Files
OpenRA/OpenRA.Game/PSubVec.cs
2013-04-01 12:59:50 +13:00

99 lines
3.4 KiB
C#

#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>
/// Sub-pixel coordinate vector (very fine)
/// </summary>
public struct PSubVec
{
public readonly int X, Y;
public PSubVec(int x, int y) { X = x; Y = y; }
public PSubVec(Size p) { X = p.Width; Y = p.Height; }
public static readonly PSubVec Zero = new PSubVec(0, 0);
public static PSubVec OneCell { get { return new PSubVec(Game.CellSize, Game.CellSize); } }
public static explicit operator PSubVec(int2 a) { return new PSubVec(a.X, a.Y); }
public static explicit operator PSubVec(float2 a) { return new PSubVec((int)a.X, (int)a.Y); }
public static PSubVec FromRadius(int r) { return new PSubVec(r, r); }
public static PSubVec operator +(PSubVec a, PSubVec b) { return new PSubVec(a.X + b.X, a.Y + b.Y); }
public static PSubVec operator -(PSubVec a, PSubVec b) { return new PSubVec(a.X - b.X, a.Y - b.Y); }
public static PSubVec operator *(int a, PSubVec b) { return new PSubVec(a * b.X, a * b.Y); }
public static PSubVec operator *(PSubVec b, int a) { return new PSubVec(a * b.X, a * b.Y); }
public static PSubVec operator /(PSubVec a, int b) { return new PSubVec(a.X / b, a.Y / b); }
public static PSubVec operator -(PSubVec a) { return new PSubVec(-a.X, -a.Y); }
public static bool operator ==(PSubVec me, PSubVec other) { return (me.X == other.X && me.Y == other.Y); }
public static bool operator !=(PSubVec me, PSubVec other) { return !(me == other); }
public static PSubVec Max(PSubVec a, PSubVec b) { return new PSubVec(Math.Max(a.X, b.X), Math.Max(a.Y, b.Y)); }
public static PSubVec Min(PSubVec a, PSubVec b) { return new PSubVec(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y)); }
public static int Dot(PSubVec a, PSubVec b) { return a.X * b.X + a.Y * b.Y; }
public PSubVec Sign() { return new PSubVec(Math.Sign(X), Math.Sign(Y)); }
public PSubVec Abs() { return new PSubVec(Math.Abs(X), Math.Abs(Y)); }
public int LengthSquared { get { return X * X + Y * Y; } }
public int Length { get { return (int)Math.Sqrt(LengthSquared); } }
public float2 ToFloat2() { return new float2(X, Y); }
public int2 ToInt2() { return new int2(X, Y); }
public PVecInt ToPVecInt() { return new PVecInt(X / PSubPos.PerPx, Y / PSubPos.PerPx); }
public PSubVec Clamp(Rectangle r)
{
return new PSubVec(
Math.Min(r.Right, Math.Max(X, r.Left)),
Math.Min(r.Bottom, Math.Max(Y, r.Top))
);
}
public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode(); }
public override bool Equals(object obj)
{
if (obj == null)
return false;
PSubVec o = (PSubVec)obj;
return o == this;
}
public override string ToString() { return "{0},{1}".F(X, Y); }
}
public static class PSubVecExtensions
{
/// <summary>
/// Scales the float2 vector up to a subpixel vector.
/// </summary>
/// <param name="vec"></param>
/// <returns></returns>
public static PSubVec ToPSubVec(this float2 vec)
{
return new PSubVec((int)(vec.X * PSubPos.PerPx), (int)(vec.Y * PSubPos.PerPx));
}
public static PSubVec ToPSubVec(this PVecInt vec)
{
return new PSubVec((vec.X * PSubPos.PerPx), (vec.Y * PSubPos.PerPx));
}
}
}