Geometry: add FMath class & convenient accessors for AABB corners.
The FMath class is like the System.Math class, but returns floats instead of doubles so that you don't have to redundantly cast things. GitOrigin-RevId: 0e1d7f46c7a5c08c1bc2d2c8776ffa56eab697d8
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@ -5,6 +5,23 @@ using System;
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namespace SemiColinGames {
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// Math functions that return floats rather than doubles, for convenience.
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public static class FMath {
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public const float PI = (float) Math.PI;
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public static float DegToRad(float degrees) {
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return PI / 180 * degrees;
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}
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public static float Sin(double degrees) {
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return (float) Math.Sin(degrees);
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}
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public static float Cos(double degrees) {
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return (float) Math.Cos(degrees);
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}
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}
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public readonly struct Hit {
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public readonly AABB Collider;
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public readonly Vector2 Position;
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@ -56,6 +73,38 @@ namespace SemiColinGames {
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HalfSize = halfSize;
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}
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public float Top {
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get { return Position.Y - HalfSize.Y; }
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}
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public float Bottom {
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get { return Position.Y + HalfSize.Y; }
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}
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public float Left {
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get { return Position.X - HalfSize.X; }
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}
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public float Right {
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get { return Position.X + HalfSize.X; }
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}
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public Vector2 TopLeft {
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get { return new Vector2(Left, Top); }
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}
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public Vector2 TopRight {
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get { return new Vector2(Right, Top); }
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}
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public Vector2 BottomLeft {
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get { return new Vector2(Left, Bottom); }
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}
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public Vector2 BottomRight {
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get { return new Vector2(Right, Bottom); }
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}
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public Hit? Intersect(AABB box) {
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float dx = box.Position.X - Position.X;
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float px = box.HalfSize.X + HalfSize.X - Math.Abs(dx);
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