409d4d9...aeafa16 (merge human-ai)
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@@ -6,13 +6,13 @@ namespace Barotrauma.Extensions
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public static class VectorExtensions
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{
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/// <summary>
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/// Unity's Angle implementation.
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/// Returns the angle in degrees.
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/// 0 - 180.
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/// Unity's Angle implementation without the conversion to degrees.
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/// Returns the angle in radians between two vectors.
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/// 0 - Pi.
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/// </summary>
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public static float Angle(this Vector2 from, Vector2 to)
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{
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return (float)Math.Acos(MathHelper.Clamp(Vector2.Dot(Vector2.Normalize(from), Vector2.Normalize(to)), -1f, 1f)) * 57.29578f;
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return (float)Math.Acos(MathHelper.Clamp(Vector2.Dot(Vector2.Normalize(from), Vector2.Normalize(to)), -1f, 1f));
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}
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/// <summary>
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@@ -20,7 +20,7 @@ namespace Barotrauma.Extensions
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/// </summary>
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public static Vector2 Forward(float radians, float length = 1)
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{
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return new Vector2((float)Math.Sin(radians), (float)Math.Cos(radians)) * length;
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return new Vector2((float)Math.Cos(radians), (float)Math.Sin(radians)) * length;
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}
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/// <summary>
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@@ -31,6 +31,22 @@ namespace Barotrauma.Extensions
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return -Forward(radians, length);
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}
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/// <summary>
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/// Creates a forward pointing vector based on the rotation (in radians). TODO: remove when the implications have been neutralized
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/// </summary>
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public static Vector2 ForwardFlipped(float radians, float length = 1)
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{
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return new Vector2((float)Math.Sin(radians), (float)Math.Cos(radians)) * length;
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}
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/// <summary>
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/// Creates a backward pointing vector based on the rotation (in radians). TODO: remove when the implications have been neutralized
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/// </summary>
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public static Vector2 BackwardFlipped(float radians, float length = 1)
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{
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return -ForwardFlipped(radians, length);
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}
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/// <summary>
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/// Creates a normalized perpendicular vector to the right from a forward vector.
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/// </summary>
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