Files
LuaCsForBarotraumaEP/Libraries/Farseer Physics Engine 3.5/ConvertUnits.cs
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

108 lines
3.3 KiB
C#

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