(61d00a474) v0.9.7.1
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using System;
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using Microsoft.Xna.Framework;
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namespace Barotrauma.Extensions
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{
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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 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));
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}
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/// <summary>
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/// Creates a forward pointing vector based on the rotation (in radians).
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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.Cos(radians), (float)Math.Sin(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).
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/// </summary>
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public static Vector2 Backward(float radians, float length = 1)
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{
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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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public static Vector2 Right(this Vector2 forward)
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{
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var normV = Vector2.Normalize(forward);
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return new Vector2(normV.Y, -normV.X);
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}
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/// <summary>
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/// Creates a normalized perpendicular vector to the left from a forward vector.
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/// </summary>
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public static Vector2 Left(this Vector2 forward)
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{
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return -forward.Right();
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}
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/// <summary>
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/// Transforms a vector relative to the given up vector.
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/// </summary>
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public static Vector2 TransformVector(this Vector2 v, Vector2 up)
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{
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up = Vector2.Normalize(up);
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return (up * v.Y) + (up.Right() * v.X);
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}
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/// <summary>
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/// Flips the x and y components.
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/// </summary>
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public static Vector2 Flip(this Vector2 v) => new Vector2(v.Y, v.X);
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/// <summary>
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/// Returns the sum of the x and y components.
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/// </summary>
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public static float Combine(this Vector2 v) => v.X + v.Y;
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public static Vector2 Clamp(this Vector2 v, Vector2 min, Vector2 max)
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{
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return Vector2.Clamp(v, min, max);
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}
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public static bool NearlyEquals(this Vector2 v, Vector2 other)
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{
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return MathUtils.NearlyEqual(v.X, other.X) && MathUtils.NearlyEqual(v.Y, other.Y);
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}
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}
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}
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