//--------------------------------------------------------------------- EbVector3 _grid2world(EbVector2 pos_grid) { EbVector3 v = new EbVector3(pos_grid.x, 0, pos_grid.y); v.x = (v.x / (float)WidthGrid) * WidthWorld; v.z = (v.z / (float)HeightGrid) * HeightWorld; v.x += XMinWorld; v.z = ZMinWorld - v.z; return v; }
//--------------------------------------------------------------------- bool _isInGrid(EbVector2 pos_grid) { return (0 <= pos_grid.x && pos_grid.x < mPixelNav.SizeX) && (0 <= pos_grid.y && pos_grid.y < mPixelNav.SizeY); }
//--------------------------------------------------------------------- EbVector2 _world2gird(EbVector3 pos_world) { EbVector2 v = new EbVector2(pos_world.x, pos_world.z); v.x -= XMinWorld; v.y = ZMinWorld - v.y; v.x = (v.x / WidthWorld) * (float)WidthGrid; v.y = (v.y / HeightWorld) * (float)HeightGrid; return v; }
//--------------------------------------------------------------------- public static Vector2 toVector2(this EbVector2 vector) { return(new Vector2(vector.x, vector.y)); }