Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*/
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics
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{
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/// <summary>
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/// Convert units between display and simulation units.
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/// </summary>
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public static class ConvertUnits
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{
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private static float _displayUnitsToSimUnitsRatio = 100f;
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private static float _simUnitsToDisplayUnitsRatio = 1 / _displayUnitsToSimUnitsRatio;
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public static void SetDisplayUnitToSimUnitRatio(float displayUnitsPerSimUnit)
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{
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_displayUnitsToSimUnitsRatio = displayUnitsPerSimUnit;
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_simUnitsToDisplayUnitsRatio = 1 / displayUnitsPerSimUnit;
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}
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public static float ToDisplayUnits(float simUnits)
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{
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return simUnits * _displayUnitsToSimUnitsRatio;
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}
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public static float ToDisplayUnits(int simUnits)
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{
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return simUnits * _displayUnitsToSimUnitsRatio;
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}
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public static Vector2 ToDisplayUnits(Vector2 simUnits)
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{
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return simUnits * _displayUnitsToSimUnitsRatio;
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}
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public static void ToDisplayUnits(ref Vector2 simUnits, out Vector2 displayUnits)
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{
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Vector2.Multiply(ref simUnits, _displayUnitsToSimUnitsRatio, out displayUnits);
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}
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public static Vector3 ToDisplayUnits(Vector3 simUnits)
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{
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return simUnits * _displayUnitsToSimUnitsRatio;
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}
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public static Vector2 ToDisplayUnits(float x, float y)
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{
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return new Vector2(x, y) * _displayUnitsToSimUnitsRatio;
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}
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public static void ToDisplayUnits(float x, float y, out Vector2 displayUnits)
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{
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displayUnits = Vector2.Zero;
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displayUnits.X = x * _displayUnitsToSimUnitsRatio;
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displayUnits.Y = y * _displayUnitsToSimUnitsRatio;
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}
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public static float ToSimUnits(float displayUnits)
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{
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return displayUnits * _simUnitsToDisplayUnitsRatio;
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}
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public static float ToSimUnits(double displayUnits)
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{
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return (float)displayUnits * _simUnitsToDisplayUnitsRatio;
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}
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public static float ToSimUnits(int displayUnits)
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{
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return displayUnits * _simUnitsToDisplayUnitsRatio;
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}
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public static Vector2 ToSimUnits(Vector2 displayUnits)
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{
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return displayUnits * _simUnitsToDisplayUnitsRatio;
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}
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public static Vector3 ToSimUnits(Vector3 displayUnits)
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{
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return displayUnits * _simUnitsToDisplayUnitsRatio;
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}
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public static void ToSimUnits(ref Vector2 displayUnits, out Vector2 simUnits)
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{
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Vector2.Multiply(ref displayUnits, _simUnitsToDisplayUnitsRatio, out simUnits);
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}
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public static Vector2 ToSimUnits(float x, float y)
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{
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return new Vector2(x, y) * _simUnitsToDisplayUnitsRatio;
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}
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public static Vector2 ToSimUnits(double x, double y)
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{
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return new Vector2((float)x, (float)y) * _simUnitsToDisplayUnitsRatio;
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}
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public static void ToSimUnits(float x, float y, out Vector2 simUnits)
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{
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simUnits = Vector2.Zero;
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simUnits.X = x * _simUnitsToDisplayUnitsRatio;
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simUnits.Y = y * _simUnitsToDisplayUnitsRatio;
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}
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}
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}
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