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94 lines
5.7 KiB
C#
94 lines
5.7 KiB
C#
using Microsoft.Xna.Framework;
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using MLEM.Maths;
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using MonoGame.Extended;
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using MlemRectangleF = MLEM.Maths.RectangleF;
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using ExtRectangleF = MonoGame.Extended.RectangleF;
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namespace MLEM.Extended.Maths {
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/// <summary>
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/// A set of extension methods that convert MLEM types to MonoGame.Extended types and vice versa.
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/// </summary>
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public static class NumberExtensions {
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/// <summary>
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/// Converts a MLEM <see cref="MlemRectangleF"/> to a MonoGame.Extended <see cref="ExtRectangleF"/>.
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/// </summary>
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/// <param name="rect">The rectangle to convert</param>
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/// <returns>The converted rectangle</returns>
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public static ExtRectangleF ToExtended(this MlemRectangleF rect) {
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return new ExtRectangleF(rect.X, rect.Y, rect.Width, rect.Height);
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}
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/// <summary>
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/// Converts a MonoGame.Extended <see cref="ExtRectangleF"/> to a MLEM <see cref="MlemRectangleF"/>.
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/// </summary>
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/// <param name="rect">The rectangle to convert</param>
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/// <returns>The converted rectangle</returns>
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public static MlemRectangleF ToMlem(this ExtRectangleF rect) {
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return new MlemRectangleF(rect.X, rect.Y, rect.Width, rect.Height);
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}
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/// <summary>
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/// Calculates the amount that the rectangle <paramref name="rect"/> is penetrating the rectangle <paramref name="other"/> by.
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/// If a penetration on both axes is occuring, the one with the lower value is returned.
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/// This is useful for collision detection, as it can be used to push colliding objects out of each other.
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/// </summary>
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/// <param name="rect">The rectangle to do the penetration</param>
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/// <param name="other">The rectangle that should be penetrated</param>
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/// <param name="normal">The direction that the penetration occured in</param>
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/// <param name="penetration">The amount that the penetration occured by, in the direction of <paramref name="normal"/></param>
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/// <returns>Whether or not a penetration occured</returns>
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public static bool Penetrate(this ExtRectangleF rect, ExtRectangleF other, out Vector2 normal, out float penetration) {
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return rect.ToMlem().Penetrate(other.ToMlem(), out normal, out penetration);
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}
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/// <summary>
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/// Returns how far between the given <paramref name="range"/>'s <see cref="Range{T}.Min"/> and <see cref="Range{T}.Max"/> value the given <paramref name="value"/> is, as a number between 0 and 1.
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/// Note that, if the <paramref name="value"/> is outside the given <paramref name="range"/>, a correct proportional value outside the 0 to 1 range will still be returned.
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/// This method is the reverse action of <see cref="FromPercentage(MonoGame.Extended.Range{float},float)"/>.
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/// </summary>
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/// <param name="range">The range to query.</param>
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/// <param name="value">The value to query.</param>
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/// <returns>The percentage.</returns>
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public static float GetPercentage(this Range<float> range, float value) {
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return (value - range.Min) / (range.Max - range.Min);
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}
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/// <summary>
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/// Returns how far between the given <paramref name="range"/>'s <see cref="Range{T}.Min"/> and <see cref="Range{T}.Max"/> value the given <paramref name="value"/> is, as a number between 0 and 1.
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/// Note that, if the <paramref name="value"/> is outside the given <paramref name="range"/>, a correct proportional value outside the 0 to 1 range will still be returned.
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/// This method is the reverse action of <see cref="FromPercentage(MonoGame.Extended.Range{int},float)"/>.
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/// </summary>
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/// <param name="range">The range to query.</param>
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/// <param name="value">The value to query.</param>
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/// <returns>The percentage.</returns>
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public static float GetPercentage(this Range<int> range, float value) {
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return (value - range.Min) / (range.Max - range.Min);
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}
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/// <summary>
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/// Returns a value within the given <paramref name="range"/>'s <see cref="Range{T}.Min"/> and <see cref="Range{T}.Max"/> values based on the given <paramref name="percentage"/> into the range.
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/// Note that, if the <paramref name="percentage"/> is outside the 0 to 1 range, a correct value outside the <paramref name="range"/> will still be returned.
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/// This method is the reverse action of <see cref="GetPercentage(MonoGame.Extended.Range{float},float)"/>.
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/// </summary>
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/// <param name="range">The range to query.</param>
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/// <param name="percentage">The percentage to query.</param>
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/// <returns>The value.</returns>
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public static float FromPercentage(this Range<float> range, float percentage) {
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return (range.Max - range.Min) * percentage + range.Min;
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}
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/// <summary>
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/// Returns a value within the given <paramref name="range"/>'s <see cref="Range{T}.Min"/> and <see cref="Range{T}.Max"/> values based on the given <paramref name="percentage"/> into the range.
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/// Note that, if the <paramref name="percentage"/> is outside the 0 to 1 range, a correct value outside the <paramref name="range"/> will still be returned.
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/// This method is the reverse action of <see cref="GetPercentage(MonoGame.Extended.Range{int},float)"/>.
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/// </summary>
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/// <param name="range">The range to query.</param>
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/// <param name="percentage">The percentage to query.</param>
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/// <returns>The value.</returns>
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public static float FromPercentage(this Range<int> range, float percentage) {
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return (range.Max - range.Min) * percentage + range.Min;
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}
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}
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}
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