public Quaternion(ref Matrix3 matrix) { var scale = Math.Pow(matrix.Determinant, 1.0d / 3.0d); float x, y, z; w = (float)(Math.Sqrt(Math.Max(0, scale + matrix[0, 0] + matrix[1, 1] + matrix[2, 2])) / 2); x = (float)(Math.Sqrt(Math.Max(0, scale + matrix[0, 0] - matrix[1, 1] - matrix[2, 2])) / 2); y = (float)(Math.Sqrt(Math.Max(0, scale - matrix[0, 0] + matrix[1, 1] - matrix[2, 2])) / 2); z = (float)(Math.Sqrt(Math.Max(0, scale - matrix[0, 0] - matrix[1, 1] + matrix[2, 2])) / 2); xyz = new Vector3(x, y, z); if (matrix[2, 1] - matrix[1, 2] < 0) { X = -X; } if (matrix[0, 2] - matrix[2, 0] < 0) { Y = -Y; } if (matrix[1, 0] - matrix[0, 1] < 0) { Z = -Z; } }
public static bool CloseTo(double a, double b, double tolerance = .00001) { var epsilon = Math.Max(Math.Max(Math.Abs(a), Math.Abs(b)) * tolerance, tolerance); // .001% of the smaller value for the epsilon check as per MSDN reference suggestion return(Math.Abs(a - b) <= epsilon); }
public int GetHeatResistance() { if (Owner.GetComponent <InventoryComponent>().TryGetSlotItem(EquipmentSlotDefines.Slots.GLOVES, itemComponent: out ClothingComponent gloves) | Owner.TryGetComponent(out SpeciesComponent speciesComponent)) { return(Math.Max(gloves?.HeatResistance ?? int.MinValue, speciesComponent?.HeatResistance ?? int.MinValue)); } return(int.MinValue); }
protected override void LayoutUpdateOverride() { var separation = (int)(ActualSeparation * UIScale); // Step one: figure out the sizes of all our children and whether they want to stretch. var sizeList = new List <(Control control, int minSize, int finalSize, bool stretch)>(ChildCount); var totalStretchRatio = 0f; // Amount of space not available for stretching. var stretchMin = 0; foreach (var child in Children) { if (!child.Visible) { continue; } var(minX, minY) = child.CombinedPixelMinimumSize; int minSize; bool stretch; if (Vertical) { minSize = minY; stretch = (child.SizeFlagsVertical & SizeFlags.Expand) == SizeFlags.Expand; } else { minSize = minX; stretch = (child.SizeFlagsHorizontal & SizeFlags.Expand) == SizeFlags.Expand; } if (!stretch) { stretchMin += minSize; } else { totalStretchRatio += child.SizeFlagsStretchRatio; } sizeList.Add((child, minSize, minSize, stretch)); } var stretchMax = Vertical ? PixelHeight : PixelWidth; stretchMax -= separation * (ChildCount - 1); // This is the amount of space allocated for stretchable children. var stretchAvail = Math.Max(0, stretchMax - stretchMin); // Step two: figure out which that want to stretch need to suck it, // because due to their stretch ratio they would be smaller than minSize. // Treat those as non-stretching. for (var i = 0; i < sizeList.Count; i++) { var(control, minSize, _, stretch) = sizeList[i]; if (!stretch) { continue; } var share = (int)(stretchAvail * (control.SizeFlagsStretchRatio / totalStretchRatio)); if (share < minSize) { sizeList[i] = (control, minSize, minSize, false); stretchAvail -= minSize; totalStretchRatio -= control.SizeFlagsStretchRatio; } } // Step three: allocate space for all the stretchable children. var stretchingAtAll = false; for (var i = 0; i < sizeList.Count; i++) { var(control, minSize, _, stretch) = sizeList[i]; if (!stretch) { continue; } stretchingAtAll = true; var share = (int)(stretchAvail * (control.SizeFlagsStretchRatio / totalStretchRatio)); sizeList[i] = (control, minSize, share, false); } // Step four: actually lay them out one by one. var offset = 0; if (!stretchingAtAll) { switch (Align) { case AlignMode.Begin: break; case AlignMode.Center: offset = stretchAvail / 2; break; case AlignMode.End: offset = stretchAvail; break; default: throw new ArgumentOutOfRangeException(); } } var first = true; foreach (var(control, _, size, _) in sizeList) { if (!first) { offset += separation; } first = false; UIBox2i targetBox; if (Vertical) { targetBox = new UIBox2i(0, offset, PixelWidth, offset + size); } else { targetBox = new UIBox2i(offset, 0, offset + size, PixelHeight); } FitChildInPixelBox(control, targetBox); offset += size; } }