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https://github.com/MaddyThorson/StrawberryBF.git
synced 2024-11-25 16:18:56 +08:00
Vector.Transform. Batcher Matrix Stack. Image component
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parent
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commit
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26
src/Components/Drawing/Image.bf
Normal file
26
src/Components/Drawing/Image.bf
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@ -0,0 +1,26 @@
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namespace Strawberry
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{
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public class Image : Component, IDraw
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{
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public Texture Texture;
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public Point Offset;
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public Point Origin;
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public float Rotation;
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public Vector Scale = .One;
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public this(Texture texture, Point origin = .Zero, Point offset = .Zero)
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{
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Texture = texture;
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Origin = origin;
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Offset = offset;
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}
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public Point DrawPosition => Entity.Position + Offset - Origin;
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public void Draw()
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{
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if (Texture != null)
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Game.Batcher.Tex(Texture, DrawPosition);
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}
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections;
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using System.Diagnostics;
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namespace Strawberry
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{
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@ -7,8 +8,9 @@ namespace Strawberry
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protected List<Batch> batches = new .() ~ delete _;
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protected List<Vertex> vertices = new .() ~ delete _;
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protected List<uint32> indices = new .() ~ delete _;
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private List<Mat4x4> matrixStack = new .(20) ~ delete _;
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public Mat4x4 Matrix;
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public Mat4x4 Matrix => matrixStack.Back;
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public this()
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{
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@ -17,12 +19,30 @@ namespace Strawberry
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public void Reset()
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{
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Matrix = Game.PlatformLayer.ScreenMatrix;
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ClearMatrix();
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batches.Clear();
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vertices.Clear();
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indices.Clear();
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}
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public void ClearMatrix()
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{
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matrixStack.Clear();
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matrixStack.Add(Game.PlatformLayer.ScreenMatrix);
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}
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public void PushMatrix(Mat4x4 mat)
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{
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matrixStack.Add(mat * matrixStack.Back);
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}
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public void PopMatrix()
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{
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Debug.Assert(matrixStack.Count > 0, "Cannot pop the Matrix Stack when it is empty");
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matrixStack.PopBack();
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}
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public abstract void Draw();
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protected ref Batch GetBatch(BatchModes mode, Texture texture)
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@ -71,13 +91,23 @@ namespace Strawberry
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.Shape(d, color));
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}
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public void Tex(Texture texture, float x, float y)
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public void Tex(Texture texture, Vector pos)
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{
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PushQuad(.TextureTint, texture,
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.Tex(.(x, y), .(0, 0), Color.White),
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.Tex(.(x + texture.Width, y), .(1, 0), Color.White),
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.Tex(.(x + texture.Width, y + texture.Height), .(1, 1), Color.White),
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.Tex(.(x, y + texture.Height), .(0, 1), Color.White));
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.Tex(.(pos.X, pos.Y), .(0, 0), Color.White),
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.Tex(.(pos.X + texture.Width, pos.Y), .(1, 0), Color.White),
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.Tex(.(pos.X + texture.Width, pos.Y + texture.Height), .(1, 1), Color.White),
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.Tex(.(pos.X, pos.Y + texture.Height), .(0, 1), Color.White));
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}
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public void Tex(Texture texture, Vector pos, Vector origin, Vector scale, float rotation)
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{
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//TODO!
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PushQuad(.TextureTint, texture,
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.Tex(.(pos.X, pos.Y), .(0, 0), Color.White),
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.Tex(.(pos.X + texture.Width, pos.Y), .(1, 0), Color.White),
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.Tex(.(pos.X + texture.Width, pos.Y + texture.Height), .(1, 1), Color.White),
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.Tex(.(pos.X, pos.Y + texture.Height), .(0, 1), Color.White));
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}
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}
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}
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@ -33,19 +33,25 @@ namespace Strawberry
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}
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[Inline]
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public Point Perpendicular()
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{
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return .(-Y, X);
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}
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[Inline]
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public float Length => Math.Sqrt(LengthSquared);
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[Inline]
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public int LengthSquared => X * X + Y * Y;
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[Inline]
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public Vector Normalized()
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{
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return ((Vector)this).Normalized();
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}
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[Inline]
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public override void ToString(String strBuffer)
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{
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strBuffer.Set("Point [ ");
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@ -55,56 +61,73 @@ namespace Strawberry
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strBuffer.Append(" ]");
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}
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[Inline]
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static public explicit operator Point(Vector a)
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{
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return Point((int)a.X, (int)a.Y);
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}
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[Inline]
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static public implicit operator SDL2.SDL.Point(Point a)
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{
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return .((int32)a.X, (int32)a.Y);
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}
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[Inline]
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static public bool operator==(Point a, Point b)
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{
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return a.X == b.X && a.Y == b.Y;
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}
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[Inline]
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static public Point operator+(Point a, Point b)
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{
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return Point(a.X + b.X, a.Y + b.Y);
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}
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[Inline]
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static public Point operator-(Point a, Point b)
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{
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return Point(a.X - b.X, a.Y - b.Y);
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}
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[Inline, Commutable]
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static public Point operator*(Point a, int b)
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{
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return Point(a.X * b, a.Y * b);
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}
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[Inline]
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static public Point operator*(Point a, Point b)
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{
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return Point(a.X * b.X, a.Y * b.Y);
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}
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[Inline]
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static public Point operator/(Point a, int b)
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{
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return Point(a.X / b, a.Y / b);
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}
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[Inline]
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static public Point operator/(Point a, Point b)
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{
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return Point(a.X / b.X, a.Y / b.Y);
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}
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[Inline, Commutable]
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static public Point operator*(Point a, Facings f)
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{
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return .(a.X * (int)f, a.Y);
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}
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[Inline]
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static public Point operator-(Point p)
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{
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return .(-p.X, -p.Y);
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}
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[Inline]
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public int GetHashCode()
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{
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return X + 9973 * Y;
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@ -28,11 +28,13 @@ namespace Strawberry
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Y = y;
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}
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[Inline]
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public Vector Perpendicular()
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{
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return .(-Y, X);
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}
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[Inline]
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public Vector Normalized()
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{
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if (X == 0 && Y == 0)
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@ -41,15 +43,31 @@ namespace Strawberry
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return this / Length;
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}
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[Inline]
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public float Length => Math.Sqrt(LengthSquared);
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[Inline]
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public float LengthSquared => X * X + Y * Y;
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[Inline]
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public Point Round()
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{
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return Point((int)Math.Round(X), (int)Math.Round(Y));
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return .((int)Math.Round(X), (int)Math.Round(Y));
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}
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[Inline]
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public Vector Transform(Mat3x2 mat)
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{
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return Transform(this, mat);
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}
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[Inline]
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public Vector Transform(Mat4x4 mat)
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{
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return Transform(this, mat);
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}
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[Inline]
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static public Vector Lerp(Vector a, Vector b, float t)
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{
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if (t == 0)
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@ -60,46 +78,7 @@ namespace Strawberry
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return a + (b - a) * t;
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}
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public override void ToString(String strBuffer)
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{
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strBuffer.Set("Vector [ ");
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X.ToString(strBuffer);
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strBuffer.Append(", ");
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Y.ToString(strBuffer);
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strBuffer.Append(" ]");
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}
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static public operator Vector(Point a)
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{
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return Vector(a.X, a.Y);
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}
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[Commutable]
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static public bool operator==(Vector a, Vector b)
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{
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return a.X == b.X && a.Y == b.Y;
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}
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static public Vector operator+(Vector a, Vector b)
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{
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return Vector(a.X + b.X, a.Y + b.Y);
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}
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static public Vector operator-(Vector a, Vector b)
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{
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return Vector(a.X - b.X, a.Y - b.Y);
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}
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static public Vector operator*(Vector a, float b)
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{
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return Vector(a.X * b, a.Y * b);
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}
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static public Vector operator/(Vector a, float b)
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{
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return Vector(a.X / b, a.Y / b);
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}
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[Inline]
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static public Vector Approach(Vector value, Vector target, float maxDelta)
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{
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Vector diff = target - value;
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return value + diff.Normalized() * maxDelta;
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}
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[Inline]
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static public void Approach(Vector* value, Vector target, float maxDelta)
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{
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*value = Approach(*value, target, maxDelta);
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}
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[Inline]
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public static Vector Transform(Vector v, Mat3x2 matrix)
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{
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return .(
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v.X * matrix.M11 + v.Y * matrix.M21 + matrix.M31,
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v.X * matrix.M12 + v.Y * matrix.M22 + matrix.M32
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);
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}
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[Inline]
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public static Vector Transform(Vector v, Mat4x4 matrix)
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{
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return .(
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v.X * matrix.M11 + v.Y * matrix.M21 + matrix.M41,
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v.X * matrix.M12 + v.Y * matrix.M22 + matrix.M42
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);
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}
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[Inline]
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public override void ToString(String strBuffer)
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{
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strBuffer.Set("Vector [ ");
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X.ToString(strBuffer);
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strBuffer.Append(", ");
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Y.ToString(strBuffer);
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strBuffer.Append(" ]");
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}
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[Inline]
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static public operator Vector(Point a)
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{
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return .(a.X, a.Y);
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}
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[Inline]
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static public bool operator==(Vector a, Vector b)
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{
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return a.X == b.X && a.Y == b.Y;
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}
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[Inline]
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static public Vector operator+(Vector a, Vector b)
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{
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return .(a.X + b.X, a.Y + b.Y);
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}
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[Inline]
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static public Vector operator-(Vector a, Vector b)
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{
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return .(a.X - b.X, a.Y - b.Y);
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}
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[Inline, Commutable]
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static public Vector operator*(Vector a, float b)
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{
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return .(a.X * b, a.Y * b);
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}
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[Inline]
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static public Vector operator/(Vector a, float b)
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{
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return .(a.X / b, a.Y / b);
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}
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[Inline]
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static public Vector operator*(Vector a, Mat3x2 b)
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{
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return Transform(a, b);
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}
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[Inline]
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static public Vector operator*(Vector a, Mat4x4 b)
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{
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return Transform(a, b);
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}
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[Inline]
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static public Vector operator-(Vector v)
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{
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return .(-v.X, -v.Y);
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}
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}
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}
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