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294
SpacePew/Extensions/LidgrenExtensions.cs
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294
SpacePew/Extensions/LidgrenExtensions.cs
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics.PackedVector;
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using Lidgren.Network;
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namespace SpacePew.Extensions
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{
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public static class LidgrenExtensions
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{
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/// <summary>
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/// Write a Point
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/// </summary>
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public static void Write(this NetBuffer message, Point value)
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{
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message.Write(value.X);
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message.Write(value.Y);
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}
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/// <summary>
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/// Read a Point
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/// </summary>
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public static Point ReadPoint(this NetBuffer message)
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{
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return new Point(message.ReadInt32(), message.ReadInt32());
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}
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/// <summary>
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/// Write a Single with half precision (16 bits)
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/// </summary>
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public static void WriteHalfPrecision(this NetBuffer message, float value)
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{
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message.Write(new HalfSingle(value).PackedValue);
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}
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/// <summary>
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/// Reads a half precision Single written using WriteHalfPrecision(float)
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/// </summary>
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public static float ReadHalfPrecisionSingle(this NetBuffer message)
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{
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HalfSingle h = new HalfSingle();
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h.PackedValue = message.ReadUInt16();
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return h.ToSingle();
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}
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/// <summary>
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/// Writes a Vector2
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/// </summary>
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public static void Write(this NetBuffer message, Vector2 vector)
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{
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message.Write(vector.X);
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message.Write(vector.Y);
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}
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/// <summary>
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/// Reads a Vector2
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/// </summary>
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public static Vector2 ReadVector2(this NetBuffer message)
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{
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Vector2 retval;
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retval.X = message.ReadSingle();
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retval.Y = message.ReadSingle();
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return retval;
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}
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/// <summary>
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/// Writes a Vector3
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/// </summary>
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public static void Write(this NetBuffer message, Vector3 vector)
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{
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message.Write(vector.X);
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message.Write(vector.Y);
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message.Write(vector.Z);
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}
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/// <summary>
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/// Writes a Vector3 at half precision
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/// </summary>
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public static void WriteHalfPrecision(this NetBuffer message, Vector3 vector)
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{
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message.Write(new HalfSingle(vector.X).PackedValue);
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message.Write(new HalfSingle(vector.Y).PackedValue);
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message.Write(new HalfSingle(vector.Z).PackedValue);
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}
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/// <summary>
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/// Reads a Vector3
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/// </summary>
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public static Vector3 ReadVector3(this NetBuffer message)
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{
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Vector3 retval;
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retval.X = message.ReadSingle();
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retval.Y = message.ReadSingle();
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retval.Z = message.ReadSingle();
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return retval;
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}
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/// <summary>
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/// Writes a Vector3 at half precision
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/// </summary>
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public static Vector3 ReadHalfPrecisionVector3(this NetBuffer message)
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{
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HalfSingle hx = new HalfSingle();
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hx.PackedValue = message.ReadUInt16();
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HalfSingle hy = new HalfSingle();
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hy.PackedValue = message.ReadUInt16();
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HalfSingle hz = new HalfSingle();
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hz.PackedValue = message.ReadUInt16();
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Vector3 retval;
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retval.X = hx.ToSingle();
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retval.Y = hy.ToSingle();
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retval.Z = hz.ToSingle();
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return retval;
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}
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/// <summary>
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/// Writes a Vector4
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/// </summary>
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public static void Write(this NetBuffer message, Vector4 vector)
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{
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message.Write(vector.X);
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message.Write(vector.Y);
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message.Write(vector.Z);
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message.Write(vector.W);
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}
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/// <summary>
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/// Reads a Vector4
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/// </summary>
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public static Vector4 ReadVector4(this NetBuffer message)
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{
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Vector4 retval;
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retval.X = message.ReadSingle();
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retval.Y = message.ReadSingle();
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retval.Z = message.ReadSingle();
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retval.W = message.ReadSingle();
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return retval;
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}
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/// <summary>
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/// Writes a unit vector (ie. a vector of length 1.0, for example a surface normal)
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/// using specified number of bits
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/// </summary>
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public static void WriteUnitVector3(this NetBuffer message, Vector3 unitVector, int numberOfBits)
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{
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float x = unitVector.X;
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float y = unitVector.Y;
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float z = unitVector.Z;
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double invPi = 1.0 / Math.PI;
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float phi = (float)(Math.Atan2(x, y) * invPi);
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float theta = (float)(Math.Atan2(z, Math.Sqrt(x * x + y * y)) * (invPi * 2));
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int halfBits = numberOfBits / 2;
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message.WriteSignedSingle(phi, halfBits);
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message.WriteSignedSingle(theta, numberOfBits - halfBits);
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}
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/// <summary>
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/// Reads a unit vector written using WriteUnitVector3(numberOfBits)
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/// </summary>
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public static Vector3 ReadUnitVector3(this NetBuffer message, int numberOfBits)
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{
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int halfBits = numberOfBits / 2;
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float phi = message.ReadSignedSingle(halfBits) * (float)Math.PI;
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float theta = message.ReadSignedSingle(numberOfBits - halfBits) * (float)(Math.PI * 0.5);
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Vector3 retval;
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retval.X = (float)(Math.Sin(phi) * Math.Cos(theta));
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retval.Y = (float)(Math.Cos(phi) * Math.Cos(theta));
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retval.Z = (float)Math.Sin(theta);
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return retval;
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}
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/// <summary>
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/// Writes a unit quaternion using the specified number of bits per element
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/// for a total of 4 x bitsPerElements bits. Suggested value is 8 to 24 bits.
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/// </summary>
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public static void WriteRotation(this NetBuffer message, Quaternion quaternion, int bitsPerElement)
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{
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if (quaternion.X > 1.0f)
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quaternion.X = 1.0f;
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if (quaternion.Y > 1.0f)
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quaternion.Y = 1.0f;
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if (quaternion.Z > 1.0f)
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quaternion.Z = 1.0f;
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if (quaternion.W > 1.0f)
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quaternion.W = 1.0f;
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if (quaternion.X < -1.0f)
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quaternion.X = -1.0f;
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if (quaternion.Y < -1.0f)
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quaternion.Y = -1.0f;
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if (quaternion.Z < -1.0f)
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quaternion.Z = -1.0f;
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if (quaternion.W < -1.0f)
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quaternion.W = -1.0f;
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message.WriteSignedSingle(quaternion.X, bitsPerElement);
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message.WriteSignedSingle(quaternion.Y, bitsPerElement);
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message.WriteSignedSingle(quaternion.Z, bitsPerElement);
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message.WriteSignedSingle(quaternion.W, bitsPerElement);
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}
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/// <summary>
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/// Reads a unit quaternion written using WriteRotation(... ,bitsPerElement)
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/// </summary>
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public static Quaternion ReadRotation(this NetBuffer message, int bitsPerElement)
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{
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Quaternion retval;
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retval.X = message.ReadSignedSingle(bitsPerElement);
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retval.Y = message.ReadSignedSingle(bitsPerElement);
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retval.Z = message.ReadSignedSingle(bitsPerElement);
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retval.W = message.ReadSignedSingle(bitsPerElement);
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return retval;
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}
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/// <summary>
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/// Writes an orthonormal matrix (rotation, translation but not scaling or projection)
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/// </summary>
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public static void WriteMatrix(this NetBuffer message, ref Matrix matrix)
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{
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Quaternion rot = Quaternion.CreateFromRotationMatrix(matrix);
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WriteRotation(message, rot, 24);
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message.Write(matrix.M41);
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message.Write(matrix.M42);
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message.Write(matrix.M43);
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}
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/// <summary>
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/// Writes an orthonormal matrix (rotation, translation but no scaling or projection)
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/// </summary>
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public static void WriteMatrix(this NetBuffer message, Matrix matrix)
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{
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Quaternion rot = Quaternion.CreateFromRotationMatrix(matrix);
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WriteRotation(message, rot, 24);
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message.Write(matrix.M41);
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message.Write(matrix.M42);
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message.Write(matrix.M43);
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}
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/// <summary>
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/// Reads a matrix written using WriteMatrix()
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/// </summary>
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public static Matrix ReadMatrix(this NetBuffer message)
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{
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Quaternion rot = ReadRotation(message, 24);
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Matrix retval = Matrix.CreateFromQuaternion(rot);
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retval.M41 = message.ReadSingle();
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retval.M42 = message.ReadSingle();
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retval.M43 = message.ReadSingle();
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return retval;
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}
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/// <summary>
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/// Reads a matrix written using WriteMatrix()
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/// </summary>
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public static void ReadMatrix(this NetBuffer message, ref Matrix destination)
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{
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Quaternion rot = ReadRotation(message, 24);
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destination = Matrix.CreateFromQuaternion(rot);
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destination.M41 = message.ReadSingle();
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destination.M42 = message.ReadSingle();
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destination.M43 = message.ReadSingle();
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}
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/// <summary>
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/// Writes a bounding sphere
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/// </summary>
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public static void Write(this NetBuffer message, BoundingSphere bounds)
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{
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message.Write(bounds.Center.X);
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message.Write(bounds.Center.Y);
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message.Write(bounds.Center.Z);
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message.Write(bounds.Radius);
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}
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/// <summary>
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/// Reads a bounding sphere written using Write(message, BoundingSphere)
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/// </summary>
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public static BoundingSphere ReadBoundingSphere(this NetBuffer message)
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{
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BoundingSphere retval;
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retval.Center.X = message.ReadSingle();
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retval.Center.Y = message.ReadSingle();
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retval.Center.Z = message.ReadSingle();
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retval.Radius = message.ReadSingle();
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return retval;
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}
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}
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}
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42
SpacePew/Extensions/RenderExtensions.cs
Normal file
42
SpacePew/Extensions/RenderExtensions.cs
Normal file
@@ -0,0 +1,42 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using SpacePew.Models;
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namespace SpacePew.Extensions
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{
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public static class RenderExtensions
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{
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public static Vector2 AsVector2D(this Point p)
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{
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return new Vector2(p.X, p.Y);
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}
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public static void Draw(this SpriteBatch batch, TiledTexture texture, Rectangle destination, Color color)
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{
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Draw(batch, texture, destination, new Rectangle(0, 0, texture.Width, texture.Height), color);
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}
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public static void Draw(this SpriteBatch batch, TiledTexture texture, Rectangle dstRect, Rectangle srcRect, Color color)
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{
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//TODO: kolla om dom ens syns innan man renderar.. hur man nu ska kunna göra det..
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var wratio = dstRect.Width / (double)srcRect.Width;
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var hratio = dstRect.Height / (double)srcRect.Height;
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var pos = new Point(dstRect.X, dstRect.Y);
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dstRect = new Rectangle(0, 0, (int)(wratio * texture.TileWidth), (int)(hratio * texture.TileHeight));
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for (var j = 0; j < texture.XTiles; j++)
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{
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for (var i = 0; i < texture.YTiles; i++)
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{
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//if srcRect.Intersects tile
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var tile = texture[i * texture.XTiles + j];
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dstRect.X = pos.X + (int)(tile.Position.X * wratio);
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dstRect.Y = pos.Y + (int)(tile.Position.Y * hratio);
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batch.Draw(tile.Texture, dstRect, color);
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}
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}
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}
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}
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}
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