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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@ -169,7 +169,7 @@ namespace MoonWorks.Audio
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bool loop
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) : base(device)
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{
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var blockAlign = (ushort)(4 * channels);
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var blockAlign = (ushort) (4 * channels);
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var format = new FAudio.FAudioWaveFormatEx
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{
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wFormatTag = 3,
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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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@ -131,7 +131,7 @@ namespace MoonWorks.Audio
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PlayLength = (
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lengthInBytes /
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Format.nChannels /
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(uint)(Format.wBitsPerSample / 8)
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(uint) (Format.wBitsPerSample / 8)
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)
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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.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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@ -259,7 +260,7 @@ namespace MoonWorks
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private unsafe static int MeasureStringLength(byte* ptr)
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{
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int bytes;
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for (bytes = 0; *ptr != 0; ptr += 1, bytes += 1);
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for (bytes = 0; *ptr != 0; ptr += 1, bytes += 1) ;
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return bytes;
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}
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}
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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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@ -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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@ -41,7 +41,7 @@ namespace MoonWorks.Graphics
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{
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unchecked
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{
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return (byte)(this.packedValue);
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return (byte) (this.packedValue);
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}
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}
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set
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{
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unchecked
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{
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return (byte)(this.packedValue >> 8);
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return (byte) (this.packedValue >> 8);
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}
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}
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set
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{
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this.packedValue = (this.packedValue & 0xffff00ff) | ((uint)value << 8);
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this.packedValue = (this.packedValue & 0xffff00ff) | ((uint) value << 8);
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}
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}
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@ -1538,27 +1538,27 @@ namespace MoonWorks.Graphics
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RosyBrown = new Color(0xff8f8fbc);
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RoyalBlue = new Color(0xffe16941);
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SaddleBrown = new Color(0xff13458b);
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Salmon= new Color(0xff7280fa);
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Salmon = new Color(0xff7280fa);
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SandyBrown = new Color(0xff60a4f4);
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SeaGreen = new Color(0xff578b2e);
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SeaShell = new Color(0xffeef5ff);
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Sienna = new Color(0xff2d52a0);
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Silver = new Color(0xffc0c0c0);
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SkyBlue = new Color(0xffebce87);
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SlateBlue= new Color(0xffcd5a6a);
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SlateGray= new Color(0xff908070);
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Snow= new Color(0xfffafaff);
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SpringGreen= new Color(0xff7fff00);
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SteelBlue= new Color(0xffb48246);
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Tan= new Color(0xff8cb4d2);
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Teal= new Color(0xff808000);
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Thistle= new Color(0xffd8bfd8);
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Tomato= new Color(0xff4763ff);
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Turquoise= new Color(0xffd0e040);
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Violet= new Color(0xffee82ee);
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Wheat= new Color(0xffb3def5);
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White= new Color(uint.MaxValue);
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WhiteSmoke= new Color(0xfff5f5f5);
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SlateBlue = new Color(0xffcd5a6a);
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SlateGray = new Color(0xff908070);
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Snow = new Color(0xfffafaff);
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SpringGreen = new Color(0xff7fff00);
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SteelBlue = new Color(0xffb48246);
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Tan = new Color(0xff8cb4d2);
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Teal = new Color(0xff808000);
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Thistle = new Color(0xffd8bfd8);
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Tomato = new Color(0xff4763ff);
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Turquoise = new Color(0xffd0e040);
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Violet = new Color(0xffee82ee);
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Wheat = new Color(0xffb3def5);
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White = new Color(uint.MaxValue);
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WhiteSmoke = new Color(0xfff5f5f5);
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Yellow = new Color(0xff00ffff);
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YellowGreen = new Color(0xff32cd9a);
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}
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R = (byte) MathHelper.Clamp(r, Byte.MinValue, Byte.MaxValue);
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G = (byte) MathHelper.Clamp(g, Byte.MinValue, Byte.MaxValue);
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B = (byte) MathHelper.Clamp(b, Byte.MinValue, Byte.MaxValue);
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A = (byte)255;
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A = (byte) 255;
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}
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/// <summary>
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/// <returns><c>True</c> if the instances are equal; <c>false</c> otherwise.</returns>
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public static bool operator ==(Color a, Color b)
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{
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return ( a.A == b.A &&
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return (a.A == b.A &&
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a.R == b.R &&
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a.G == b.G &&
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a.B == b.B );
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a.B == b.B);
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}
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/// <summary>
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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.Handle,
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renderArea.ToRefresh(),
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(IntPtr) colors,
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(uint)clearColors.Length,
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(uint) clearColors.Length,
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depthStencilClearValue.ToRefresh()
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);
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}
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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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@ -224,7 +231,8 @@ namespace MoonWorks.Graphics
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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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@ -241,7 +249,8 @@ namespace MoonWorks.Graphics
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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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@ -257,7 +266,8 @@ namespace MoonWorks.Graphics
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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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|
@ -283,7 +293,8 @@ namespace MoonWorks.Graphics
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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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|
@ -313,7 +324,8 @@ namespace MoonWorks.Graphics
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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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|
@ -331,7 +343,8 @@ namespace MoonWorks.Graphics
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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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|
@ -355,7 +368,8 @@ namespace MoonWorks.Graphics
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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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|
@ -367,7 +381,8 @@ namespace MoonWorks.Graphics
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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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|
@ -391,7 +406,8 @@ namespace MoonWorks.Graphics
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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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|
@ -465,7 +481,8 @@ namespace MoonWorks.Graphics
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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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|
@ -482,7 +499,7 @@ namespace MoonWorks.Graphics
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Device.Handle,
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Handle,
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clearRect.ToRefresh(),
|
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(Refresh.ClearOptionsFlags)clearOptions,
|
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(Refresh.ClearOptionsFlags) clearOptions,
|
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(IntPtr) colors,
|
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(uint) clearColors.Length,
|
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depthStencilClearValue.ToRefresh()
|
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|
@ -506,7 +523,8 @@ namespace MoonWorks.Graphics
|
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uint instanceCount,
|
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uint vertexParamOffset,
|
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uint fragmentParamOffset
|
||||
) {
|
||||
)
|
||||
{
|
||||
Refresh.Refresh_DrawInstancedPrimitives(
|
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Device.Handle,
|
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Handle,
|
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|
@ -533,7 +551,8 @@ namespace MoonWorks.Graphics
|
|||
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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Refresh.Refresh_DrawIndexedPrimitives(
|
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Device.Handle,
|
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Handle,
|
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|
@ -557,7 +576,8 @@ namespace MoonWorks.Graphics
|
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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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Refresh.Refresh_DrawPrimitives(
|
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Device.Handle,
|
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Handle,
|
||||
|
@ -591,7 +611,8 @@ namespace MoonWorks.Graphics
|
|||
in Rect destinationRectangle,
|
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Filter filter,
|
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OSWindow window
|
||||
) {
|
||||
)
|
||||
{
|
||||
var refreshRect = destinationRectangle.ToRefresh();
|
||||
var refreshTextureSlice = new Refresh.TextureSlice
|
||||
{
|
||||
|
@ -600,8 +621,8 @@ namespace MoonWorks.Graphics
|
|||
{
|
||||
x = 0,
|
||||
y = 0,
|
||||
w = (int)texture.Width,
|
||||
h = (int)texture.Height
|
||||
w = (int) texture.Width,
|
||||
h = (int) texture.Height
|
||||
},
|
||||
layer = 0,
|
||||
level = 0,
|
||||
|
@ -613,7 +634,7 @@ namespace MoonWorks.Graphics
|
|||
Handle,
|
||||
refreshTextureSlice,
|
||||
refreshRect,
|
||||
(Refresh.Filter)filter,
|
||||
(Refresh.Filter) filter,
|
||||
window.Handle
|
||||
);
|
||||
}
|
||||
|
@ -629,7 +650,8 @@ namespace MoonWorks.Graphics
|
|||
in Rect destinationRectangle,
|
||||
Filter filter,
|
||||
OSWindow window
|
||||
) {
|
||||
)
|
||||
{
|
||||
var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
|
||||
var refreshRect = destinationRectangle.ToRefresh();
|
||||
|
||||
|
@ -653,7 +675,8 @@ namespace MoonWorks.Graphics
|
|||
in TextureSlice textureSlice,
|
||||
Filter filter,
|
||||
OSWindow window
|
||||
) {
|
||||
)
|
||||
{
|
||||
Refresh.Refresh_QueuePresent(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
|
@ -674,7 +697,8 @@ namespace MoonWorks.Graphics
|
|||
Texture texture,
|
||||
Filter filter,
|
||||
OSWindow window
|
||||
) {
|
||||
)
|
||||
{
|
||||
var refreshTextureSlice = new Refresh.TextureSlice
|
||||
{
|
||||
texture = texture.Handle,
|
||||
|
@ -713,7 +737,8 @@ namespace MoonWorks.Graphics
|
|||
IntPtr dataPtr,
|
||||
uint bufferOffsetInBytes,
|
||||
uint dataLengthInBytes
|
||||
) {
|
||||
)
|
||||
{
|
||||
Refresh.Refresh_SetBufferData(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
|
@ -849,7 +874,8 @@ namespace MoonWorks.Graphics
|
|||
in TextureSlice sourceTextureSlice,
|
||||
in TextureSlice destinationTextureSlice,
|
||||
Filter filter
|
||||
) {
|
||||
)
|
||||
{
|
||||
var sourceRefreshTextureSlice = sourceTextureSlice.ToRefreshTextureSlice();
|
||||
var destRefreshTextureSlice = destinationTextureSlice.ToRefreshTextureSlice();
|
||||
|
||||
|
@ -871,7 +897,8 @@ namespace MoonWorks.Graphics
|
|||
public void CopyTextureToBuffer(
|
||||
in TextureSlice textureSlice,
|
||||
Buffer buffer
|
||||
) {
|
||||
)
|
||||
{
|
||||
var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
|
||||
|
||||
Refresh.Refresh_CopyTextureToBuffer(
|
||||
|
|
|
@ -18,7 +18,8 @@ namespace MoonWorks.Graphics
|
|||
Refresh.PresentMode presentMode,
|
||||
bool debugMode,
|
||||
int initialCommandBufferPoolSize = 4
|
||||
) {
|
||||
)
|
||||
{
|
||||
var presentationParameters = new Refresh.PresentationParameters
|
||||
{
|
||||
deviceWindowHandle = deviceWindowHandle,
|
||||
|
|
|
@ -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
|
||||
|
@ -104,7 +104,7 @@ namespace MoonWorks.Graphics
|
|||
internal static float Convert(ushort value)
|
||||
{
|
||||
uint rst;
|
||||
uint mantissa = (uint)(value & 1023);
|
||||
uint mantissa = (uint) (value & 1023);
|
||||
uint exp = 0xfffffff2;
|
||||
|
||||
if ((value & -33792) == 0)
|
||||
|
|
|
@ -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
|
||||
|
@ -192,7 +192,7 @@ namespace MoonWorks.Graphics
|
|||
static ulong Pack(float x, float y, float z, float w)
|
||||
{
|
||||
return (ulong) (
|
||||
((long) System.Math.Round(MathHelper.Clamp(x, -32768, 32767)) & 0xFFFF ) |
|
||||
((long) System.Math.Round(MathHelper.Clamp(x, -32768, 32767)) & 0xFFFF) |
|
||||
(((long) System.Math.Round(MathHelper.Clamp(y, -32768, 32767)) << 16) & 0xFFFF0000) |
|
||||
(((long) System.Math.Round(MathHelper.Clamp(z, -32768, 32767)) << 32) & 0xFFFF00000000) |
|
||||
((long) System.Math.Round(MathHelper.Clamp(w, -32768, 32767)) << 48)
|
||||
|
|
|
@ -107,10 +107,10 @@ namespace MoonWorks.Graphics
|
|||
{
|
||||
return new Refresh.StencilOpState
|
||||
{
|
||||
failOp = (Refresh.StencilOp)FailOp,
|
||||
passOp = (Refresh.StencilOp)PassOp,
|
||||
depthFailOp = (Refresh.StencilOp)DepthFailOp,
|
||||
compareOp = (Refresh.CompareOp)CompareOp,
|
||||
failOp = (Refresh.StencilOp) FailOp,
|
||||
passOp = (Refresh.StencilOp) PassOp,
|
||||
depthFailOp = (Refresh.StencilOp) DepthFailOp,
|
||||
compareOp = (Refresh.CompareOp) CompareOp,
|
||||
compareMask = CompareMask,
|
||||
writeMask = WriteMask,
|
||||
reference = Reference
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using RefreshCS;
|
||||
|
||||
|
@ -46,7 +46,7 @@ namespace MoonWorks.Graphics
|
|||
Refresh.Refresh_GetBufferData(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
(IntPtr)ptr,
|
||||
(IntPtr) ptr,
|
||||
dataLengthInBytes
|
||||
);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
@ -88,20 +88,20 @@ namespace MoonWorks.Graphics
|
|||
refreshGraphicsPipelineCreateInfo.fragmentShaderState.shaderModule = fragmentShaderState.ShaderModule.Handle;
|
||||
refreshGraphicsPipelineCreateInfo.fragmentShaderState.uniformBufferSize = fragmentShaderState.UniformBufferSize;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.multisampleState.multisampleCount = (Refresh.SampleCount)multisampleState.MultisampleCount;
|
||||
refreshGraphicsPipelineCreateInfo.multisampleState.multisampleCount = (Refresh.SampleCount) multisampleState.MultisampleCount;
|
||||
refreshGraphicsPipelineCreateInfo.multisampleState.sampleMask = multisampleState.SampleMask;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.pipelineLayoutCreateInfo.vertexSamplerBindingCount = pipelineLayoutInfo.VertexSamplerBindingCount;
|
||||
refreshGraphicsPipelineCreateInfo.pipelineLayoutCreateInfo.fragmentSamplerBindingCount = pipelineLayoutInfo.FragmentSamplerBindingCount;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.cullMode = (Refresh.CullMode)rasterizerState.CullMode;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.cullMode = (Refresh.CullMode) rasterizerState.CullMode;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasClamp = rasterizerState.DepthBiasClamp;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasConstantFactor = rasterizerState.DepthBiasConstantFactor;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasEnable = Conversions.BoolToByte(rasterizerState.DepthBiasEnable);
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasSlopeFactor = rasterizerState.DepthBiasSlopeFactor;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.depthClampEnable = Conversions.BoolToByte(rasterizerState.DepthClampEnable);
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.fillMode = (Refresh.FillMode)rasterizerState.FillMode;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.frontFace = (Refresh.FrontFace)rasterizerState.FrontFace;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.fillMode = (Refresh.FillMode) rasterizerState.FillMode;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.frontFace = (Refresh.FrontFace) rasterizerState.FrontFace;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.lineWidth = rasterizerState.LineWidth;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.vertexInputState.vertexAttributes = vertexAttributesHandle.AddrOfPinnedObject();
|
||||
|
|
|
@ -48,8 +48,8 @@ namespace MoonWorks.Graphics
|
|||
fixed (ColorTargetDescription* colorPtr = colorTargetDescriptions)
|
||||
{
|
||||
Refresh.RenderPassCreateInfo renderPassCreateInfo;
|
||||
renderPassCreateInfo.colorTargetCount = (uint)colorTargetDescriptions.Length;
|
||||
renderPassCreateInfo.colorTargetDescriptions = (IntPtr)colorPtr;
|
||||
renderPassCreateInfo.colorTargetCount = (uint) colorTargetDescriptions.Length;
|
||||
renderPassCreateInfo.colorTargetDescriptions = (IntPtr) colorPtr;
|
||||
renderPassCreateInfo.depthStencilTargetDescription = (IntPtr) depthStencilPtr;
|
||||
|
||||
Handle = Refresh.Refresh_CreateRenderPass(device.Handle, renderPassCreateInfo);
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -36,11 +36,11 @@ namespace MoonWorks.Graphics
|
|||
out var channels
|
||||
);
|
||||
|
||||
var byteCount = (uint)(width * height * channels);
|
||||
var byteCount = (uint) (width * height * channels);
|
||||
|
||||
TextureCreateInfo textureCreateInfo;
|
||||
textureCreateInfo.Width = (uint)width;
|
||||
textureCreateInfo.Height = (uint)height;
|
||||
textureCreateInfo.Width = (uint) width;
|
||||
textureCreateInfo.Height = (uint) height;
|
||||
textureCreateInfo.Depth = 1;
|
||||
textureCreateInfo.Format = TextureFormat.R8G8B8A8;
|
||||
textureCreateInfo.IsCube = false;
|
||||
|
@ -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.
|
||||
|
|
|
@ -108,13 +108,13 @@ namespace MoonWorks.Graphics
|
|||
return new Refresh.ColorTargetBlendState
|
||||
{
|
||||
blendEnable = Conversions.BoolToByte(BlendEnable),
|
||||
alphaBlendOp = (Refresh.BlendOp)AlphaBlendOp,
|
||||
colorBlendOp = (Refresh.BlendOp)ColorBlendOp,
|
||||
colorWriteMask = (Refresh.ColorComponentFlags)ColorWriteMask,
|
||||
destinationAlphaBlendFactor = (Refresh.BlendFactor)DestinationAlphaBlendFactor,
|
||||
destinationColorBlendFactor = (Refresh.BlendFactor)DestinationColorBlendFactor,
|
||||
sourceAlphaBlendFactor = (Refresh.BlendFactor)SourceAlphaBlendFactor,
|
||||
sourceColorBlendFactor = (Refresh.BlendFactor)SourceColorBlendFactor
|
||||
alphaBlendOp = (Refresh.BlendOp) AlphaBlendOp,
|
||||
colorBlendOp = (Refresh.BlendOp) ColorBlendOp,
|
||||
colorWriteMask = (Refresh.ColorComponentFlags) ColorWriteMask,
|
||||
destinationAlphaBlendFactor = (Refresh.BlendFactor) DestinationAlphaBlendFactor,
|
||||
destinationColorBlendFactor = (Refresh.BlendFactor) DestinationColorBlendFactor,
|
||||
sourceAlphaBlendFactor = (Refresh.BlendFactor) SourceAlphaBlendFactor,
|
||||
sourceColorBlendFactor = (Refresh.BlendFactor) SourceColorBlendFactor
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -115,20 +115,20 @@ namespace MoonWorks.Graphics
|
|||
{
|
||||
return new Refresh.SamplerStateCreateInfo
|
||||
{
|
||||
minFilter = (Refresh.Filter)MinFilter,
|
||||
magFilter = (Refresh.Filter)MagFilter,
|
||||
mipmapMode = (Refresh.SamplerMipmapMode)MipmapMode,
|
||||
addressModeU = (Refresh.SamplerAddressMode)AddressModeU,
|
||||
addressModeV = (Refresh.SamplerAddressMode)AddressModeV,
|
||||
addressModeW = (Refresh.SamplerAddressMode)AddressModeW,
|
||||
minFilter = (Refresh.Filter) MinFilter,
|
||||
magFilter = (Refresh.Filter) MagFilter,
|
||||
mipmapMode = (Refresh.SamplerMipmapMode) MipmapMode,
|
||||
addressModeU = (Refresh.SamplerAddressMode) AddressModeU,
|
||||
addressModeV = (Refresh.SamplerAddressMode) AddressModeV,
|
||||
addressModeW = (Refresh.SamplerAddressMode) AddressModeW,
|
||||
mipLodBias = MipLodBias,
|
||||
anisotropyEnable = Conversions.BoolToByte(AnisotropyEnable),
|
||||
maxAnisotropy = MaxAnisotropy,
|
||||
compareEnable = Conversions.BoolToByte(CompareEnable),
|
||||
compareOp = (Refresh.CompareOp)CompareOp,
|
||||
compareOp = (Refresh.CompareOp) CompareOp,
|
||||
minLod = MinLod,
|
||||
maxLod = MaxLod,
|
||||
borderColor = (Refresh.BorderColor)BorderColor
|
||||
borderColor = (Refresh.BorderColor) BorderColor
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
{
|
||||
|
|
|
@ -10,7 +10,7 @@ namespace MoonWorks.Graphics
|
|||
int size;
|
||||
using (FileStream stream = new FileStream(filePath, FileMode.Open, FileAccess.Read))
|
||||
{
|
||||
size = (int)stream.Length;
|
||||
size = (int) stream.Length;
|
||||
data = new byte[size];
|
||||
stream.Read(data, 0, size);
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
namespace MoonWorks
|
||||
namespace MoonWorks
|
||||
{
|
||||
public static class Conversions
|
||||
{
|
||||
public static byte BoolToByte(bool b)
|
||||
{
|
||||
return (byte)(b ? 1 : 0);
|
||||
return (byte) (b ? 1 : 0);
|
||||
}
|
||||
|
||||
public static bool ByteToBool(byte b)
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
@ -40,8 +40,8 @@ namespace MoonWorks.Input
|
|||
{
|
||||
return SDL.SDL_GameControllerRumble(
|
||||
Handle,
|
||||
(ushort)(MathHelper.Clamp(leftMotor, 0f, 1f) * 0xFFFF),
|
||||
(ushort)(MathHelper.Clamp(rightMotor, 0f, 1f) * 0xFFFF),
|
||||
(ushort) (MathHelper.Clamp(leftMotor, 0f, 1f) * 0xFFFF),
|
||||
(ushort) (MathHelper.Clamp(rightMotor, 0f, 1f) * 0xFFFF),
|
||||
durationInMilliseconds
|
||||
) == 0;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
@ -39,7 +39,7 @@ namespace MoonWorks.Input
|
|||
Keys = new ButtonState[numKeys];
|
||||
foreach (Keycode keycode in Enum.GetValues(typeof(Keycode)))
|
||||
{
|
||||
Keys[(int)keycode] = new ButtonState();
|
||||
Keys[(int) keycode] = new ButtonState();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -54,11 +54,11 @@ namespace MoonWorks.Input
|
|||
|
||||
if (Conversions.ByteToBool(keyDown))
|
||||
{
|
||||
if (TextInputBindings.TryGetValue((Keycode)keycode, out var textIndex))
|
||||
if (TextInputBindings.TryGetValue((Keycode) keycode, out var textIndex))
|
||||
{
|
||||
Inputs.OnTextInput(TextInputCharacters[(textIndex)]);
|
||||
}
|
||||
else if (IsDown(Keycode.LeftControl) && (Keycode)keycode == Keycode.V)
|
||||
else if (IsDown(Keycode.LeftControl) && (Keycode) keycode == Keycode.V)
|
||||
{
|
||||
Inputs.OnTextInput(TextInputCharacters[6]);
|
||||
}
|
||||
|
@ -68,22 +68,22 @@ namespace MoonWorks.Input
|
|||
|
||||
public bool IsDown(Keycode keycode)
|
||||
{
|
||||
return Keys[(int)keycode].IsDown;
|
||||
return Keys[(int) keycode].IsDown;
|
||||
}
|
||||
|
||||
public bool IsPressed(Keycode keycode)
|
||||
{
|
||||
return Keys[(int)keycode].IsPressed;
|
||||
return Keys[(int) keycode].IsPressed;
|
||||
}
|
||||
|
||||
public bool IsHeld(Keycode keycode)
|
||||
{
|
||||
return Keys[(int)keycode].IsHeld;
|
||||
return Keys[(int) keycode].IsHeld;
|
||||
}
|
||||
|
||||
public bool IsReleased(Keycode keycode)
|
||||
{
|
||||
return Keys[(int)keycode].IsReleased;
|
||||
return Keys[(int) keycode].IsReleased;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
@ -91,23 +91,23 @@ namespace MoonWorks.Math
|
|||
public ContainmentType Contains(BoundingBox box)
|
||||
{
|
||||
// Test if all corner is in the same side of a face by just checking min and max
|
||||
if ( box.Max.X < Min.X ||
|
||||
if (box.Max.X < Min.X ||
|
||||
box.Min.X > Max.X ||
|
||||
box.Max.Y < Min.Y ||
|
||||
box.Min.Y > Max.Y ||
|
||||
box.Max.Z < Min.Z ||
|
||||
box.Min.Z > Max.Z )
|
||||
box.Min.Z > Max.Z)
|
||||
{
|
||||
return ContainmentType.Disjoint;
|
||||
}
|
||||
|
||||
|
||||
if ( box.Min.X >= Min.X &&
|
||||
if (box.Min.X >= Min.X &&
|
||||
box.Max.X <= Max.X &&
|
||||
box.Min.Y >= Min.Y &&
|
||||
box.Max.Y <= Max.Y &&
|
||||
box.Min.Z >= Min.Z &&
|
||||
box.Max.Z <= Max.Z )
|
||||
box.Max.Z <= Max.Z)
|
||||
{
|
||||
return ContainmentType.Contains;
|
||||
}
|
||||
|
@ -172,12 +172,12 @@ namespace MoonWorks.Math
|
|||
|
||||
public ContainmentType Contains(BoundingSphere sphere)
|
||||
{
|
||||
if ( sphere.Center.X - Min.X >= sphere.Radius &&
|
||||
if (sphere.Center.X - Min.X >= sphere.Radius &&
|
||||
sphere.Center.Y - Min.Y >= sphere.Radius &&
|
||||
sphere.Center.Z - Min.Z >= sphere.Radius &&
|
||||
Max.X - sphere.Center.X >= sphere.Radius &&
|
||||
Max.Y - sphere.Center.Y >= sphere.Radius &&
|
||||
Max.Z - sphere.Center.Z >= sphere.Radius )
|
||||
Max.Z - sphere.Center.Z >= sphere.Radius)
|
||||
{
|
||||
return ContainmentType.Contains;
|
||||
}
|
||||
|
@ -261,12 +261,12 @@ namespace MoonWorks.Math
|
|||
public void Contains(ref Vector3 point, out ContainmentType result)
|
||||
{
|
||||
// Determine if point is outside of this box.
|
||||
if ( point.X < this.Min.X ||
|
||||
if (point.X < this.Min.X ||
|
||||
point.X > this.Max.X ||
|
||||
point.Y < this.Min.Y ||
|
||||
point.Y > this.Max.Y ||
|
||||
point.Z < this.Min.Z ||
|
||||
point.Z > this.Max.Z )
|
||||
point.Z > this.Max.Z)
|
||||
{
|
||||
result = ContainmentType.Disjoint;
|
||||
}
|
||||
|
@ -380,12 +380,12 @@ namespace MoonWorks.Math
|
|||
|
||||
public bool Intersects(BoundingSphere sphere)
|
||||
{
|
||||
if ( sphere.Center.X - Min.X > sphere.Radius &&
|
||||
if (sphere.Center.X - Min.X > sphere.Radius &&
|
||||
sphere.Center.Y - Min.Y > sphere.Radius &&
|
||||
sphere.Center.Z - Min.Z > sphere.Radius &&
|
||||
Max.X - sphere.Center.X > sphere.Radius &&
|
||||
Max.Y - sphere.Center.Y > sphere.Radius &&
|
||||
Max.Z - sphere.Center.Z > sphere.Radius )
|
||||
Max.Z - sphere.Center.Z > sphere.Radius)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
@ -297,8 +297,8 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(BoundingSphere other)
|
||||
{
|
||||
return ( Center == other.Center &&
|
||||
Radius == other.Radius );
|
||||
return (Center == other.Center &&
|
||||
Radius == other.Radius);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -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
|
||||
*/
|
||||
|
||||
|
@ -284,8 +284,8 @@ namespace MoonWorks.Math
|
|||
{
|
||||
Matrix3x2 result;
|
||||
|
||||
float xTan = (float)System.Math.Tan(radiansX);
|
||||
float yTan = (float)System.Math.Tan(radiansY);
|
||||
float xTan = (float) System.Math.Tan(radiansX);
|
||||
float yTan = (float) System.Math.Tan(radiansY);
|
||||
|
||||
result.M11 = 1.0f;
|
||||
result.M12 = yTan;
|
||||
|
@ -308,8 +308,8 @@ namespace MoonWorks.Math
|
|||
{
|
||||
Matrix3x2 result;
|
||||
|
||||
float xTan = (float)System.Math.Tan(radiansX);
|
||||
float yTan = (float)System.Math.Tan(radiansY);
|
||||
float xTan = (float) System.Math.Tan(radiansX);
|
||||
float yTan = (float) System.Math.Tan(radiansY);
|
||||
|
||||
float tx = -centerPoint.Y * xTan;
|
||||
float ty = -centerPoint.X * yTan;
|
||||
|
@ -333,11 +333,11 @@ namespace MoonWorks.Math
|
|||
{
|
||||
Matrix3x2 result;
|
||||
|
||||
radians = (float)System.Math.IEEERemainder(radians, System.Math.PI * 2);
|
||||
radians = (float) System.Math.IEEERemainder(radians, System.Math.PI * 2);
|
||||
|
||||
float c, s;
|
||||
|
||||
const float epsilon = 0.001f * (float)System.Math.PI / 180f; // 0.1% of a degree
|
||||
const float epsilon = 0.001f * (float) System.Math.PI / 180f; // 0.1% of a degree
|
||||
|
||||
if (radians > -epsilon && radians < epsilon)
|
||||
{
|
||||
|
@ -366,8 +366,8 @@ namespace MoonWorks.Math
|
|||
else
|
||||
{
|
||||
// Arbitrary rotation.
|
||||
c = (float)System.Math.Cos(radians);
|
||||
s = (float)System.Math.Sin(radians);
|
||||
c = (float) System.Math.Cos(radians);
|
||||
s = (float) System.Math.Sin(radians);
|
||||
}
|
||||
|
||||
// [ c s ]
|
||||
|
@ -393,11 +393,11 @@ namespace MoonWorks.Math
|
|||
{
|
||||
Matrix3x2 result;
|
||||
|
||||
radians = (float)System.Math.IEEERemainder(radians, System.Math.PI * 2);
|
||||
radians = (float) System.Math.IEEERemainder(radians, System.Math.PI * 2);
|
||||
|
||||
float c, s;
|
||||
|
||||
const float epsilon = 0.001f * (float)System.Math.PI / 180f; // 0.1% of a degree
|
||||
const float epsilon = 0.001f * (float) System.Math.PI / 180f; // 0.1% of a degree
|
||||
|
||||
if (radians > -epsilon && radians < epsilon)
|
||||
{
|
||||
|
@ -426,8 +426,8 @@ namespace MoonWorks.Math
|
|||
else
|
||||
{
|
||||
// Arbitrary rotation.
|
||||
c = (float)System.Math.Cos(radians);
|
||||
s = (float)System.Math.Sin(radians);
|
||||
c = (float) System.Math.Cos(radians);
|
||||
s = (float) System.Math.Sin(radians);
|
||||
}
|
||||
|
||||
float x = centerPoint.X * (1 - c) + centerPoint.Y * s;
|
||||
|
@ -793,7 +793,7 @@ namespace MoonWorks.Math
|
|||
{
|
||||
if (obj is Matrix3x2)
|
||||
{
|
||||
return Equals((Matrix3x2)obj);
|
||||
return Equals((Matrix3x2) obj);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
|
|
@ -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;
|
||||
|
@ -363,9 +365,9 @@ namespace MoonWorks.Math
|
|||
scale.Y = ys * (float) System.Math.Sqrt(M21 * M21 + M22 * M22 + M23 * M23);
|
||||
scale.Z = zs * (float) System.Math.Sqrt(M31 * M31 + M32 * M32 + M33 * M33);
|
||||
|
||||
if ( MathHelper.WithinEpsilon(scale.X, 0.0f) ||
|
||||
if (MathHelper.WithinEpsilon(scale.X, 0.0f) ||
|
||||
MathHelper.WithinEpsilon(scale.Y, 0.0f) ||
|
||||
MathHelper.WithinEpsilon(scale.Z, 0.0f) )
|
||||
MathHelper.WithinEpsilon(scale.Z, 0.0f))
|
||||
{
|
||||
rotation = Quaternion.Identity;
|
||||
return false;
|
||||
|
@ -413,7 +415,7 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(Matrix4x4 other)
|
||||
{
|
||||
return ( M11 == other.M11 &&
|
||||
return (M11 == other.M11 &&
|
||||
M12 == other.M12 &&
|
||||
M13 == other.M13 &&
|
||||
M14 == other.M14 &&
|
||||
|
@ -428,7 +430,7 @@ namespace MoonWorks.Math
|
|||
M41 == other.M41 &&
|
||||
M42 == other.M42 &&
|
||||
M43 == other.M43 &&
|
||||
M44 == other.M44 );
|
||||
M44 == other.M44);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -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
|
||||
|
@ -157,10 +157,10 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(Quaternion other)
|
||||
{
|
||||
return ( X == other.X &&
|
||||
return (X == other.X &&
|
||||
Y == other.Y &&
|
||||
Z == other.Z &&
|
||||
W == other.W );
|
||||
W == other.W);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -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);
|
||||
|
@ -415,12 +418,12 @@ namespace MoonWorks.Math
|
|||
else if (matrix.M22 > matrix.M33)
|
||||
{
|
||||
sqrt = (float) System.Math.Sqrt(1.0f + matrix.M22 - matrix.M11 - matrix.M33);
|
||||
half = 0.5f/sqrt;
|
||||
half = 0.5f / sqrt;
|
||||
|
||||
result.X = (matrix.M21 + matrix.M12)*half;
|
||||
result.Y = 0.5f*sqrt;
|
||||
result.Z = (matrix.M32 + matrix.M23)*half;
|
||||
result.W = (matrix.M31 - matrix.M13)*half;
|
||||
result.X = (matrix.M21 + matrix.M12) * half;
|
||||
result.Y = 0.5f * sqrt;
|
||||
result.Z = (matrix.M32 + matrix.M23) * half;
|
||||
result.W = (matrix.M31 - matrix.M13) * half;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -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
|
||||
|
@ -70,8 +70,8 @@ namespace MoonWorks.Math
|
|||
|
||||
public bool Equals(Ray other)
|
||||
{
|
||||
return ( this.Position.Equals(other.Position) &&
|
||||
this.Direction.Equals(other.Direction) );
|
||||
return (this.Position.Equals(other.Position) &&
|
||||
this.Direction.Equals(other.Direction));
|
||||
}
|
||||
|
||||
|
||||
|
@ -124,8 +124,8 @@ namespace MoonWorks.Math
|
|||
tMaxY = temp;
|
||||
}
|
||||
|
||||
if ( (tMin.HasValue && tMin > tMaxY) ||
|
||||
(tMax.HasValue && tMinY > tMax) )
|
||||
if ((tMin.HasValue && tMin > tMaxY) ||
|
||||
(tMax.HasValue && tMinY > tMax))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
@ -153,8 +153,8 @@ namespace MoonWorks.Math
|
|||
tMaxZ = temp;
|
||||
}
|
||||
|
||||
if ( (tMin.HasValue && tMin > tMaxZ) ||
|
||||
(tMax.HasValue && tMinZ > tMax) )
|
||||
if ((tMin.HasValue && tMin > tMaxZ) ||
|
||||
(tMax.HasValue && tMinZ > tMax))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -117,10 +117,10 @@ namespace MoonWorks.Math
|
|||
{
|
||||
get
|
||||
{
|
||||
return ( (Width == 0) &&
|
||||
return ((Width == 0) &&
|
||||
(Height == 0) &&
|
||||
(X == 0) &&
|
||||
(Y == 0) );
|
||||
(Y == 0));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -218,10 +218,10 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the provided coordinates lie inside this <see cref="Rectangle"/>. <c>false</c> otherwise.</returns>
|
||||
public bool Contains(int x, int y)
|
||||
{
|
||||
return ( (this.X <= x) &&
|
||||
return ((this.X <= x) &&
|
||||
(x < (this.X + this.Width)) &&
|
||||
(this.Y <= y) &&
|
||||
(y < (this.Y + this.Height)) );
|
||||
(y < (this.Y + this.Height)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -231,10 +231,10 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the provided <see cref="Point"/> lies inside this <see cref="Rectangle"/>. <c>false</c> otherwise.</returns>
|
||||
public bool Contains(Point value)
|
||||
{
|
||||
return ( (this.X <= value.X) &&
|
||||
return ((this.X <= value.X) &&
|
||||
(value.X < (this.X + this.Width)) &&
|
||||
(this.Y <= value.Y) &&
|
||||
(value.Y < (this.Y + this.Height)) );
|
||||
(value.Y < (this.Y + this.Height)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -244,26 +244,26 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the provided <see cref="Rectangle"/>'s bounds lie entirely inside this <see cref="Rectangle"/>. <c>false</c> otherwise.</returns>
|
||||
public bool Contains(Rectangle value)
|
||||
{
|
||||
return ( (this.X <= value.X) &&
|
||||
return ((this.X <= value.X) &&
|
||||
((value.X + value.Width) <= (this.X + this.Width)) &&
|
||||
(this.Y <= value.Y) &&
|
||||
((value.Y + value.Height) <= (this.Y + this.Height)) );
|
||||
((value.Y + value.Height) <= (this.Y + this.Height)));
|
||||
}
|
||||
|
||||
public void Contains(ref Point value, out bool result)
|
||||
{
|
||||
result = ( (this.X <= value.X) &&
|
||||
result = ((this.X <= value.X) &&
|
||||
(value.X < (this.X + this.Width)) &&
|
||||
(this.Y <= value.Y) &&
|
||||
(value.Y < (this.Y + this.Height)) );
|
||||
(value.Y < (this.Y + this.Height)));
|
||||
}
|
||||
|
||||
public void Contains(ref Rectangle value, out bool result)
|
||||
{
|
||||
result = ( (this.X <= value.X) &&
|
||||
result = ((this.X <= value.X) &&
|
||||
((value.X + value.Width) <= (this.X + this.Width)) &&
|
||||
(this.Y <= value.Y) &&
|
||||
((value.Y + value.Height) <= (this.Y + this.Height)) );
|
||||
((value.Y + value.Height) <= (this.Y + this.Height)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -349,10 +349,10 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if other <see cref="Rectangle"/> intersects with this rectangle; <c>false</c> otherwise.</returns>
|
||||
public bool Intersects(Rectangle value)
|
||||
{
|
||||
return ( value.Left < Right &&
|
||||
return (value.Left < Right &&
|
||||
Left < value.Right &&
|
||||
value.Top < Bottom &&
|
||||
Top < value.Bottom );
|
||||
Top < value.Bottom);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -362,10 +362,10 @@ namespace MoonWorks.Math
|
|||
/// <param name="result"><c>true</c> if other <see cref="Rectangle"/> intersects with this rectangle; <c>false</c> otherwise. As an output parameter.</param>
|
||||
public void Intersects(ref Rectangle value, out bool result)
|
||||
{
|
||||
result = ( value.Left < Right &&
|
||||
result = (value.Left < Right &&
|
||||
Left < value.Right &&
|
||||
value.Top < Bottom &&
|
||||
Top < value.Bottom );
|
||||
Top < value.Bottom);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -374,10 +374,10 @@ namespace MoonWorks.Math
|
|||
|
||||
public static bool operator ==(Rectangle a, Rectangle b)
|
||||
{
|
||||
return ( (a.X == b.X) &&
|
||||
return ((a.X == b.X) &&
|
||||
(a.Y == b.Y) &&
|
||||
(a.Width == b.Width) &&
|
||||
(a.Height == b.Height) );
|
||||
(a.Height == b.Height));
|
||||
}
|
||||
|
||||
public static bool operator !=(Rectangle a, Rectangle b)
|
||||
|
@ -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
|
||||
|
@ -163,8 +163,8 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(Vector2 other)
|
||||
{
|
||||
return ( X == other.X &&
|
||||
Y == other.Y );
|
||||
return (X == other.X &&
|
||||
Y == other.Y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -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];
|
||||
|
@ -1058,8 +1077,8 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator ==(Vector2 value1, Vector2 value2)
|
||||
{
|
||||
return ( value1.X == value2.X &&
|
||||
value1.Y == value2.Y );
|
||||
return (value1.X == value2.X &&
|
||||
value1.Y == value2.Y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -270,9 +270,9 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(Vector3 other)
|
||||
{
|
||||
return ( X == other.X &&
|
||||
return (X == other.X &&
|
||||
Y == other.Y &&
|
||||
Z == other.Z );
|
||||
Z == other.Z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -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");
|
||||
|
@ -1396,9 +1416,9 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator ==(Vector3 value1, Vector3 value2)
|
||||
{
|
||||
return ( value1.X == value2.X &&
|
||||
return (value1.X == value2.X &&
|
||||
value1.Y == value2.Y &&
|
||||
value1.Z == value2.Z );
|
||||
value1.Z == value2.Z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#region License
|
||||
#region License
|
||||
|
||||
/* MoonWorks - Game Development Framework
|
||||
* Copyright 2021 Evan Hemsley
|
||||
|
@ -234,10 +234,10 @@ namespace MoonWorks.Math
|
|||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(Vector4 other)
|
||||
{
|
||||
return ( X == other.X &&
|
||||
return (X == other.X &&
|
||||
Y == other.Y &&
|
||||
Z == other.Z &&
|
||||
W == other.W );
|
||||
W == other.W);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -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");
|
||||
|
@ -1405,10 +1423,10 @@ namespace MoonWorks.Math
|
|||
|
||||
public static bool operator ==(Vector4 value1, Vector4 value2)
|
||||
{
|
||||
return ( value1.X == value2.X &&
|
||||
return (value1.X == value2.X &&
|
||||
value1.Y == value2.Y &&
|
||||
value1.Z == value2.Z &&
|
||||
value1.W == value2.W );
|
||||
value1.W == value2.W);
|
||||
}
|
||||
|
||||
public static bool operator !=(Vector4 value1, Vector4 value2)
|
||||
|
|
|
@ -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
|
||||
|
@ -29,8 +29,8 @@ namespace MoonWorks.Window
|
|||
windowCreateInfo.WindowTitle,
|
||||
SDL.SDL_WINDOWPOS_UNDEFINED,
|
||||
SDL.SDL_WINDOWPOS_UNDEFINED,
|
||||
(int)windowCreateInfo.WindowWidth,
|
||||
(int)windowCreateInfo.WindowHeight,
|
||||
(int) windowCreateInfo.WindowWidth,
|
||||
(int) windowCreateInfo.WindowHeight,
|
||||
windowFlags
|
||||
);
|
||||
}
|
||||
|
@ -59,7 +59,7 @@ namespace MoonWorks.Window
|
|||
/// <param name="height"></param>
|
||||
public void SetWindowSize(uint width, uint height)
|
||||
{
|
||||
SDL.SDL_SetWindowSize(Handle, (int)width, (int)height);
|
||||
SDL.SDL_SetWindowSize(Handle, (int) width, (int) height);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
|
|
|
@ -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