586 lines
20 KiB
C#
586 lines
20 KiB
C#
#nullable enable
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using Barotrauma.Networking;
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using Color = Microsoft.Xna.Framework.Color;
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namespace Barotrauma
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{
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static partial class ToolBox
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{
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/// <summary>
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/// Checks if point is inside of a polygon
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/// </summary>
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/// <param name="point"></param>
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/// <param name="verts"></param>
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/// <param name="checkBoundingBox">Additional check to see if the point is within the bounding box before doing more complex math</param>
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/// <remarks>
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/// Note that the bounding box check can be more expensive than the vertex calculations in some cases.
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/// <see href="https://wrf.ecse.rpi.edu/Research/Short_Notes/pnpoly.html">Reference</see>
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/// </remarks>
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/// <returns></returns>
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public static bool PointIntersectsWithPolygon(Vector2 point, Vector2[] verts, bool checkBoundingBox = true)
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{
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var (x, y) = point;
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if (checkBoundingBox)
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{
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float minX = verts[0].X;
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float maxX = verts[0].X;
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float minY = verts[0].Y;
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float maxY = verts[0].Y;
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foreach (var (vertX, vertY) in verts)
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{
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minX = Math.Min(vertX, minX);
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maxX = Math.Max(vertX, maxX);
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minY = Math.Min(vertY, minY);
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maxY = Math.Max(vertY, maxY);
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}
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if (x < minX || x > maxX || y < minY || y > maxY ) { return false; }
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}
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bool isInside = false;
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for (int i = 0, j = verts.Length - 1; i < verts.Length; j = i++ )
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{
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if (verts[i].Y > y != verts[j].Y > y && x < (verts[j].X - verts[i].X) * (y - verts[i].Y) / (verts[j].Y - verts[i].Y) + verts[i].X )
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{
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isInside = !isInside;
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}
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}
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return isInside;
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}
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public static Vector2 GetPolygonBoundingBoxSize(List<Vector2> verticess)
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{
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float minX = verticess[0].X;
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float maxX = verticess[0].X;
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float minY = verticess[0].Y;
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float maxY = verticess[0].Y;
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foreach (var (vertX, vertY) in verticess)
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{
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minX = Math.Min(vertX, minX);
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maxX = Math.Max(vertX, maxX);
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minY = Math.Min(vertY, minY);
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maxY = Math.Max(vertY, maxY);
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}
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return new Vector2(maxX - minX, maxY - minY);
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}
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public static List<Vector2> ScalePolygon(List<Vector2> vertices, Vector2 scale)
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{
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List<Vector2> newVertices = new List<Vector2>();
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Vector2 center = GetPolygonCentroid(vertices);
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foreach (Vector2 vert in vertices)
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{
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Vector2 centerVector = vert - center;
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Vector2 centerVectorScale = centerVector * scale;
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Vector2 scaledVector = centerVectorScale + center;
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newVertices.Add(scaledVector);
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}
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return newVertices;
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}
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public static Vector2 GetPolygonCentroid(List<Vector2> poly)
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{
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float accumulatedArea = 0.0f;
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float centerX = 0.0f;
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float centerY = 0.0f;
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for (int i = 0, j = poly.Count - 1; i < poly.Count; j = i++)
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{
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float temp = poly[i].X * poly[j].Y - poly[j].X * poly[i].Y;
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accumulatedArea += temp;
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centerX += (poly[i].X + poly[j].X) * temp;
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centerY += (poly[i].Y + poly[j].Y) * temp;
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}
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if (Math.Abs(accumulatedArea) < 1E-7f) { return Vector2.Zero; } // Avoid division by zero
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accumulatedArea *= 3f;
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return new Vector2(centerX / accumulatedArea, centerY / accumulatedArea);
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}
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public static List<Vector2> SnapVertices(List<Vector2> points, int treshold = 1)
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{
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Stack<Vector2> toCheck = new Stack<Vector2>();
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List<Vector2> newPoints = new List<Vector2>();
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foreach (Vector2 point in points)
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{
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toCheck.Push(point);
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}
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while (toCheck.TryPop(out Vector2 point))
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{
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Vector2 newPoint = new Vector2(point.X, point.Y);
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foreach (Vector2 otherPoint in toCheck.Concat(newPoints))
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{
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float diffX = Math.Abs(newPoint.X - otherPoint.X),
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diffY = Math.Abs(newPoint.Y - otherPoint.Y);
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if (diffX <= treshold)
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{
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newPoint.X = Math.Max(newPoint.X, otherPoint.X);
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}
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if (diffY <= treshold)
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{
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newPoint.Y = Math.Max(newPoint.Y, otherPoint.Y);
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}
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}
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newPoints.Add(newPoint);
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}
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return newPoints;
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}
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public static ImmutableArray<RectangleF> SnapRectangles(IEnumerable<RectangleF> rects, int treshold = 1)
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{
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List<RectangleF> list = new List<RectangleF>();
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List<Vector2> points = new List<Vector2>();
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foreach (RectangleF rect in rects)
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{
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points.Add(new Vector2(rect.Left, rect.Top));
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points.Add(new Vector2(rect.Right, rect.Top));
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points.Add(new Vector2(rect.Right, rect.Bottom));
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points.Add(new Vector2(rect.Left, rect.Bottom));
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}
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points = SnapVertices(points, treshold);
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for (int i = 0; i < points.Count; i += 4)
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{
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Vector2 topLeft = points[i];
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Vector2 bottomRight = points[i + 2];
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list.Add(new RectangleF(topLeft, bottomRight - topLeft));
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}
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return list.ToImmutableArray();
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}
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public static List<List<Vector2>> CombineRectanglesIntoShape(IEnumerable<RectangleF> rectangles)
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{
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List<Vector2> points =
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(from point in rectangles.SelectMany(RectangleToPoints)
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group point by point
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into g
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where g.Count() % 2 == 1
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select g.Key)
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.ToList();
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List<Vector2> sortedY = points.OrderBy(p => p.Y).ThenByDescending(p => p.X).ToList();
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List<Vector2> sortedX = points.OrderBy(p => p.X).ThenByDescending(p => p.Y).ToList();
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Dictionary<Vector2, Vector2> edgesH = new Dictionary<Vector2, Vector2>();
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Dictionary<Vector2, Vector2> edgesV = new Dictionary<Vector2, Vector2>();
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int i = 0;
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while (i < points.Count)
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{
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float currY = sortedY[i].Y;
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while (i < points.Count && Math.Abs(sortedY[i].Y - currY) < 0.01f)
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{
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edgesH[sortedY[i]] = sortedY[i + 1];
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edgesH[sortedY[i + 1]] = sortedY[i];
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i += 2;
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}
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}
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i = 0;
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while (i < points.Count)
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{
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float currX = sortedX[i].X;
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while (i < points.Count && Math.Abs(sortedX[i].X - currX) < 0.01f)
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{
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edgesV[sortedX[i]] = sortedX[i + 1];
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edgesV[sortedX[i + 1]] = sortedX[i];
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i += 2;
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}
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}
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List<List<Vector2>> polygons = new List<List<Vector2>>();
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while (edgesH.Any())
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{
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var (key, _) = edgesH.First();
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List<(Vector2 Point, int Direction)> polygon = new List<(Vector2 Point, int Direction)> { (key, 0) };
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edgesH.Remove(key);
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while (true)
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{
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var (curr, direction) = polygon[^1];
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if (direction == 0)
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{
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Vector2 nextVertex = edgesV[curr];
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edgesV.Remove(curr);
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polygon.Add((nextVertex, 1));
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}
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else
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{
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Vector2 nextVertex = edgesH[curr];
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edgesH.Remove(curr);
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polygon.Add((nextVertex, 0));
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}
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if (polygon[^1] == polygon[0])
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{
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polygon.Remove(polygon[^1]);
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break;
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}
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}
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List<Vector2> poly = polygon.Select(t => t.Point).ToList();
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foreach (Vector2 vertex in poly)
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{
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if (edgesH.ContainsKey(vertex))
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{
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edgesH.Remove(vertex);
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}
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if (edgesV.ContainsKey(vertex))
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{
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edgesV.Remove(vertex);
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}
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}
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polygons.Add(poly);
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}
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return polygons;
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static IEnumerable<Vector2> RectangleToPoints(RectangleF rect)
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{
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(float x1, float y1, float x2, float y2) = (rect.Left, rect.Top, rect.Right, rect.Bottom);
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Vector2[] pts = { new Vector2(x1, y1), new Vector2(x2, y1), new Vector2(x2, y2), new Vector2(x1, y2) };
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return pts;
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}
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}
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// Convert an RGB value into an HLS value.
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public static Vector3 RgbToHLS(this Color color)
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{
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return RgbToHLS(color.ToVector3());
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}
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// Convert an HLS value into an RGB value.
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public static Color HLSToRGB(Vector3 hls)
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{
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double h = hls.X, l = hls.Y, s = hls.Z;
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double p2;
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if (l <= 0.5) p2 = l * (1 + s);
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else p2 = l + s - l * s;
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double p1 = 2 * l - p2;
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double double_r, double_g, double_b;
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if (s == 0)
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{
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double_r = l;
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double_g = l;
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double_b = l;
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}
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else
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{
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double_r = QqhToRgb(p1, p2, h + 120);
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double_g = QqhToRgb(p1, p2, h);
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double_b = QqhToRgb(p1, p2, h - 120);
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}
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// Convert RGB to the 0 to 255 range.
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return new Color((byte)(double_r * 255.0), (byte)(double_g * 255.0), (byte)(double_b * 255.0));
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}
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private static double QqhToRgb(double q1, double q2, double hue)
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{
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if (hue > 360) hue -= 360;
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else if (hue < 0) hue += 360;
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if (hue < 60) return q1 + (q2 - q1) * hue / 60;
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if (hue < 180) return q2;
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if (hue < 240) return q1 + (q2 - q1) * (240 - hue) / 60;
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return q1;
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}
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/// <summary>
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/// Convert a RGB value into a HSV value.
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/// </summary>
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/// <param name="color"></param>
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/// <see href="https://www.cs.rit.edu/~ncs/color/t_convert.html">Reference</see>
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/// <returns>
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/// Vector3 where X is the hue (0-360 or NaN)
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/// Y is the saturation (0-1)
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/// Z is the value (0-1)
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/// </returns>
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public static Vector3 RGBToHSV(Color color)
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{
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float r = color.R / 255f,
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g = color.G / 255f,
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b = color.B / 255f;
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float h, s;
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float min = Math.Min(r, Math.Min(g, b));
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float max = Math.Max(r, Math.Max(g, b));
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float v = max;
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float delta = max - min;
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if (max != 0)
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{
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s = delta / max;
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}
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else
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{
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s = 0;
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h = -1;
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return new Vector3(h, s, v);
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}
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if (MathUtils.NearlyEqual(r, max))
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{
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h = (g - b) / delta;
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}
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else if (MathUtils.NearlyEqual(g, max))
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{
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h = 2 + (b - r) / delta;
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}
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else
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{
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h = 4 + (r - g) / delta;
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}
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h *= 60;
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if (h < 0) { h += 360; }
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return new Vector3(h, s, v);
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}
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public static Color Add(this Color sourceColor, Color color)
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{
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return new Color(
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sourceColor.R + color.R,
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sourceColor.G + color.G,
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sourceColor.B + color.B,
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sourceColor.A + color.A);
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}
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public static Color Subtract(this Color sourceColor, Color color)
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{
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return new Color(
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sourceColor.R - color.R,
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sourceColor.G - color.G,
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sourceColor.B - color.B,
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sourceColor.A - color.A);
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}
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public static LocalizedString LimitString(LocalizedString str, GUIFont font, int maxWidth)
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{
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return new LimitLString(str, font, maxWidth);
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}
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public static LocalizedString LimitString(string str, GUIFont font, int maxWidth)
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=> LimitString((LocalizedString)str, font, maxWidth);
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public static string LimitString(string str, ScalableFont font, int maxWidth)
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{
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if (maxWidth <= 0 || string.IsNullOrWhiteSpace(str)) { return ""; }
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float currWidth = font.MeasureString("...").X;
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for (int i = 0; i < str.Length; i++)
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{
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currWidth += font.MeasureString(str[i].ToString()).X;
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if (currWidth > maxWidth)
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{
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return str.Substring(0, Math.Max(i - 2, 1)) + "...";
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}
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}
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return str;
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}
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/// <summary>
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/// Removes lines on a multi-line string until it fits within the specified height and adds "..." to the end if the string is too long.
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/// Doesn't really do anything if the string is only one line, should mostly be used with <see cref="GUITextBlock.WrappedText"/>.
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/// </summary>
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public static string LimitStringHeight(string str, ScalableFont font, int maxHeight)
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{
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if (maxHeight <= 0 || string.IsNullOrWhiteSpace(str)) { return string.Empty; }
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float currHeight = font.MeasureString("...").Y;
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var lines = str.Split('\n');
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var sb = new StringBuilder();
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foreach (string line in lines)
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{
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var (lineX, lineY) = font.MeasureString(line);
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currHeight += lineY;
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if (currHeight > maxHeight)
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{
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var modifiedLine = line;
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while (font.MeasureString($"{modifiedLine}...").X > lineX)
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{
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if (modifiedLine.Length == 0) { break; }
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modifiedLine = modifiedLine[..^1];
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}
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sb.AppendLine($"{modifiedLine}...");
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return sb.ToString();
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}
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sb.AppendLine(line);
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}
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return str;
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}
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public static Color GradientLerp(float t, params Color[] gradient)
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{
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if (!MathUtils.IsValid(t)) { return Color.Purple; }
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System.Diagnostics.Debug.Assert(gradient.Length > 0, "Empty color array passed to the GradientLerp method");
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if (gradient.Length == 0)
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{
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#if DEBUG
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DebugConsole.ThrowError("Empty color array passed to the GradientLerp method.\n" + Environment.StackTrace.CleanupStackTrace());
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#endif
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GameAnalyticsManager.AddErrorEventOnce("ToolBox.GradientLerp:EmptyColorArray", GameAnalyticsManager.ErrorSeverity.Error,
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"Empty color array passed to the GradientLerp method.\n" + Environment.StackTrace.CleanupStackTrace());
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return Color.Black;
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}
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if (t <= 0.0f || !MathUtils.IsValid(t)) { return gradient[0]; }
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if (t >= 1.0f) { return gradient[gradient.Length - 1]; }
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float scaledT = t * (gradient.Length - 1);
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return Color.Lerp(gradient[(int)scaledT], gradient[(int)Math.Min(scaledT + 1, gradient.Length - 1)], (scaledT - (int)scaledT));
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}
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public static LocalizedString WrapText(LocalizedString text, float lineLength, GUIFont font, float textScale = 1.0f)
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{
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return new WrappedLString(text, lineLength, font, textScale);
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}
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public static string WrapText(string text, float lineLength, ScalableFont font, float textScale = 1.0f)
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=> font.WrapText(text, lineLength / textScale);
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public static bool VersionNewerIgnoreRevision(Version a, Version b)
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{
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if (b.Major > a.Major) { return true; }
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if (b.Major < a.Major) { return false; }
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if (b.Minor > a.Minor) { return true; }
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if (b.Minor < a.Minor) { return false; }
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if (b.Build > a.Build) { return true; }
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if (b.Build < a.Build) { return false; }
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return false;
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}
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public static void OpenFileWithShell(string filename)
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{
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ProcessStartInfo startInfo = new ProcessStartInfo()
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{
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FileName = filename,
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UseShellExecute = true
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};
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Process.Start(startInfo);
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}
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public static Vector2 PaddingSizeParentRelative(RectTransform parent, float padding)
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{
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var (sizeX, sizeY) = parent.NonScaledSize.ToVector2();
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float higher = sizeX,
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lower = sizeY;
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bool swap = lower > higher;
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if (swap) { (higher, lower) = (lower, higher); }
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float diffY = lower - lower * padding;
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float paddingX = (higher - diffY) / higher,
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paddingY = padding;
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if (swap) { (paddingX, paddingY) = (paddingY, paddingX); }
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return new Vector2(paddingX, paddingY);
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}
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public static string ColorSectionOfString(string text, int start, int length, Color color)
|
|
{
|
|
int end = start + length;
|
|
|
|
if (start < 0 || length < 0 || end > text.Length)
|
|
{
|
|
throw new ArgumentOutOfRangeException($"Invalid start ({start}) or length ({length}) for text \"{text}\".");
|
|
}
|
|
|
|
string stichedString = string.Empty;
|
|
|
|
if (start > 0)
|
|
{
|
|
stichedString += text[..start];
|
|
}
|
|
|
|
// this is the highlighted part
|
|
stichedString += ColorString(text[start..end], color);
|
|
|
|
if (end < text.Length)
|
|
{
|
|
stichedString += text[end..];
|
|
}
|
|
|
|
return stichedString;
|
|
|
|
static string ColorString(string text, Color color) => $"‖color:{color.ToStringHex()}‖{text}‖end‖";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a string of hex values to a byte array.
|
|
/// </summary>
|
|
/// <example>
|
|
/// 04 03 4b 50 -> { 4, 3, 75, 80 }
|
|
/// </example>
|
|
/// <param name="raw"></param>
|
|
/// <returns></returns>
|
|
public static byte[] HexStringToBytes(string raw)
|
|
{
|
|
string value = string.Join(string.Empty, raw.Split(" "));
|
|
List<byte> bytes = new List<byte>();
|
|
for (int i = 0; i < value.Length; i += 2)
|
|
{
|
|
string hex = value.Substring(i, 2);
|
|
byte b = Convert.ToByte(hex, 16);
|
|
bytes.Add(b);
|
|
|
|
static bool IsHexChar(char c) => c is
|
|
>= '0' and <= '9' or
|
|
>= 'A' and <= 'F' or
|
|
>= 'a' and <= 'f';
|
|
}
|
|
|
|
return bytes.ToArray();
|
|
}
|
|
}
|
|
}
|