Example #1
0
        /// <summary>
        /// Linearly interpolates between two <see cref="WorldCoordinate"/>s.
        /// </summary>
        /// <param name="a">The interpolation start point.</param>
        /// <param name="b">The interpolation end point.</param>
        /// <param name="t">A 0-1 fraction, indicating which value between the two points to return.</param>
        /// <returns>A <see cref="WorldCoordinate"/> value between the start and end point.</returns>
        public static WorldCoordinate Lerp(WorldCoordinate a, WorldCoordinate b, float t)
        {
            WorldCoordinate diff = b - a;

            float secAdd = diff.Sector * t;
            float subAdd = diff.Subposition * t;
            float secRem = secAdd % 1;

            int   sec = a.Sector + HMath.FloorToInt(secAdd);
            float sub = a.Subposition + subAdd + secRem;

            return(new WorldCoordinate(sec, sub, false));
        }
Example #2
0
        /// <summary>
        /// Constructs a new WorldCoordinate at the given position.
        /// <para>If clampSubposition is false, subposition values not within 0-1 will be added to the
        /// new <see cref="WorldCoordinate"/>'s sector position.</para>
        /// For instance, setting the sector to 1 and subposition 1.5 would place the new <see cref="WorldCoordinate"/>
        /// at sector 2, subposition 0.5.
        /// </summary>
        /// <param name="sector">The new <see cref="WorldCoordinate"/>'s sector position.</param>
        /// <param name="subposition">The new <see cref="WorldCoordinate"/>'s subposition within its sector.</param>
        /// <param name="clampSubposition">Whether to clamp subposition between 0 and 1, or add excess
        /// position to the sector value.</param>
        public WorldCoordinate(int sector, float subposition, bool clampSubposition = true)
        {
            if (clampSubposition)
            {
                Sector      = sector;
                Subposition = HMath.Clamp(subposition, 0, 1 - float.Epsilon);
            }
            else
            {
                int diff = HMath.FloorToInt(subposition);

                Sector      = sector + diff;
                Subposition = subposition - diff;
            }
        }
Example #3
0
 /// <summary>
 /// Construct a new <see cref="WorldPoint"/> at the given sector and subposition.
 /// </summary>
 /// <param name="sector">The new <see cref="WorldPoint"/>'s sector coordinates.</param>
 /// <param name="subposition">The new <see cref="WorldPoint"/>'s subposition coordinates.</param>
 public WorldPoint(Vector2 sector, Vector2 subposition)
 {
     X = new WorldCoordinate(HMath.FloorToInt(sector.X), subposition.X);
     Y = new WorldCoordinate(HMath.FloorToInt(sector.Y), subposition.Y);
 }