Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions

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@@ -7,8 +7,13 @@ namespace Barotrauma.Extensions
public static Color Multiply(this Color color, float value, bool onlyAlpha = false)
{
return onlyAlpha ?
new Color(color.R, color.G, color.B, (byte)(color.A * value)) :
new Color((byte)(color.R * value), (byte)(color.G * value), (byte)(color.B * value), (byte)(color.A * value));
new Color(color.R, color.G, color.B, MultiplyComponent(color.A, value)) :
new Color(MultiplyComponent(color.R, value), MultiplyComponent(color.G, value), MultiplyComponent(color.B, value), MultiplyComponent(color.A, value));
static byte MultiplyComponent(float colorComponent, float multiplier)
{
return (byte)MathHelper.Clamp(colorComponent * multiplier, 0.0f, 255.0f);
}
}
public static Color Multiply(this Color thisColor, Color color)

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@@ -1,17 +1,27 @@
using System;
using System.Collections.Generic;
// NOTE: We should use struct in addition to Enum in all the type constraints (at the end of the method signatures), as it
// tells the compiler that we're only ever using value types, which enums always are anyway.
// This avoids a lot of allocations caused by the compiler preparing for anything, which in turn happens because despite
// how it works in practice, Enum is counted as a reference type in C#... for historical reasons.
// We use the (int)(object) cast because generic types can't be cast directly to int, so we box into object and unbox into int instead.
// It avoids some memory allocations that Convert.ToInt32() seems to do.
// NOTE: This should work fine as long as the enum values stay within - to + 2^31, so let's not use uint or long for them.
namespace Barotrauma.Extensions
{
public static class EnumExtensions
{
/// <summary>
/// Enum.HasFlag() checks if all flags matches. This method checks if any of them matches.
/// Enum.HasFlag() checks if all flags matches. This method checks if any of them matches. It also avoids boxing allocations that the built-in version might still sometimes cause.
/// E.g. when myEnum = SomeEnum.First | SomeEnum.Second, myEnum.HasFlag(SomeEnum.First | SomeEnum.Third) returns false, because not all of the flags match, but HasAnyFlag(SomeEnum.First | SomeEnum.Third) returns true, because some of the flags match.
/// </summary>
public static bool HasAnyFlag<T>(this T type, T value) where T : Enum
public static bool HasAnyFlag<T>(this T type, T value) where T : struct, Enum
{
int typeValue = Convert.ToInt32(type);
int flagValue = Convert.ToInt32(value);
int typeValue = (int)(object)type;
int flagValue = (int)(object)value;
return (typeValue & flagValue) != 0;
}
@@ -19,10 +29,10 @@ namespace Barotrauma.Extensions
/// Adds a flag value to an enum.
/// Note that enums are value types, so you need to use the value returned from this method.
/// </summary>
public static T AddFlag<T>(this T @enum, T flag) where T : Enum
public static T AddFlag<T>(this T @enum, T flag) where T : struct, Enum
{
int enumValue = Convert.ToInt32(@enum);
int flagValue = Convert.ToInt32(flag);
int enumValue = (int)(object)@enum;
int flagValue = (int)(object)flag;
return (T)(object)(enumValue | flagValue);
}
@@ -30,11 +40,19 @@ namespace Barotrauma.Extensions
/// Removes a flag value from an enum.
/// Note that enums are value types, so you need to use the value returned from this method.
/// </summary>
public static T RemoveFlag<T>(this T @enum, T flag) where T : Enum
public static T RemoveFlag<T>(this T @enum, T flag) where T : struct, Enum
{
int enumValue = Convert.ToInt32(@enum);
int flagValue = Convert.ToInt32(flag);
int enumValue = (int)(object)@enum;
int flagValue = (int)(object)flag;
return (T)(object)(enumValue & ~flagValue);
}
public static IEnumerable<T> GetIndividualFlags<T>(T flagsEnum) where T : struct, Enum
{
foreach (T value in Enum.GetValues(typeof(T)))
{
if (flagsEnum.HasAnyFlag(value)) { yield return value; }
}
}
}
}

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@@ -24,6 +24,9 @@ public sealed class EpicAccountId : AccountId
public new static Option<EpicAccountId> Parse(string str)
{
if (str.IsNullOrWhiteSpace()) { return Option.None; }
//according to the documentation, this is the maximum length of the ID
const int MaxEpicAccountIDLength = 32 + 1;
if (str.Length > MaxEpicAccountIDLength + prefix.Length) { return Option.None; }
if (str.StartsWith(prefix, StringComparison.OrdinalIgnoreCase)) { str = str[prefix.Length..]; }
if (!str.IsHexString()) { return Option.None; }

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@@ -1,6 +1,7 @@
#nullable enable
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
@@ -140,7 +141,25 @@ namespace Barotrauma
}
public static Identifier[] ToIdentifiers(this string[] strings)
=> ((IEnumerable<string>)strings).ToIdentifiers().ToArray();
=> strings.AsEnumerable().ToIdentifiers().ToArray();
/// <summary>
/// Parses identifiers from a comma separated string.
/// </summary>
public static IEnumerable<Identifier> ToIdentifiers(this string tagsString, string separator = ",")
{
if (string.IsNullOrWhiteSpace(tagsString))
{
return Enumerable.Empty<Identifier>();
}
return tagsString.Split(separator, StringSplitOptions.TrimEntries).AsEnumerable().ToIdentifiers();
}
/// <summary>
/// Parses a comma separated string from a collection of identifier.
/// </summary>
public static string ConvertToString(this IEnumerable<Identifier> tags, string separator = ",")
=> string.Join(separator, tags);
public static Identifier ToIdentifier(this string? s)
{

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@@ -375,7 +375,19 @@ namespace Barotrauma
}
}
/// <summary>
/// Get the point where the line segment between a1 and a2 intersects the rectangle. Note that the rectangle's y-coordinate is handled so that up is lower and bottom is higher (the way rectangles work by default in XNA).
/// </summary>
public static bool GetLineRectangleIntersection(Vector2 a1, Vector2 a2, Rectangle rect, out Vector2 intersection)
{
rect.Y += rect.Height;
return GetLineWorldRectangleIntersection(a1, a2, rect, out intersection);
}
/// <summary>
/// Get the point where the line segment between a1 and a2 intersects the rectangle. Note that the rectangle's y-coordinate is handled so that up is greater and down is lower (the way e.g. MapEntity rects are defined).
/// </summary>
public static bool GetLineWorldRectangleIntersection(Vector2 a1, Vector2 a2, Rectangle rect, out Vector2 intersection)
{
if (GetAxisAlignedLineIntersection(a1, a2,
new Vector2(rect.X, rect.Y),
@@ -678,7 +690,7 @@ namespace Barotrauma
}
/// <summary>
/// divide a convex hull into triangles
/// Divide a convex hull into triangles
/// </summary>
/// <returns>List of triangle vertices (sorted counter-clockwise)</returns>
public static List<Vector2[]> TriangulateConvexHull(List<Vector2> vertices, Vector2 center)
@@ -1100,6 +1112,52 @@ namespace Barotrauma
while (val > po2) { po2 <<= 1; }
return po2;
}
/// <summary>
/// Resizes an array of vectors to a different size. Uses bilinear interpolation to "scale" the values to the size of the new array:
/// for instance, an array such as "1, 0" would become "1, 0.5, 0" when the width is scaled from 2 to 3.
/// </summary>
public static Vector2[,] ResizeVector2Array(Vector2[,] sourceArray, int newWidth, int newHeight)
{
if (newWidth < 1)
{
throw new ArgumentException("Width must be larger than zero.", nameof(newWidth));
}
if (newHeight < 1)
{
throw new ArgumentException("Height must be larger than zero.", nameof(newHeight));
}
var destinationArray = new Vector2[newWidth, newHeight];
int oldWidth = sourceArray.GetLength(0), oldHeight = sourceArray.GetLength(1);
for (int x = 0; x < newWidth; x++)
{
for (int y = 0; y < newHeight; y++)
{
// Calculate the position in the original array
float sourceX = oldWidth == 1 ? 0 : (x / (float)(newWidth - 1)) * (oldWidth - 1);
float sourceY = oldHeight == 1 ? 0 : (y / (float)(newHeight - 1)) * (oldHeight - 1);
// Find the indices of the surrounding points
int startIndexX = (int)Math.Floor(sourceX);
int endIndexX = Math.Min(startIndexX + 1, oldWidth - 1);
int startIndexY = (int)Math.Floor(sourceY);
int endIndexY = Math.Min(startIndexY + 1, oldHeight - 1);
// Calculate interpolation weights
float tx = sourceX - startIndexX;
float ty = sourceY - startIndexY;
// Perform bilinear interpolation
Vector2 top = Vector2.Lerp(sourceArray[startIndexX, startIndexY], sourceArray[endIndexX, startIndexY], tx);
Vector2 bottom = Vector2.Lerp(sourceArray[startIndexX, endIndexY], sourceArray[endIndexX, endIndexY], tx);
destinationArray[x, y] = Vector2.Lerp(top, bottom, ty);
}
}
return destinationArray;
}
}
public class CompareCW : IComparer<Vector2>
@@ -1156,4 +1214,5 @@ namespace Barotrauma
return -CompareCW.Compare(a, b, center);
}
}
}

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@@ -113,10 +113,9 @@ namespace Barotrauma
/// Gets a type by its name, with backwards compatibility for types that have been renamed.
/// <see cref="TypePreviouslyKnownAs"/>
/// </summary>
public static Type? GetTypeWithBackwardsCompatibility(string nameSpace, string typeName, bool throwOnError, bool ignoreCase)
public static Type? GetTypeWithBackwardsCompatibility(Assembly assembly, string nameSpace, string typeName, bool throwOnError, bool ignoreCase)
{
if (Assembly.GetEntryAssembly() is not { } entryAssembly) { return null; }
var types = entryAssembly
var types = assembly
.GetTypes()
.Where(t => NameMatches(t.Namespace, nameSpace, ignoreCase));

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@@ -210,7 +210,7 @@ namespace Steamworks.Data
internal static extern bool InternalIsIPv6AllZeros( ref NetAddress self );
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_SteamNetworkingIPAddr_SetIPv6", CallingConvention = Platform.CC)]
internal static extern void InternalSetIPv6( ref NetAddress self, ref byte ipv6, ushort nPort );
internal static extern void InternalSetIPv6( ref NetAddress self, IntPtr ipv6, ushort nPort );
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_SteamNetworkingIPAddr_SetIPv4", CallingConvention = Platform.CC)]
internal static extern void InternalSetIPv4( ref NetAddress self, uint nIP, ushort nPort );

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@@ -60,18 +60,33 @@ namespace Steamworks.Data
/// Specific IP, specific port
/// </summary>
public static NetAddress From( IPAddress address, ushort port )
{
var addr = address.GetAddressBytes();
{
var local = Cleared;
switch (address.AddressFamily)
{
case System.Net.Sockets.AddressFamily.InterNetwork:
InternalSetIPv4(ref local, address.IpToInt32(), port);
return local;
case System.Net.Sockets.AddressFamily.InterNetworkV6:
var ptr = GetIpv6AddressBytesPtr(address);
InternalSetIPv6(ref local, ptr, port);
FreeMemory(ptr);
return local;
default:
throw new System.NotImplementedException( $"Oops - no {address.AddressFamily} support yet?" );
}
if ( address.AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork )
{
var local = Cleared;
InternalSetIPv4( ref local, Utility.IpToInt32( address ), port );
return local;
}
static System.IntPtr GetIpv6AddressBytesPtr(IPAddress address)
{
byte[] bytes = address.GetAddressBytes();
var unmanagedPointer = Marshal.AllocHGlobal(bytes.Length);
Marshal.Copy(bytes, 0, unmanagedPointer, bytes.Length);
return unmanagedPointer;
}
throw new System.NotImplementedException( "Oops - no IPV6 support yet?" );
}
void FreeMemory(System.IntPtr unmanagedMemory)
=> Marshal.FreeHGlobal(unmanagedMemory);
}
/// <summary>
/// Set everything to zero

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@@ -116,10 +116,10 @@ namespace Steamworks.Ugc
/// The number of downvotes of this item
/// </summary>
public uint VotesDown => details.VotesDown;
/// <summary>
/// Dependencies/children of this item or collection, available only from WithDependencies(true) queries
/// </summary>
public PublishedFileId[]? Children;
/// <summary>
/// Dependencies/children of this item or collection, available only from WithChildren(true) queries
/// </summary>
public PublishedFileId[]? Children;
/// <summary>
/// Additional previews of this item or collection, available only from WithAdditionalPreviews(true) queries

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@@ -53,7 +53,7 @@ namespace FarseerPhysics.Collision
internal int Height;
internal int ParentOrNext;
public object Body;
public Body Body;
internal T UserData;
@@ -319,7 +319,7 @@ namespace FarseerPhysics.Collision
return _nodes[proxyId].AABB;
}
public object GetBody(int proxyId)
public Body GetBody(int proxyId)
{
Debug.Assert(0 <= proxyId && proxyId < _nodeCapacity);
return _nodes[proxyId].Body;
@@ -344,7 +344,7 @@ namespace FarseerPhysics.Collision
/// </summary>
/// <param name="callback">The callback.</param>
/// <param name="aabb">The aabb.</param>
public void Query(Func<int, bool> callback, ref AABB aabb, ref object body)
public void Query(Func<int, bool> callback, ref AABB aabb, ref Body body)
{
_queryStack.Clear();
_queryStack.Push(_root);
@@ -357,22 +357,38 @@ namespace FarseerPhysics.Collision
continue;
}
//TreeNode<T>* node = &_nodes[nodeId];
if (!ReferenceEquals(_nodes[nodeId].Body, body) && AABB.TestOverlap(ref _nodes[nodeId].AABB, ref aabb))
TreeNode<T> node = _nodes[nodeId];
if (node.Body != body && AABB.TestOverlap(ref node.AABB, ref aabb))
{
if (_nodes[nodeId].IsLeaf())
if (node.IsLeaf())
{
if (node.Body.CollidesWithMatchesBetweenFixtures &&
body.CollisionCategoriesMatchBetweenFixtures)
{
//equivalent to
//collide = node.Body.CollidesWith.HasAnyFlag(body.CollisionCategories) && body.CollidesWith.HasAnyFlag(node.Body.CollisionCategories)
//same check as in ContactManager.ShouldCollide
//inlined here using binary operations because this is performance critical code
bool collide =
(node.Body.CollidesWith & body.CollisionCategories) != 0 &&
(body.CollidesWith & node.Body.CollisionCategories) != 0;
if (!collide)
{
continue;
}
}
bool proceed = callback(nodeId);
if (proceed == false)
{
return;
}
}
else
{
_queryStack.Push(_nodes[nodeId].Child1);
_queryStack.Push(_nodes[nodeId].Child2);
}
_queryStack.Push(node.Child1);
_queryStack.Push(node.Child2);
}
}
}
}

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@@ -263,7 +263,7 @@ namespace FarseerPhysics.Collision
// we don't fail to create a pair that may touch later.
AABB fatAABB = _tree.GetFatAABB(_queryProxyId);
object body = _tree.GetBody(_queryProxyId);
Body body = _tree.GetBody(_queryProxyId);
// Query tree, create pairs and add them pair buffer.
_tree.Query(_queryCallback, ref fatAABB, ref body);

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@@ -115,7 +115,7 @@ namespace FarseerPhysics.Collision.Shapes
}
// Find the point of intersection of the line with the circle.
float a = -(c + (float)Math.Sqrt(sigma));
float a = -(c + MathF.Sqrt(sigma));
// Is the intersection point on the segment?
if (0.0f <= a && a <= input.MaxFraction * rr)
@@ -177,8 +177,8 @@ namespace FarseerPhysics.Collision.Shapes
//Magic
float l2 = l * l;
float area = _2radius * (float)((Math.Asin(l / Radius) + MathHelper.Pi / 2) + l * Math.Sqrt(_2radius - l2));
float com = -2.0f / 3.0f * (float)Math.Pow(_2radius - l2, 1.5f) / area;
float area = _2radius * ((MathF.Asin(l / Radius) + MathHelper.Pi / 2) + l * MathF.Sqrt(_2radius - l2));
float com = -2.0f / 3.0f * MathF.Pow(_2radius - l2, 1.5f) / area;
sc.X = p.X + normal.X * com;
sc.Y = p.Y + normal.Y * com;

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@@ -150,7 +150,7 @@ namespace FarseerPhysics.Common.Decomposition.Seidel
{
Point a = (p.Next - p);
Point b = (p.Prev - p);
return (float)Math.Atan2(a.Cross(b), a.Dot(b));
return MathF.Atan2(a.Cross(b), a.Dot(b));
}
private bool AngleSign()

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@@ -709,7 +709,7 @@ namespace FarseerPhysics.Common
/// </summary>
public void Normalize()
{
float d = MathHelper.TwoPi * (float)Math.Floor(A0 / MathHelper.TwoPi);
float d = MathHelper.TwoPi * MathF.Floor(A0 / MathHelper.TwoPi);
A0 -= d;
A -= d;
}

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@@ -18,7 +18,7 @@ namespace FarseerPhysics.Common.Maths
public float Phase
{
get { return (float)Math.Atan2(Imaginary, Real); }
get { return MathF.Atan2(Imaginary, Real); }
set
{
if (value == 0)
@@ -26,14 +26,14 @@ namespace FarseerPhysics.Common.Maths
this = Complex.One;
return;
}
this.Real = (float)Math.Cos(value);
this.Imaginary = (float)Math.Sin(value);
this.Real = MathF.Cos(value);
this.Imaginary = MathF.Sin(value);
}
}
public float Magnitude
{
get { return (float)Math.Round(Math.Sqrt(MagnitudeSquared())); }
get { return MathF.Round(MathF.Sqrt(MagnitudeSquared())); }
}
@@ -49,8 +49,8 @@ namespace FarseerPhysics.Common.Maths
return Complex.One;
return new Complex(
(float)Math.Cos(angle),
(float)Math.Sin(angle));
MathF.Cos(angle),
MathF.Sin(angle));
}
public void Conjugate()

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@@ -315,7 +315,7 @@ namespace FarseerPhysics.Common
for (int i = 1; i < divisions; i++)
{
Vector2 normal = GetPositionNormal(t);
float angle = (float)Math.Atan2(normal.Y, normal.X);
float angle = MathF.Atan2(normal.Y, normal.X);
verts.Add(new Vector3(end, angle));

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@@ -1,4 +1,4 @@
/* Original source Farseer Physics Engine:
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
@@ -14,7 +14,7 @@ using FarseerPhysics.Dynamics;
namespace FarseerPhysics.Common.PhysicsLogic
{
// Original Code by Steven Lu - see http://www.box2d.org/forum/viewtopic.php?f=3&t=1688
// Ported to Farseer 3.0 by Nicolás Hormazábal
// Ported to Farseer 3.0 by Nicolás Hormazábal
internal struct ShapeData
{
@@ -185,7 +185,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
if ((shapes[i].Body.BodyType == BodyType.Dynamic) && ps != null)
{
Vector2 toCentroid = shapes[i].Body.GetWorldPoint(ps.MassData.Centroid) - pos;
float angleToCentroid = (float)Math.Atan2(toCentroid.Y, toCentroid.X);
float angleToCentroid = MathF.Atan2(toCentroid.Y, toCentroid.X);
float min = float.MaxValue;
float max = float.MinValue;
float minAbsolute = 0.0f;
@@ -194,7 +194,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
for (int j = 0; j < ps.Vertices.Count; ++j)
{
Vector2 toVertex = (shapes[i].Body.GetWorldPoint(ps.Vertices[j]) - pos);
float newAngle = (float)Math.Atan2(toVertex.Y, toVertex.X);
float newAngle = MathF.Atan2(toVertex.Y, toVertex.X);
float diff = (newAngle - angleToCentroid);
diff = (diff - MathHelper.Pi) % (2 * MathHelper.Pi);
@@ -253,7 +253,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
midpt = midpt / 2;
Vector2 p1 = pos;
Vector2 p2 = radius * new Vector2((float)Math.Cos(midpt), (float)Math.Sin(midpt)) + pos;
Vector2 p2 = radius * new Vector2(MathF.Cos(midpt), MathF.Sin(midpt)) + pos;
// RaycastOne
bool hitClosest = false;
@@ -343,7 +343,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
j += offset)
{
Vector2 p1 = pos;
Vector2 p2 = pos + radius * new Vector2((float)Math.Cos(j), (float)Math.Sin(j));
Vector2 p2 = pos + radius * new Vector2(MathF.Cos(j), MathF.Sin(j));
Vector2 hitpoint = Vector2.Zero;
float minlambda = float.MaxValue;
@@ -371,7 +371,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
float impulse = (arclen / (MinRays + insertedRays)) * maxForce * 180.0f / MathHelper.Pi * (1.0f - Math.Min(1.0f, minlambda));
// We Apply the impulse!!!
Vector2 vectImp = Vector2.Dot(impulse * new Vector2((float)Math.Cos(j), (float)Math.Sin(j)), -ro.Normal) * new Vector2((float)Math.Cos(j), (float)Math.Sin(j));
Vector2 vectImp = Vector2.Dot(impulse * new Vector2(MathF.Cos(j), MathF.Sin(j)), -ro.Normal) * new Vector2(MathF.Cos(j), MathF.Sin(j));
_data[i].Body.ApplyLinearImpulse(ref vectImp, ref hitpoint);
// We gather the fixtures for returning them

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@@ -70,7 +70,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
float forcePercent = GetPercent(distance, radius);
Vector2 forceVector = pos - overlappingBody.Position;
forceVector *= 1f / (float)Math.Sqrt(forceVector.X * forceVector.X + forceVector.Y * forceVector.Y);
forceVector *= 1f / MathF.Sqrt(forceVector.X * forceVector.X + forceVector.Y * forceVector.Y);
forceVector *= MathHelper.Min(force * forcePercent, maxForce);
forceVector *= -1;
@@ -85,7 +85,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
private float GetPercent(float distance, float radius)
{
//(1-(distance/radius))^power-1
float percent = (float)Math.Pow(1 - ((distance - radius) / radius), Power) - 1;
float percent = MathF.Pow(1 - ((distance - radius) / radius), Power) - 1;
if (float.IsNaN(percent))
return 0f;

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@@ -137,8 +137,8 @@ namespace FarseerPhysics.Common.PolygonManipulation
float dy0 = vertices[middle].Y - vertices[lower].Y;
float dx1 = vertices[upper].Y - vertices[middle].X;
float dy1 = vertices[upper].Y - vertices[middle].Y;
float norm0 = (float)Math.Sqrt(dx0 * dx0 + dy0 * dy0);
float norm1 = (float)Math.Sqrt(dx1 * dx1 + dy1 * dy1);
float norm0 = MathF.Sqrt(dx0 * dx0 + dy0 * dy0);
float norm1 = MathF.Sqrt(dx1 * dx1 + dy1 * dy1);
if (!(norm0 > 0.0f && norm1 > 0.0f) && newNVertices > 3)
{

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@@ -112,8 +112,8 @@ namespace FarseerPhysics.Common
phase--;
}
vertices.Add(posOffset + new Vector2(xRadius * (float)Math.Cos(stepSize * -(i + phase)),
-yRadius * (float)Math.Sin(stepSize * -(i + phase))));
vertices.Add(posOffset + new Vector2(xRadius * MathF.Cos(stepSize * -(i + phase)),
-yRadius * MathF.Sin(stepSize * -(i + phase))));
}
}
@@ -160,8 +160,8 @@ namespace FarseerPhysics.Common
vertices.Add(new Vector2(xRadius, 0));
for (int i = numberOfEdges - 1; i > 0; --i)
vertices.Add(new Vector2(xRadius * (float)Math.Cos(stepSize * i),
-yRadius * (float)Math.Sin(stepSize * i)));
vertices.Add(new Vector2(xRadius * MathF.Cos(stepSize * i),
-yRadius * MathF.Sin(stepSize * i)));
return vertices;
}
@@ -177,8 +177,8 @@ namespace FarseerPhysics.Common
float stepSize = radians / sides;
for (int i = sides - 1; i > 0; i--)
{
vertices.Add(new Vector2(radius * (float)Math.Cos(stepSize * i),
radius * (float)Math.Sin(stepSize * i)));
vertices.Add(new Vector2(radius * MathF.Cos(stepSize * i),
radius * MathF.Sin(stepSize * i)));
}
return vertices;
@@ -252,8 +252,8 @@ namespace FarseerPhysics.Common
float stepSize = MathHelper.Pi / topEdges;
for (int i = 1; i < topEdges; i++)
{
vertices.Add(new Vector2(topRadius * (float)Math.Cos(stepSize * i),
topRadius * (float)Math.Sin(stepSize * i) + newHeight));
vertices.Add(new Vector2(topRadius * MathF.Cos(stepSize * i),
topRadius * MathF.Sin(stepSize * i) + newHeight));
}
vertices.Add(new Vector2(-topRadius, newHeight));
@@ -264,8 +264,8 @@ namespace FarseerPhysics.Common
stepSize = MathHelper.Pi / bottomEdges;
for (int i = 1; i < bottomEdges; i++)
{
vertices.Add(new Vector2(-bottomRadius * (float)Math.Cos(stepSize * i),
-bottomRadius * (float)Math.Sin(stepSize * i) - newHeight));
vertices.Add(new Vector2(-bottomRadius * MathF.Cos(stepSize * i),
-bottomRadius * MathF.Sin(stepSize * i) - newHeight));
}
vertices.Add(new Vector2(bottomRadius, -newHeight));
@@ -298,24 +298,24 @@ namespace FarseerPhysics.Common
{
vertices.Add(
new Vector2(radius *
(float)Math.Cos(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize),
MathF.Cos(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize),
-radius *
(float)Math.Sin(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize)));
MathF.Sin(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize)));
vertices.Add(
new Vector2((radius + toothHeight) *
(float)Math.Cos(stepSize * i + toothAngleStepSize + toothTipStepSize),
MathF.Cos(stepSize * i + toothAngleStepSize + toothTipStepSize),
-(radius + toothHeight) *
(float)Math.Sin(stepSize * i + toothAngleStepSize + toothTipStepSize)));
MathF.Sin(stepSize * i + toothAngleStepSize + toothTipStepSize)));
}
vertices.Add(new Vector2((radius + toothHeight) *
(float)Math.Cos(stepSize * i + toothAngleStepSize),
MathF.Cos(stepSize * i + toothAngleStepSize),
-(radius + toothHeight) *
(float)Math.Sin(stepSize * i + toothAngleStepSize)));
MathF.Sin(stepSize * i + toothAngleStepSize)));
vertices.Add(new Vector2(radius * (float)Math.Cos(stepSize * i),
-radius * (float)Math.Sin(stepSize * i)));
vertices.Add(new Vector2(radius * MathF.Cos(stepSize * i),
-radius * MathF.Sin(stepSize * i)));
}
return vertices;

View File

@@ -287,8 +287,8 @@ namespace FarseerPhysics.Common
{
Debug.Assert(!AttachedToBody, "Rotating vertices that are used by a Body can result in unstable behavior.");
float num1 = (float)Math.Cos(value);
float num2 = (float)Math.Sin(value);
float num1 = MathF.Cos(value);
float num2 = MathF.Sin(value);
for (int i = 0; i < Count; i++)
{

View File

@@ -71,7 +71,7 @@ namespace FarseerPhysics.Controllers
f = Strength / r2 * worldBody.Mass * controllerBody.Mass * d;
break;
case GravityType.Linear:
f = Strength / (float)Math.Sqrt(r2) * worldBody.Mass * controllerBody.Mass * d;
f = Strength / MathF.Sqrt(r2) * worldBody.Mass * controllerBody.Mass * d;
break;
}
@@ -92,7 +92,7 @@ namespace FarseerPhysics.Controllers
f = Strength / r2 * worldBody.Mass * d;
break;
case GravityType.Linear:
f = Strength / (float)Math.Sqrt(r2) * worldBody.Mass * d;
f = Strength / MathF.Sqrt(r2) * worldBody.Mass * d;
break;
}

View File

@@ -99,7 +99,7 @@ namespace FarseerPhysics.Controllers
if (result > dt * _maxLinearSqared)
{
float sq = (float)Math.Sqrt(result);
float sq = MathF.Sqrt(result);
float ratio = _maxLinearVelocity / sq;
body._linearVelocity.X *= ratio;

View File

@@ -31,6 +31,7 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using FarseerPhysics.Collision;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
@@ -98,7 +99,7 @@ namespace FarseerPhysics.Dynamics
/// <value>The revolutions.</value>
public float Revolutions
{
get { return Rotation / (float)Math.PI; }
get { return Rotation / MathF.PI; }
}
/// <summary>
@@ -614,6 +615,10 @@ namespace FarseerPhysics.Dynamics
fixture.Body = this;
this.FixtureList.Add(fixture);
RefreshCollidesWithMatchesBetweenFixtures();
RefreshCollisionCategoriesMatchBetweenFixtures();
#if DEBUG
if (fixture.Shape.ShapeType == ShapeType.Polygon)
((PolygonShape)fixture.Shape).Vertices.AttachedToBody = true;
@@ -685,6 +690,8 @@ namespace FarseerPhysics.Dynamics
fixture.Body = null;
FixtureList.Remove(fixture);
RefreshCollidesWithMatchesBetweenFixtures();
RefreshCollisionCategoriesMatchBetweenFixtures();
#if DEBUG
if (fixture.Shape.ShapeType == ShapeType.Polygon)
((PolygonShape)fixture.Shape).Vertices.AttachedToBody = false;
@@ -1241,29 +1248,89 @@ namespace FarseerPhysics.Dynamics
FixtureList[i].Friction = friction;
}
public bool CollisionCategoriesMatchBetweenFixtures
{
get; private set;
} = false;
private Category _collisionCategories;
public Category CollisionCategories
{
get { return _collisionCategories; }
set { SetCollisionCategories(value); }
}
public bool CollidesWithMatchesBetweenFixtures
{
get; private set;
} = false;
private Category _collidesWith;
public Category CollidesWith
{
get { return _collidesWith; }
set { SetCollidesWith(value); }
}
public void RefreshCollisionCategoriesMatchBetweenFixtures()
{
if (FixtureList.Count < 2)
{
if (FixtureList.Count > 0) { _collisionCategories = FixtureList[0].CollisionCategories; }
CollisionCategoriesMatchBetweenFixtures = true;
return;
}
for (int i = 1; i < FixtureList.Count; i++)
{
if (FixtureList[i].CollisionCategories != FixtureList[0].CollisionCategories)
{
CollisionCategoriesMatchBetweenFixtures = false;
return;
}
}
CollisionCategoriesMatchBetweenFixtures = true;
_collisionCategories = FixtureList[0].CollisionCategories;
}
/// <summary>
/// Warning: This method applies the value on existing Fixtures. It's not a property of Body.
/// </summary>
public void SetCollisionCategories(Category category)
{
CollisionCategoriesMatchBetweenFixtures = true;
_collisionCategories = category;
for (int i = 0; i < FixtureList.Count; i++)
FixtureList[i].CollisionCategories = category;
}
public void RefreshCollidesWithMatchesBetweenFixtures()
{
if (FixtureList.Count < 2)
{
if (FixtureList.Count > 0) { _collidesWith = FixtureList[0].CollidesWith; }
CollidesWithMatchesBetweenFixtures = true;
return;
}
for (int i = 1; i < FixtureList.Count; i++)
{
if (FixtureList[i].CollidesWith != FixtureList[0].CollidesWith)
{
CollidesWithMatchesBetweenFixtures = false;
return;
}
}
CollidesWithMatchesBetweenFixtures = true;
_collidesWith = FixtureList[0].CollidesWith;
}
/// <summary>
/// Warning: This method applies the value on existing Fixtures. It's not a property of Body.
/// </summary>
public void SetCollidesWith(Category category)
{
CollidesWithMatchesBetweenFixtures = true;
_collidesWith = category;
for (int i = 0; i < FixtureList.Count; i++)
FixtureList[i].CollidesWith = category;
}

View File

@@ -172,7 +172,6 @@ namespace FarseerPhysics.Dynamics
if (bodyB.ShouldCollide(bodyA) == false)
return;
//Check default filter
if (ShouldCollide(fixtureA, fixtureB) == false)
return;

View File

@@ -1,4 +1,4 @@
// Copyright (c) 2017 Kastellanos Nikolaos
// Copyright (c) 2017 Kastellanos Nikolaos
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
@@ -139,6 +139,10 @@ namespace FarseerPhysics.Dynamics
_collidesWith = value;
Refilter();
if (Body != null)
{
Body.RefreshCollidesWithMatchesBetweenFixtures();
}
}
}
@@ -151,13 +155,17 @@ namespace FarseerPhysics.Dynamics
{
get { return _collisionCategories; }
set
internal set
{
if (_collisionCategories == value)
return;
_collisionCategories = value;
Refilter();
if (Body != null)
{
Body.RefreshCollisionCategoriesMatchBetweenFixtures();
}
}
}

View File

@@ -1,4 +1,4 @@
/* Original source Farseer Physics Engine:
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
@@ -243,7 +243,7 @@ namespace FarseerPhysics.Dynamics.Joints
Enabled = false;
if (Broke != null)
Broke(this, (float)Math.Sqrt(jointErrorSquared));
Broke(this, MathF.Sqrt(jointErrorSquared));
}
internal abstract void SolveVelocityConstraints(ref SolverData data);

View File

@@ -107,7 +107,7 @@ namespace FarseerPhysics.Fluids
if (u > 0.0f)
{
q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;
q = 1.0f - MathF.Sqrt(q) / Definition.InfluenceRadius;
float impulseFactor = 0.5f * timeStep * q * (u * (Definition.ViscositySigma + Definition.ViscosityBeta * u));
@@ -152,7 +152,7 @@ namespace FarseerPhysics.Fluids
// _distanceCache[_j] = _q;
// if (_q < _influenceRadiusSquared && _q != 0)
// {
// _q = (float)Math.Sqrt(_q);
// _q = MathF.Sqrt(_q);
// _q /= Definition.InfluenceRadius;
// _qq = ((1 - _q) * (1 - _q));
// _density += _qq;
@@ -170,7 +170,7 @@ namespace FarseerPhysics.Fluids
// _q = _distanceCache[_j];
// if (_q < _influenceRadiusSquared && _q != 0)
// {
// _q = (float)Math.Sqrt(_q);
// _q = MathF.Sqrt(_q);
// _rij = p.Neighbours[_j].Position;
// _rij -= p.Position;
// _rij *= 1 / _q;
@@ -209,7 +209,7 @@ namespace FarseerPhysics.Fluids
if (q > _influenceRadiusSquared)
continue;
q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;
q = 1.0f - MathF.Sqrt(q) / Definition.InfluenceRadius;
float densityDelta = q * q;
_density += densityDelta;
@@ -237,7 +237,7 @@ namespace FarseerPhysics.Fluids
if (q > _influenceRadiusSquared)
continue;
q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;
q = 1.0f - MathF.Sqrt(q) / Definition.InfluenceRadius;
float dispFactor = deltaTime2 * (q * (_pressure + _pressureNear * q));
@@ -281,7 +281,7 @@ namespace FarseerPhysics.Fluids
if (!_springs.ContainsKey(hash))
{
//TODO: Use pool?
Spring spring = new Spring(p, neighbour) { RestLength = (float)Math.Sqrt(q) };
Spring spring = new Spring(p, neighbour) { RestLength = MathF.Sqrt(q) };
_springs.Add(hash, spring);
}
}

View File

@@ -284,7 +284,7 @@ namespace FarseerPhysics.Fluids
Vector2.DistanceSquared(ref particle.Position, ref tempParticle.Position, out q);
if ((q < InfluenceRadiusSquared) && (q != 0))
{
q = (float)Math.Sqrt(q);
q = MathF.Sqrt(q);
Vector2.Subtract(ref tempParticle.Position, ref particle.Position, out _rij);
Vector2.Divide(ref _rij, q, out _rij);
@@ -329,7 +329,7 @@ namespace FarseerPhysics.Fluids
Vector2.DistanceSquared(ref particle.Position, ref tempParticle.Position, out q);
if (q < InfluenceRadiusSquared && q != 0)
{
q = (float)Math.Sqrt(q);
q = MathF.Sqrt(q);
q /= InfluenceRadius;
float qq = ((1 - q) * (1 - q));
particle.Density += qq;
@@ -348,7 +348,7 @@ namespace FarseerPhysics.Fluids
Vector2.DistanceSquared(ref particle.Position, ref tempParticle.Position, out q);
if ((q < InfluenceRadiusSquared) && (q != 0))
{
q = (float)Math.Sqrt(q);
q = MathF.Sqrt(q);
Vector2.Subtract(ref tempParticle.Position, ref particle.Position, out _rij);
Vector2.Divide(ref _rij, q, out _rij);
q /= InfluenceRadius;

View File

@@ -220,7 +220,7 @@ namespace FarseerPhysics
/// <returns></returns>
public static float MixFriction(float friction1, float friction2)
{
return (float)Math.Sqrt(friction1 * friction2);
return MathF.Sqrt(friction1 * friction2);
}
/// <summary>

View File

@@ -0,0 +1,11 @@
namespace Microsoft.Xna.Framework
{
public static class Display
{
public static int GetNumberOfDisplays()
=> Sdl.Display.GetNumVideoDisplays();
public static string GetDisplayName(int displayIndex)
=> Sdl.Display.GetDisplayName(displayIndex);
}
}

View File

@@ -76,6 +76,8 @@ namespace Microsoft.Xna.Framework {
}
}
public virtual int TargetDisplay { get => 0; set => throw new NotImplementedException(); }
internal MouseState MouseState;
internal TouchPanelState TouchPanelState;

View File

@@ -38,6 +38,7 @@
<Compile Include="Clipboard.cs" />
<Compile Include="FileDropEventArgs.cs" />
<Compile Include="MessageBox.cs" />
<Compile Include="Display.cs" />
<Compile Include="CurveContinuity.cs" />
<Compile Include="Curve.cs" />
<Compile Include="CurveKeyCollection.cs" />

View File

@@ -38,6 +38,7 @@
<Compile Include="Clipboard.cs" />
<Compile Include="FileDropEventArgs.cs" />
<Compile Include="MessageBox.cs" />
<Compile Include="Display.cs" />
<Compile Include="CurveContinuity.cs" />
<Compile Include="Curve.cs" />
<Compile Include="CurveKeyCollection.cs" />

View File

@@ -77,6 +77,7 @@
<Compile Include="IUpdateable.cs" />
<Compile Include="LaunchParameters.cs" />
<Compile Include="MessageBox.cs" />
<Compile Include="Display.cs" />
<Compile Include="NamespaceDocs.cs" />
<Compile Include="PlayerIndex.cs" />
<Compile Include="PreparingDeviceSettingsEventArgs.cs" />

View File

@@ -87,6 +87,22 @@ namespace Microsoft.Xna.Framework
}
}
public override int TargetDisplay
{
get => Sdl.Window.GetDisplayIndex(Handle);
set
{
int maxDisplayIndex = Sdl.Display.GetNumVideoDisplays() - 1;
// if the value is out of range, set it to 0 (the primary display)
if (value > maxDisplayIndex || value < 0) { value = 0; }
if (value == Sdl.Window.GetDisplayIndex(Handle)) { return; }
Sdl.Window.SetPosition(Handle, Sdl.Window.PosCentered | value, Sdl.Window.PosCentered | value);
}
}
public static GameWindow Instance;
public uint? Id;
public bool IsFullScreen;
@@ -163,13 +179,6 @@ namespace Microsoft.Xna.Framework
var winx = Sdl.Window.PosCentered;
var winy = Sdl.Window.PosCentered;
// if we are on Linux, start on the current screen
if (CurrentPlatform.OS == OS.Linux)
{
winx |= GetMouseDisplay();
winy |= GetMouseDisplay();
}
_handle = Sdl.Window.Create(AssemblyHelper.GetDefaultWindowTitle(),
winx, winy, _width, _height, initflags);
@@ -269,11 +278,8 @@ namespace Microsoft.Xna.Framework
OnClientSizeChanged();
int ignore, minx = 0, miny = 0;
Sdl.Window.GetBorderSize(_handle, out miny, out minx, out ignore, out ignore);
var centerX = Math.Max(prevBounds.X + ((prevBounds.Width - clientWidth) / 2), minx);
var centerY = Math.Max(prevBounds.Y + ((prevBounds.Height - clientHeight) / 2), miny);
var centerX = prevBounds.X + ((prevBounds.Width - clientWidth) / 2);
var centerY = prevBounds.Y + ((prevBounds.Height - clientHeight) / 2);
if (IsFullScreen && !_willBeFullScreen)
{
@@ -291,7 +297,7 @@ namespace Microsoft.Xna.Framework
// after the window gets resized, window position information
// becomes wrong (for me it always returned 10 8). Solution is
// to not try and set the window position because it will be wrong.
if ((Sdl.Patch > 4 || !AllowUserResizing) && !_wasMoved)
if (((Sdl.Patch > 4 && Sdl.Minor == 0) || !AllowUserResizing) && !_wasMoved)
Sdl.Window.SetPosition(Handle, centerX, centerY);
Sdl.Window.Show(Handle);