a + t * b; } public static float2 Lerp(float2 a, float2 b, float t) { return new float2( Lerp(a.X, b.X, t), Lerp(a.Y, b.Y, t)); } public static float2 Lerp(float2 a, float2 b, float2 t) { return new float2( Lerp(a.X, b.X, t.X), Lerp(a.Y, b.Y, t.Y)); } public static float2 FromAngle(float a) { return new float2((float)Math.Sin(a), (float)Math.Cos(a)); } 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; } public float2 Sign() { return new float2(Math.Sign(X), Math.Sign(Y)); } public static float Dot(float2 a, float2 b) { return a.X * b.X + a.Y * b.Y; } public float2 Round() { return new float2((float)Math.Round(X), (float)Math.Round(Y)); } } }