forked from MoonsideGames/MoonWorks
Formatting pass
parent
a0c57c7a59
commit
8973b3e658
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@ -0,0 +1,14 @@
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# EditorConfig is awesome: https://EditorConfig.org
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# top-most EditorConfig file
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root = true
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[*]
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indent_style = tab
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insert_final_newline = true
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trim_trailing_whitespace = true
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[*.cs]
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csharp_space_after_cast = true
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charset = utf-8-bom
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max_line_length = 100
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Runtime.InteropServices;
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using MoonWorks.Math;
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@ -1,4 +1,4 @@
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using System;
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using System;
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using MoonWorks.Math;
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namespace MoonWorks.Audio
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@ -1,4 +1,4 @@
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using System;
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using System;
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namespace MoonWorks.Audio
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{
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Runtime.InteropServices;
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using MoonWorks.Math;
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@ -1,4 +1,4 @@
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namespace MoonWorks.Audio
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namespace MoonWorks.Audio
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{
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public enum SoundState
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{
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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@ -1,4 +1,4 @@
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using System;
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using System;
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namespace MoonWorks.Audio
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{
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.IO;
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namespace MoonWorks.Audio
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@ -20,7 +20,8 @@ namespace MoonWorks.Audio
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string filePath,
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bool is3D = false,
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bool loop = false
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) {
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)
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{
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var fileHandle = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
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if (error != 0)
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{
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@ -59,7 +60,8 @@ namespace MoonWorks.Audio
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out uint bufferOffset,
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out uint bufferLength,
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out bool reachedEnd
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) {
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)
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{
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buffer = this.buffer;
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/* NOTE: this function returns samples per channel, not total samples */
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using System;
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using System;
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namespace MoonWorks
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{
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@ -46,7 +46,8 @@ namespace MoonWorks
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PresentMode presentMode,
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int targetTimestep = 60,
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bool debugMode = false
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) {
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)
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{
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timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / targetTimestep);
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gameTimer = Stopwatch.StartNew();
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namespace MoonWorks.Graphics
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namespace MoonWorks.Graphics
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{
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public struct BufferBinding
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{
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#region License
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#region License
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/* MoonWorks - Game Development Framework
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* Copyright 2021 Evan Hemsley
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using System;
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using System;
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using System.Runtime.InteropServices;
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using MoonWorks.Math;
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using MoonWorks.Window;
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Framebuffer framebuffer,
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in Rect renderArea,
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in DepthStencilValue depthStencilClearValue
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) {
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)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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in Rect renderArea,
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in DepthStencilValue depthStencilClearValue,
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params Vector4[] clearColors
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) {
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)
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{
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Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length];
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for (var i = 0; i < clearColors.Length; i++)
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Framebuffer framebuffer,
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in Rect renderArea,
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params Vector4[] clearColors
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) {
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)
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{
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Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length];
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for (var i = 0; i < clearColors.Length; i++)
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RenderPass renderPass,
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Framebuffer framebuffer,
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in Rect renderArea
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) {
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)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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/// <param name="computePipeline">The compute pipeline to bind.</param>
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public void BindComputePipeline(
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ComputePipeline computePipeline
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) {
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)
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{
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Refresh.Refresh_BindComputePipeline(
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Device.Handle,
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Handle,
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/// <param name="buffers">A set of buffers to bind.</param>
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public unsafe void BindComputeBuffers(
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params Buffer[] buffers
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) {
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)
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{
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var bufferPtrs = stackalloc IntPtr[buffers.Length];
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for (var i = 0; i < buffers.Length; i += 1)
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/// <param name="textures">A set of textures to bind.</param>
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public unsafe void BindComputeTextures(
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params Texture[] textures
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) {
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)
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{
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var texturePtrs = stackalloc IntPtr[textures.Length];
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for (var i = 0; i < textures.Length; i += 1)
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uint groupCountY,
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uint groupCountZ,
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uint computeParamOffset
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) {
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)
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{
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Refresh.Refresh_DispatchCompute(
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Device.Handle,
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Handle,
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/// <param name="graphicsPipeline">The graphics pipeline to bind.</param>
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public void BindGraphicsPipeline(
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GraphicsPipeline graphicsPipeline
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) {
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)
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{
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Refresh.Refresh_BindGraphicsPipeline(
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Device.Handle,
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Handle,
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public unsafe void BindVertexBuffers(
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uint firstBinding,
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params BufferBinding[] bufferBindings
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) {
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)
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{
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var bufferPtrs = stackalloc IntPtr[bufferBindings.Length];
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var offsets = stackalloc ulong[bufferBindings.Length];
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/// <param name="buffers">The buffers to bind.</param>
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public unsafe void BindVertexBuffers(
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params Buffer[] buffers
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) {
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)
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{
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var bufferPtrs = stackalloc IntPtr[buffers.Length];
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var offsets = stackalloc ulong[buffers.Length];
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Buffer indexBuffer,
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IndexElementSize indexElementSize,
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uint offset = 0
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) {
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)
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{
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Refresh.Refresh_BindIndexBuffer(
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Device.Handle,
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Handle,
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public unsafe void BindVertexSamplers(
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TextureSamplerBinding[] textureSamplerBindings,
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int length
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) {
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)
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{
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var texturePtrs = stackalloc IntPtr[textureSamplerBindings.Length];
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var samplerPtrs = stackalloc IntPtr[textureSamplerBindings.Length];
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/// <param name="textureSamplerBindings">The texture-sampler pairs to bind.</param>
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public unsafe void BindVertexSamplers(
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params TextureSamplerBinding[] textureSamplerBindings
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) {
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)
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{
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BindVertexSamplers(textureSamplerBindings, textureSamplerBindings.Length);
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}
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public unsafe void BindFragmentSamplers(
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TextureSamplerBinding[] textureSamplerBindings,
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int length
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) {
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)
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{
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var texturePtrs = stackalloc IntPtr[textureSamplerBindings.Length];
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var samplerPtrs = stackalloc IntPtr[textureSamplerBindings.Length];
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/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
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public unsafe void BindFragmentSamplers(
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params TextureSamplerBinding[] textureSamplerBindings
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) {
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)
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{
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BindFragmentSamplers(textureSamplerBindings, textureSamplerBindings.Length);
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}
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ClearOptionsFlags clearOptions,
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in DepthStencilValue depthStencilClearValue,
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params Vector4[] clearColors
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) {
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)
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{
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Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length];
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for (var i = 0; i < clearColors.Length; i++)
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{
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uint instanceCount,
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uint vertexParamOffset,
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uint fragmentParamOffset
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) {
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)
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{
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Refresh.Refresh_DrawInstancedPrimitives(
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Device.Handle,
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Handle,
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uint primitiveCount,
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uint vertexParamOffset,
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uint fragmentParamOffset
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) {
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)
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{
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Refresh.Refresh_DrawIndexedPrimitives(
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Device.Handle,
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Handle,
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uint primitiveCount,
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uint vertexParamOffset,
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uint fragmentParamOffset
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) {
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)
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{
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Refresh.Refresh_DrawPrimitives(
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Device.Handle,
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Handle,
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in Rect destinationRectangle,
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Filter filter,
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OSWindow window
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) {
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)
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{
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var refreshRect = destinationRectangle.ToRefresh();
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var refreshTextureSlice = new Refresh.TextureSlice
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{
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in Rect destinationRectangle,
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Filter filter,
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OSWindow window
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) {
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)
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{
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var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
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var refreshRect = destinationRectangle.ToRefresh();
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@ -653,7 +675,8 @@ namespace MoonWorks.Graphics
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in TextureSlice textureSlice,
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Filter filter,
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OSWindow window
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) {
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)
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{
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Refresh.Refresh_QueuePresent(
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Device.Handle,
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Handle,
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@ -674,7 +697,8 @@ namespace MoonWorks.Graphics
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Texture texture,
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Filter filter,
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OSWindow window
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) {
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)
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{
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var refreshTextureSlice = new Refresh.TextureSlice
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{
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texture = texture.Handle,
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@ -713,7 +737,8 @@ namespace MoonWorks.Graphics
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IntPtr dataPtr,
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uint bufferOffsetInBytes,
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uint dataLengthInBytes
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) {
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)
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{
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Refresh.Refresh_SetBufferData(
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Device.Handle,
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Handle,
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@ -849,7 +874,8 @@ namespace MoonWorks.Graphics
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in TextureSlice sourceTextureSlice,
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in TextureSlice destinationTextureSlice,
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Filter filter
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) {
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)
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{
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var sourceRefreshTextureSlice = sourceTextureSlice.ToRefreshTextureSlice();
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var destRefreshTextureSlice = destinationTextureSlice.ToRefreshTextureSlice();
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|
@ -871,7 +897,8 @@ namespace MoonWorks.Graphics
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public void CopyTextureToBuffer(
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in TextureSlice textureSlice,
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Buffer buffer
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) {
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)
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{
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var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
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Refresh.Refresh_CopyTextureToBuffer(
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|
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|
@ -18,7 +18,8 @@ namespace MoonWorks.Graphics
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Refresh.PresentMode presentMode,
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bool debugMode,
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int initialCommandBufferPoolSize = 4
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) {
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)
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{
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var presentationParameters = new Refresh.PresentationParameters
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{
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deviceWindowHandle = deviceWindowHandle,
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|
|
|
@ -1,4 +1,4 @@
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#region License
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#region License
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/* MoonWorks - Game Development Framework
|
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* Copyright 2021 Evan Hemsley
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|
|
|
@ -1,4 +1,4 @@
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#region License
|
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#region License
|
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|
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/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
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|
|
|
@ -1,4 +1,4 @@
|
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#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
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|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
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|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using RefreshCS;
|
||||
|
||||
|
|
|
@ -15,7 +15,8 @@ namespace MoonWorks.Graphics
|
|||
ShaderStageState computeShaderState,
|
||||
uint bufferBindingCount,
|
||||
uint imageBindingCount
|
||||
) : base(device) {
|
||||
) : base(device)
|
||||
{
|
||||
var computePipelineLayoutCreateInfo = new Refresh.ComputePipelineLayoutCreateInfo
|
||||
{
|
||||
bufferBindingCount = bufferBindingCount,
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using RefreshCS;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using RefreshCS;
|
||||
|
||||
|
|
|
@ -32,7 +32,8 @@ namespace MoonWorks.Graphics
|
|||
bool canBeSampled,
|
||||
SampleCount sampleCount = SampleCount.One,
|
||||
uint levelCount = 1
|
||||
) {
|
||||
)
|
||||
{
|
||||
TextureUsageFlags flags = 0;
|
||||
|
||||
if (
|
||||
|
@ -40,7 +41,8 @@ namespace MoonWorks.Graphics
|
|||
format == TextureFormat.D32 ||
|
||||
format == TextureFormat.D16S8 ||
|
||||
format == TextureFormat.D32S8
|
||||
) {
|
||||
)
|
||||
{
|
||||
flags |= TextureUsageFlags.DepthStencilTarget;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using RefreshCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
|
|
|
@ -82,7 +82,8 @@ namespace MoonWorks.Graphics
|
|||
TextureUsageFlags usageFlags,
|
||||
SampleCount sampleCount = SampleCount.One,
|
||||
uint levelCount = 1
|
||||
) {
|
||||
)
|
||||
{
|
||||
var textureCreateInfo = new TextureCreateInfo
|
||||
{
|
||||
Width = width,
|
||||
|
@ -118,7 +119,8 @@ namespace MoonWorks.Graphics
|
|||
TextureUsageFlags usageFlags,
|
||||
SampleCount sampleCount = SampleCount.One,
|
||||
uint levelCount = 1
|
||||
) {
|
||||
)
|
||||
{
|
||||
var textureCreateInfo = new TextureCreateInfo
|
||||
{
|
||||
Width = width,
|
||||
|
@ -150,7 +152,8 @@ namespace MoonWorks.Graphics
|
|||
TextureUsageFlags usageFlags,
|
||||
SampleCount sampleCount = SampleCount.One,
|
||||
uint levelCount = 1
|
||||
) {
|
||||
)
|
||||
{
|
||||
var textureCreateInfo = new TextureCreateInfo
|
||||
{
|
||||
Width = size,
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Describes how the graphics pipeline will blend colors.
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Determines how data is written to and read from the depth/stencil buffer.
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
public struct GraphicsPipelineCreateInfo
|
||||
{
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Describes how many samplers will be used in each shader stage.
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Specifies how many samples should be used in rasterization.
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Specifies how the rasterizer should be configured for a graphics pipeline.
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Specifies how the graphics pipeline will make use of a shader.
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Specifies how to interpet vertex data in a buffer to be passed to the vertex shader.
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Describes the dimensions of viewports and scissor areas.
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Graphics
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
public struct BlendConstants
|
||||
{
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks
|
||||
namespace MoonWorks
|
||||
{
|
||||
public static class Conversions
|
||||
{
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Input
|
||||
namespace MoonWorks.Input
|
||||
{
|
||||
public class ButtonState
|
||||
{
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Input
|
||||
namespace MoonWorks.Input
|
||||
{
|
||||
internal enum ButtonStatus
|
||||
{
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using MoonWorks.Math;
|
||||
using SDL2;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using SDL2;
|
||||
using SDL2;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
using SDL2;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Input
|
||||
namespace MoonWorks.Input
|
||||
{
|
||||
// Enum values are equivalent to the SDL Scancode value.
|
||||
public enum Keycode : int
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using RefreshCS;
|
||||
|
||||
namespace MoonWorks
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -597,7 +597,8 @@ namespace MoonWorks.Math
|
|||
ref Plane b,
|
||||
ref Plane c,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
/* Formula used
|
||||
* d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
|
||||
* P = -------------------------------------------------------------------
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -474,7 +474,8 @@ namespace MoonWorks.Math
|
|||
ref BoundingSphere original,
|
||||
ref BoundingSphere additional,
|
||||
out BoundingSphere result
|
||||
) {
|
||||
)
|
||||
{
|
||||
Vector3 ocenterToaCenter = Vector3.Subtract(additional.Center, original.Center);
|
||||
float distance = ocenterToaCenter.Length();
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -98,7 +98,8 @@ namespace MoonWorks.Math
|
|||
float value3,
|
||||
float amount1,
|
||||
float amount2
|
||||
) {
|
||||
)
|
||||
{
|
||||
return value1 + (value2 - value1) * amount1 + (value3 - value1) * amount2;
|
||||
}
|
||||
|
||||
|
@ -117,7 +118,8 @@ namespace MoonWorks.Math
|
|||
float value3,
|
||||
float value4,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
/* Using formula from http://www.mvps.org/directx/articles/catmull/
|
||||
* Internally using doubles not to lose precision.
|
||||
*/
|
||||
|
@ -184,7 +186,8 @@ namespace MoonWorks.Math
|
|||
float value2,
|
||||
float tangent2,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
/* All transformed to double not to lose precision
|
||||
* Otherwise, for high numbers of param:amount the result is NaN instead
|
||||
* of Infinity.
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/* MoonWorks - Game Development Framework
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
*/
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -316,7 +316,8 @@ namespace MoonWorks.Math
|
|||
float m21, float m22, float m23, float m24,
|
||||
float m31, float m32, float m33, float m34,
|
||||
float m41, float m42, float m43, float m44
|
||||
) {
|
||||
)
|
||||
{
|
||||
M11 = m11;
|
||||
M12 = m12;
|
||||
M13 = m13;
|
||||
|
@ -350,7 +351,8 @@ namespace MoonWorks.Math
|
|||
out Vector3 scale,
|
||||
out Quaternion rotation,
|
||||
out Vector3 translation
|
||||
) {
|
||||
)
|
||||
{
|
||||
translation.X = M41;
|
||||
translation.Y = M42;
|
||||
translation.Z = M43;
|
||||
|
@ -555,7 +557,8 @@ namespace MoonWorks.Math
|
|||
Vector3 cameraPosition,
|
||||
Vector3 cameraUpVector,
|
||||
Nullable<Vector3> cameraForwardVector
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 result;
|
||||
|
||||
// Delegate to the other overload of the function to do the work
|
||||
|
@ -584,7 +587,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 cameraUpVector,
|
||||
Vector3? cameraForwardVector,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
Vector3 vector;
|
||||
Vector3 vector2;
|
||||
Vector3 vector3;
|
||||
|
@ -642,7 +646,8 @@ namespace MoonWorks.Math
|
|||
Vector3 rotateAxis,
|
||||
Nullable<Vector3> cameraForwardVector,
|
||||
Nullable<Vector3> objectForwardVector
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 result;
|
||||
CreateConstrainedBillboard(
|
||||
ref objectPosition,
|
||||
|
@ -671,7 +676,8 @@ namespace MoonWorks.Math
|
|||
Vector3? cameraForwardVector,
|
||||
Vector3? objectForwardVector,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float num;
|
||||
Vector3 vector;
|
||||
Vector3 vector2;
|
||||
|
@ -777,7 +783,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 axis,
|
||||
float angle,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x = axis.X;
|
||||
float y = axis.Y;
|
||||
float z = axis.Z;
|
||||
|
@ -883,7 +890,8 @@ namespace MoonWorks.Math
|
|||
float pitch,
|
||||
float roll,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
Quaternion.CreateFromYawPitchRoll(yaw, pitch, roll, out quaternion);
|
||||
CreateFromQuaternion(ref quaternion, out result);
|
||||
|
@ -900,7 +908,8 @@ namespace MoonWorks.Math
|
|||
Vector3 cameraPosition,
|
||||
Vector3 cameraTarget,
|
||||
Vector3 cameraUpVector
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 matrix;
|
||||
CreateLookAt(ref cameraPosition, ref cameraTarget, ref cameraUpVector, out matrix);
|
||||
return matrix;
|
||||
|
@ -918,7 +927,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 cameraTarget,
|
||||
ref Vector3 cameraUpVector,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
Vector3 vectorA = Vector3.Normalize(cameraPosition - cameraTarget);
|
||||
Vector3 vectorB = Vector3.Normalize(Vector3.Cross(cameraUpVector, vectorA));
|
||||
Vector3 vectorC = Vector3.Cross(vectorA, vectorB);
|
||||
|
@ -953,7 +963,8 @@ namespace MoonWorks.Math
|
|||
float height,
|
||||
float zNearPlane,
|
||||
float zFarPlane
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 matrix;
|
||||
CreateOrthographic(width, height, zNearPlane, zFarPlane, out matrix);
|
||||
return matrix;
|
||||
|
@ -973,7 +984,8 @@ namespace MoonWorks.Math
|
|||
float zNearPlane,
|
||||
float zFarPlane,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.M11 = 2f / width;
|
||||
result.M12 = result.M13 = result.M14 = 0f;
|
||||
result.M22 = 2f / height;
|
||||
|
@ -1002,7 +1014,8 @@ namespace MoonWorks.Math
|
|||
float top,
|
||||
float zNearPlane,
|
||||
float zFarPlane
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 matrix;
|
||||
CreateOrthographicOffCenter(
|
||||
left,
|
||||
|
@ -1034,7 +1047,8 @@ namespace MoonWorks.Math
|
|||
float zNearPlane,
|
||||
float zFarPlane,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.M11 = (float) (2.0 / ((double) right - (double) left));
|
||||
result.M12 = 0.0f;
|
||||
result.M13 = 0.0f;
|
||||
|
@ -1075,7 +1089,8 @@ namespace MoonWorks.Math
|
|||
float height,
|
||||
float nearPlaneDistance,
|
||||
float farPlaneDistance
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 matrix;
|
||||
CreatePerspective(width, height, nearPlaneDistance, farPlaneDistance, out matrix);
|
||||
return matrix;
|
||||
|
@ -1095,7 +1110,8 @@ namespace MoonWorks.Math
|
|||
float nearPlaneDistance,
|
||||
float farPlaneDistance,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
if (nearPlaneDistance <= 0f)
|
||||
{
|
||||
throw new ArgumentException("nearPlaneDistance <= 0");
|
||||
|
@ -1135,7 +1151,8 @@ namespace MoonWorks.Math
|
|||
float aspectRatio,
|
||||
float nearPlaneDistance,
|
||||
float farPlaneDistance
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 result;
|
||||
CreatePerspectiveFieldOfView(
|
||||
fieldOfView,
|
||||
|
@ -1161,7 +1178,8 @@ namespace MoonWorks.Math
|
|||
float nearPlaneDistance,
|
||||
float farPlaneDistance,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
if ((fieldOfView <= 0f) || (fieldOfView >= 3.141593f))
|
||||
{
|
||||
throw new ArgumentException("fieldOfView <= 0 or >= PI");
|
||||
|
@ -1210,7 +1228,8 @@ namespace MoonWorks.Math
|
|||
float top,
|
||||
float nearPlaneDistance,
|
||||
float farPlaneDistance
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 result;
|
||||
CreatePerspectiveOffCenter(
|
||||
left,
|
||||
|
@ -1242,7 +1261,8 @@ namespace MoonWorks.Math
|
|||
float nearPlaneDistance,
|
||||
float farPlaneDistance,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
if (nearPlaneDistance <= 0f)
|
||||
{
|
||||
throw new ArgumentException("nearPlaneDistance <= 0");
|
||||
|
@ -1408,7 +1428,8 @@ namespace MoonWorks.Math
|
|||
float yScale,
|
||||
float zScale,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.M11 = xScale;
|
||||
result.M12 = 0;
|
||||
result.M13 = 0;
|
||||
|
@ -1527,7 +1548,8 @@ namespace MoonWorks.Math
|
|||
float xPosition,
|
||||
float yPosition,
|
||||
float zPosition
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 result;
|
||||
CreateTranslation(xPosition, yPosition, zPosition, out result);
|
||||
return result;
|
||||
|
@ -1582,7 +1604,8 @@ namespace MoonWorks.Math
|
|||
float yPosition,
|
||||
float zPosition,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.M11 = 1;
|
||||
result.M12 = 0;
|
||||
result.M13 = 0;
|
||||
|
@ -1672,7 +1695,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 forward,
|
||||
ref Vector3 up,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
Vector3 x, y, z;
|
||||
Vector3.Normalize(ref forward, out z);
|
||||
Vector3.Cross(ref forward, ref up, out x);
|
||||
|
@ -2069,7 +2093,8 @@ namespace MoonWorks.Math
|
|||
ref Matrix4x4 matrix2,
|
||||
float amount,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.M11 = matrix1.M11 + ((matrix2.M11 - matrix1.M11) * amount);
|
||||
result.M12 = matrix1.M12 + ((matrix2.M12 - matrix1.M12) * amount);
|
||||
result.M13 = matrix1.M13 + ((matrix2.M13 - matrix1.M13) * amount);
|
||||
|
@ -2097,7 +2122,8 @@ namespace MoonWorks.Math
|
|||
public static Matrix4x4 Multiply(
|
||||
Matrix4x4 matrix1,
|
||||
Matrix4x4 matrix2
|
||||
) {
|
||||
)
|
||||
{
|
||||
float m11 = (
|
||||
(matrix1.M11 * matrix2.M11) +
|
||||
(matrix1.M12 * matrix2.M21) +
|
||||
|
@ -2548,7 +2574,8 @@ namespace MoonWorks.Math
|
|||
ref Matrix4x4 value,
|
||||
ref Quaternion rotation,
|
||||
out Matrix4x4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
Matrix4x4 rotMatrix = CreateFromQuaternion(rotation);
|
||||
Multiply(ref value, ref rotMatrix, out result);
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -233,7 +233,8 @@ namespace MoonWorks.Math
|
|||
ref Plane plane,
|
||||
ref Matrix4x4 matrix,
|
||||
out Plane result
|
||||
) {
|
||||
)
|
||||
{
|
||||
/* See "Transforming Normals" in
|
||||
* http://www.glprogramming.com/red/appendixf.html
|
||||
* for an explanation of how this works.
|
||||
|
@ -277,7 +278,8 @@ namespace MoonWorks.Math
|
|||
ref Plane plane,
|
||||
ref Quaternion rotation,
|
||||
out Plane result
|
||||
) {
|
||||
)
|
||||
{
|
||||
Vector3.Transform(
|
||||
ref plane.Normal,
|
||||
ref rotation,
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -266,7 +266,8 @@ namespace MoonWorks.Math
|
|||
ref Quaternion quaternion1,
|
||||
ref Quaternion quaternion2,
|
||||
out Quaternion result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = quaternion1.X + quaternion2.X;
|
||||
result.Y = quaternion1.Y + quaternion2.Y;
|
||||
result.Z = quaternion1.Z + quaternion2.Z;
|
||||
|
@ -296,7 +297,8 @@ namespace MoonWorks.Math
|
|||
ref Quaternion value1,
|
||||
ref Quaternion value2,
|
||||
out Quaternion result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x1 = value1.X;
|
||||
float y1 = value1.Y;
|
||||
float z1 = value1.Z;
|
||||
|
@ -359,7 +361,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 axis,
|
||||
float angle,
|
||||
out Quaternion result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float half = angle * 0.5f;
|
||||
float sin = (float) System.Math.Sin((double) half);
|
||||
float cos = (float) System.Math.Cos((double) half);
|
||||
|
@ -499,7 +502,8 @@ namespace MoonWorks.Math
|
|||
ref Quaternion quaternion1,
|
||||
ref Quaternion quaternion2,
|
||||
out Quaternion result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
|
@ -551,7 +555,8 @@ namespace MoonWorks.Math
|
|||
ref Quaternion quaternion1,
|
||||
ref Quaternion quaternion2,
|
||||
out float result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result = (
|
||||
(quaternion1.X * quaternion2.X) +
|
||||
(quaternion1.Y * quaternion2.Y) +
|
||||
|
@ -603,7 +608,8 @@ namespace MoonWorks.Math
|
|||
Quaternion quaternion1,
|
||||
Quaternion quaternion2,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
Lerp(ref quaternion1, ref quaternion2, amount, out quaternion);
|
||||
return quaternion;
|
||||
|
@ -621,7 +627,8 @@ namespace MoonWorks.Math
|
|||
ref Quaternion quaternion2,
|
||||
float amount,
|
||||
out Quaternion result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float num = amount;
|
||||
float num2 = 1f - num;
|
||||
float num5 = (
|
||||
|
@ -668,7 +675,8 @@ namespace MoonWorks.Math
|
|||
Quaternion quaternion1,
|
||||
Quaternion quaternion2,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
Slerp(ref quaternion1, ref quaternion2, amount, out quaternion);
|
||||
return quaternion;
|
||||
|
@ -686,7 +694,8 @@ namespace MoonWorks.Math
|
|||
ref Quaternion quaternion2,
|
||||
float amount,
|
||||
out Quaternion result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float num2;
|
||||
float num3;
|
||||
float num = amount;
|
||||
|
@ -743,7 +752,8 @@ namespace MoonWorks.Math
|
|||
ref Quaternion quaternion1,
|
||||
ref Quaternion quaternion2,
|
||||
out Quaternion result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = quaternion1.X - quaternion2.X;
|
||||
result.Y = quaternion1.Y - quaternion2.Y;
|
||||
result.Z = quaternion1.Z - quaternion2.Z;
|
||||
|
@ -786,7 +796,8 @@ namespace MoonWorks.Math
|
|||
ref Quaternion quaternion1,
|
||||
ref Quaternion quaternion2,
|
||||
out Quaternion result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
|
@ -815,7 +826,8 @@ namespace MoonWorks.Math
|
|||
ref Quaternion quaternion1,
|
||||
float scaleFactor,
|
||||
out Quaternion result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = quaternion1.X * scaleFactor;
|
||||
result.Y = quaternion1.Y * scaleFactor;
|
||||
result.Z = quaternion1.Z * scaleFactor;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -396,7 +396,8 @@ namespace MoonWorks.Math
|
|||
ref Rectangle value1,
|
||||
ref Rectangle value2,
|
||||
out Rectangle result
|
||||
) {
|
||||
)
|
||||
{
|
||||
if (value1.Intersects(value2))
|
||||
{
|
||||
int right_side = System.Math.Min(
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -264,7 +264,8 @@ namespace MoonWorks.Math
|
|||
Vector2 value3,
|
||||
float amount1,
|
||||
float amount2
|
||||
) {
|
||||
)
|
||||
{
|
||||
return new Vector2(
|
||||
MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
|
||||
MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2)
|
||||
|
@ -287,7 +288,8 @@ namespace MoonWorks.Math
|
|||
float amount1,
|
||||
float amount2,
|
||||
out Vector2 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2);
|
||||
result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2);
|
||||
}
|
||||
|
@ -307,7 +309,8 @@ namespace MoonWorks.Math
|
|||
Vector2 value3,
|
||||
Vector2 value4,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
return new Vector2(
|
||||
MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
|
||||
MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount)
|
||||
|
@ -330,7 +333,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 value4,
|
||||
float amount,
|
||||
out Vector2 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount);
|
||||
result.Y = MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount);
|
||||
}
|
||||
|
@ -362,7 +366,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 min,
|
||||
ref Vector2 max,
|
||||
out Vector2 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Clamp(value1.X, min.X, max.X);
|
||||
result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y);
|
||||
}
|
||||
|
@ -413,7 +418,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 value1,
|
||||
ref Vector2 value2,
|
||||
out float result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float v1 = value1.X - value2.X, v2 = value1.Y - value2.Y;
|
||||
result = (v1 * v1) + (v2 * v2);
|
||||
}
|
||||
|
@ -507,7 +513,8 @@ namespace MoonWorks.Math
|
|||
Vector2 value2,
|
||||
Vector2 tangent2,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
Vector2 result = new Vector2();
|
||||
Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
|
||||
return result;
|
||||
|
@ -529,7 +536,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 tangent2,
|
||||
float amount,
|
||||
out Vector2 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
|
||||
result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
|
||||
}
|
||||
|
@ -561,7 +569,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 value2,
|
||||
float amount,
|
||||
out Vector2 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Lerp(value1.X, value2.X, amount);
|
||||
result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount);
|
||||
}
|
||||
|
@ -773,7 +782,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 value2,
|
||||
float amount,
|
||||
out Vector2 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.SmoothStep(value1.X, value2.X, amount);
|
||||
result.Y = MathHelper.SmoothStep(value1.Y, value2.Y, amount);
|
||||
}
|
||||
|
@ -827,7 +837,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 position,
|
||||
ref Matrix4x4 matrix,
|
||||
out Vector2 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x = (position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41;
|
||||
float y = (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42;
|
||||
result.X = x;
|
||||
|
@ -856,7 +867,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 value,
|
||||
ref Quaternion rotation,
|
||||
out Vector2 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x = 2 * -(rotation.Z * value.Y);
|
||||
float y = 2 * (rotation.Z * value.X);
|
||||
float z = 2 * (rotation.X * value.Y - rotation.Y * value.X);
|
||||
|
@ -875,7 +887,8 @@ namespace MoonWorks.Math
|
|||
Vector2[] sourceArray,
|
||||
ref Matrix4x4 matrix,
|
||||
Vector2[] destinationArray
|
||||
) {
|
||||
)
|
||||
{
|
||||
Transform(sourceArray, 0, ref matrix, destinationArray, 0, sourceArray.Length);
|
||||
}
|
||||
|
||||
|
@ -895,7 +908,8 @@ namespace MoonWorks.Math
|
|||
Vector2[] destinationArray,
|
||||
int destinationIndex,
|
||||
int length
|
||||
) {
|
||||
)
|
||||
{
|
||||
for (int x = 0; x < length; x += 1)
|
||||
{
|
||||
Vector2 position = sourceArray[sourceIndex + x];
|
||||
|
@ -918,7 +932,8 @@ namespace MoonWorks.Math
|
|||
Vector2[] sourceArray,
|
||||
ref Quaternion rotation,
|
||||
Vector2[] destinationArray
|
||||
) {
|
||||
)
|
||||
{
|
||||
Transform(
|
||||
sourceArray,
|
||||
0,
|
||||
|
@ -945,7 +960,8 @@ namespace MoonWorks.Math
|
|||
Vector2[] destinationArray,
|
||||
int destinationIndex,
|
||||
int length
|
||||
) {
|
||||
)
|
||||
{
|
||||
for (int i = 0; i < length; i += 1)
|
||||
{
|
||||
Vector2 position = sourceArray[sourceIndex + i];
|
||||
|
@ -979,7 +995,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 normal,
|
||||
ref Matrix4x4 matrix,
|
||||
out Vector2 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x = (normal.X * matrix.M11) + (normal.Y * matrix.M21);
|
||||
float y = (normal.X * matrix.M12) + (normal.Y * matrix.M22);
|
||||
result.X = x;
|
||||
|
@ -996,7 +1013,8 @@ namespace MoonWorks.Math
|
|||
Vector2[] sourceArray,
|
||||
ref Matrix4x4 matrix,
|
||||
Vector2[] destinationArray
|
||||
) {
|
||||
)
|
||||
{
|
||||
TransformNormal(
|
||||
sourceArray,
|
||||
0,
|
||||
|
@ -1023,7 +1041,8 @@ namespace MoonWorks.Math
|
|||
Vector2[] destinationArray,
|
||||
int destinationIndex,
|
||||
int length
|
||||
) {
|
||||
)
|
||||
{
|
||||
for (int i = 0; i < length; i += 1)
|
||||
{
|
||||
Vector2 position = sourceArray[sourceIndex + i];
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -383,7 +383,8 @@ namespace MoonWorks.Math
|
|||
Vector3 value3,
|
||||
float amount1,
|
||||
float amount2
|
||||
) {
|
||||
)
|
||||
{
|
||||
return new Vector3(
|
||||
MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
|
||||
MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
|
||||
|
@ -407,7 +408,8 @@ namespace MoonWorks.Math
|
|||
float amount1,
|
||||
float amount2,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2);
|
||||
result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2);
|
||||
result.Z = MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2);
|
||||
|
@ -428,7 +430,8 @@ namespace MoonWorks.Math
|
|||
Vector3 value3,
|
||||
Vector3 value4,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
return new Vector3(
|
||||
MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
|
||||
MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
|
||||
|
@ -452,7 +455,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 value4,
|
||||
float amount,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount);
|
||||
result.Y = MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount);
|
||||
result.Z = MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount);
|
||||
|
@ -486,7 +490,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 min,
|
||||
ref Vector3 max,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Clamp(value1.X, min.X, max.X);
|
||||
result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y);
|
||||
result.Z = MathHelper.Clamp(value1.Z, min.Z, max.Z);
|
||||
|
@ -501,7 +506,8 @@ namespace MoonWorks.Math
|
|||
public static Vector3 ClampMagnitude(
|
||||
Vector3 value,
|
||||
float maxLength
|
||||
) {
|
||||
)
|
||||
{
|
||||
return (value.LengthSquared() > maxLength * maxLength) ? (Vector3.Normalize(value) * maxLength) : value;
|
||||
}
|
||||
|
||||
|
@ -583,7 +589,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 value1,
|
||||
ref Vector3 value2,
|
||||
out float result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result = (
|
||||
(value1.X - value2.X) * (value1.X - value2.X) +
|
||||
(value1.Y - value2.Y) * (value1.Y - value2.Y) +
|
||||
|
@ -688,7 +695,8 @@ namespace MoonWorks.Math
|
|||
Vector3 value2,
|
||||
Vector3 tangent2,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
Vector3 result = new Vector3();
|
||||
Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
|
||||
return result;
|
||||
|
@ -710,7 +718,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 tangent2,
|
||||
float amount,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
|
||||
result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
|
||||
result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
|
||||
|
@ -744,7 +753,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 value2,
|
||||
float amount,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Lerp(value1.X, value2.X, amount);
|
||||
result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount);
|
||||
result.Z = MathHelper.Lerp(value1.Z, value2.Z, amount);
|
||||
|
@ -992,7 +1002,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 value2,
|
||||
float amount,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.SmoothStep(value1.X, value2.X, amount);
|
||||
result.Y = MathHelper.SmoothStep(value1.Y, value2.Y, amount);
|
||||
result.Z = MathHelper.SmoothStep(value1.Z, value2.Z, amount);
|
||||
|
@ -1047,7 +1058,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 position,
|
||||
ref Matrix4x4 matrix,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x = (
|
||||
(position.X * matrix.M11) +
|
||||
(position.Y * matrix.M21) +
|
||||
|
@ -1081,7 +1093,8 @@ namespace MoonWorks.Math
|
|||
Vector3[] sourceArray,
|
||||
ref Matrix4x4 matrix,
|
||||
Vector3[] destinationArray
|
||||
) {
|
||||
)
|
||||
{
|
||||
Debug.Assert(
|
||||
destinationArray.Length >= sourceArray.Length,
|
||||
"The destination array is smaller than the source array."
|
||||
|
@ -1121,7 +1134,8 @@ namespace MoonWorks.Math
|
|||
Vector3[] destinationArray,
|
||||
int destinationIndex,
|
||||
int length
|
||||
) {
|
||||
)
|
||||
{
|
||||
Debug.Assert(
|
||||
sourceArray.Length - sourceIndex >= length,
|
||||
"The source array is too small for the given sourceIndex and length."
|
||||
|
@ -1173,7 +1187,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 value,
|
||||
ref Quaternion rotation,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x = 2 * (rotation.Y * value.Z - rotation.Z * value.Y);
|
||||
float y = 2 * (rotation.Z * value.X - rotation.X * value.Z);
|
||||
float z = 2 * (rotation.X * value.Y - rotation.Y * value.X);
|
||||
|
@ -1193,7 +1208,8 @@ namespace MoonWorks.Math
|
|||
Vector3[] sourceArray,
|
||||
ref Quaternion rotation,
|
||||
Vector3[] destinationArray
|
||||
) {
|
||||
)
|
||||
{
|
||||
Debug.Assert(
|
||||
destinationArray.Length >= sourceArray.Length,
|
||||
"The destination array is smaller than the source array."
|
||||
|
@ -1236,7 +1252,8 @@ namespace MoonWorks.Math
|
|||
Vector3[] destinationArray,
|
||||
int destinationIndex,
|
||||
int length
|
||||
) {
|
||||
)
|
||||
{
|
||||
Debug.Assert(
|
||||
sourceArray.Length - sourceIndex >= length,
|
||||
"The source array is too small for the given sourceIndex and length."
|
||||
|
@ -1289,7 +1306,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 normal,
|
||||
ref Matrix4x4 matrix,
|
||||
out Vector3 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
float x = (normal.X * matrix.M11) + (normal.Y * matrix.M21) + (normal.Z * matrix.M31);
|
||||
float y = (normal.X * matrix.M12) + (normal.Y * matrix.M22) + (normal.Z * matrix.M32);
|
||||
float z = (normal.X * matrix.M13) + (normal.Y * matrix.M23) + (normal.Z * matrix.M33);
|
||||
|
@ -1308,7 +1326,8 @@ namespace MoonWorks.Math
|
|||
Vector3[] sourceArray,
|
||||
ref Matrix4x4 matrix,
|
||||
Vector3[] destinationArray
|
||||
) {
|
||||
)
|
||||
{
|
||||
Debug.Assert(
|
||||
destinationArray.Length >= sourceArray.Length,
|
||||
"The destination array is smaller than the source array."
|
||||
|
@ -1339,7 +1358,8 @@ namespace MoonWorks.Math
|
|||
Vector3[] destinationArray,
|
||||
int destinationIndex,
|
||||
int length
|
||||
) {
|
||||
)
|
||||
{
|
||||
if (sourceArray == null)
|
||||
{
|
||||
throw new ArgumentNullException("sourceArray");
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -344,7 +344,8 @@ namespace MoonWorks.Math
|
|||
Vector4 value3,
|
||||
float amount1,
|
||||
float amount2
|
||||
) {
|
||||
)
|
||||
{
|
||||
return new Vector4(
|
||||
MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
|
||||
MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
|
||||
|
@ -369,7 +370,8 @@ namespace MoonWorks.Math
|
|||
float amount1,
|
||||
float amount2,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2);
|
||||
result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2);
|
||||
result.Z = MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2);
|
||||
|
@ -391,7 +393,8 @@ namespace MoonWorks.Math
|
|||
Vector4 value3,
|
||||
Vector4 value4,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
return new Vector4(
|
||||
MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
|
||||
MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
|
||||
|
@ -416,7 +419,8 @@ namespace MoonWorks.Math
|
|||
ref Vector4 value4,
|
||||
float amount,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount);
|
||||
result.Y = MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount);
|
||||
result.Z = MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount);
|
||||
|
@ -452,7 +456,8 @@ namespace MoonWorks.Math
|
|||
ref Vector4 min,
|
||||
ref Vector4 max,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Clamp(value1.X, min.X, max.X);
|
||||
result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y);
|
||||
result.Z = MathHelper.Clamp(value1.Z, min.Z, max.Z);
|
||||
|
@ -507,7 +512,8 @@ namespace MoonWorks.Math
|
|||
ref Vector4 value1,
|
||||
ref Vector4 value2,
|
||||
out float result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result = (
|
||||
(value1.W - value2.W) * (value1.W - value2.W) +
|
||||
(value1.X - value2.X) * (value1.X - value2.X) +
|
||||
|
@ -572,7 +578,8 @@ namespace MoonWorks.Math
|
|||
ref Vector4 value1,
|
||||
ref Vector4 value2,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.W = value1.W / value2.W;
|
||||
result.X = value1.X / value2.X;
|
||||
result.Y = value1.Y / value2.Y;
|
||||
|
@ -626,7 +633,8 @@ namespace MoonWorks.Math
|
|||
Vector4 value2,
|
||||
Vector4 tangent2,
|
||||
float amount
|
||||
) {
|
||||
)
|
||||
{
|
||||
return new Vector4(
|
||||
MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount),
|
||||
MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount),
|
||||
|
@ -651,7 +659,8 @@ namespace MoonWorks.Math
|
|||
ref Vector4 tangent2,
|
||||
float amount,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount);
|
||||
result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
|
||||
result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
|
||||
|
@ -687,7 +696,8 @@ namespace MoonWorks.Math
|
|||
ref Vector4 value2,
|
||||
float amount,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.Lerp(value1.X, value2.X, amount);
|
||||
result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount);
|
||||
result.Z = MathHelper.Lerp(value1.Z, value2.Z, amount);
|
||||
|
@ -905,7 +915,8 @@ namespace MoonWorks.Math
|
|||
ref Vector4 value2,
|
||||
float amount,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
result.X = MathHelper.SmoothStep(value1.X, value2.X, amount);
|
||||
result.Y = MathHelper.SmoothStep(value1.Y, value2.Y, amount);
|
||||
result.Z = MathHelper.SmoothStep(value1.Z, value2.Z, amount);
|
||||
|
@ -1081,7 +1092,8 @@ namespace MoonWorks.Math
|
|||
Vector4[] sourceArray,
|
||||
ref Matrix4x4 matrix,
|
||||
Vector4[] destinationArray
|
||||
) {
|
||||
)
|
||||
{
|
||||
if (sourceArray == null)
|
||||
{
|
||||
throw new ArgumentNullException("sourceArray");
|
||||
|
@ -1122,7 +1134,8 @@ namespace MoonWorks.Math
|
|||
Vector4[] destinationArray,
|
||||
int destinationIndex,
|
||||
int length
|
||||
) {
|
||||
)
|
||||
{
|
||||
if (sourceArray == null)
|
||||
{
|
||||
throw new ArgumentNullException("sourceArray");
|
||||
|
@ -1202,7 +1215,8 @@ namespace MoonWorks.Math
|
|||
ref Vector2 value,
|
||||
ref Quaternion rotation,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
double xx = rotation.X + rotation.X;
|
||||
double yy = rotation.Y + rotation.Y;
|
||||
double zz = rotation.Z + rotation.Z;
|
||||
|
@ -1240,7 +1254,8 @@ namespace MoonWorks.Math
|
|||
ref Vector3 value,
|
||||
ref Quaternion rotation,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
double xx = rotation.X + rotation.X;
|
||||
double yy = rotation.Y + rotation.Y;
|
||||
double zz = rotation.Z + rotation.Z;
|
||||
|
@ -1281,7 +1296,8 @@ namespace MoonWorks.Math
|
|||
ref Vector4 value,
|
||||
ref Quaternion rotation,
|
||||
out Vector4 result
|
||||
) {
|
||||
)
|
||||
{
|
||||
double xx = rotation.X + rotation.X;
|
||||
double yy = rotation.Y + rotation.Y;
|
||||
double zz = rotation.Z + rotation.Z;
|
||||
|
@ -1322,7 +1338,8 @@ namespace MoonWorks.Math
|
|||
Vector4[] sourceArray,
|
||||
ref Quaternion rotation,
|
||||
Vector4[] destinationArray
|
||||
) {
|
||||
)
|
||||
{
|
||||
if (sourceArray == null)
|
||||
{
|
||||
throw new ArgumentException("sourceArray");
|
||||
|
@ -1363,7 +1380,8 @@ namespace MoonWorks.Math
|
|||
Vector4[] destinationArray,
|
||||
int destinationIndex,
|
||||
int length
|
||||
) {
|
||||
)
|
||||
{
|
||||
if (sourceArray == null)
|
||||
{
|
||||
throw new ArgumentException("sourceArray");
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -67,7 +67,8 @@ namespace MoonWorks
|
|||
string libraryName,
|
||||
Assembly assembly,
|
||||
DllImportSearchPath? dllImportSearchPath
|
||||
) {
|
||||
)
|
||||
{
|
||||
string mappedName;
|
||||
if (!mapDictionary.TryGetValue(libraryName, out mappedName))
|
||||
{
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using SDL2;
|
||||
|
||||
namespace MoonWorks.Window
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Window
|
||||
namespace MoonWorks.Window
|
||||
{
|
||||
public enum ScreenMode
|
||||
{
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
namespace MoonWorks.Window
|
||||
namespace MoonWorks.Window
|
||||
{
|
||||
public struct WindowCreateInfo
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue