79 lines
2.2 KiB
C#
79 lines
2.2 KiB
C#
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<float2> r)
|
|
{
|
|
return new float2(
|
|
Util.Constrain(X, new Range<float>(r.Start.X, r.End.X)),
|
|
Util.Constrain(Y, new Range<float>(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)); }
|
|
}
|
|
}
|