/// <summary>
    /// Finds and returns the closest vector2 in an array to the given vector.
    /// </summary>
    /// <param name="arr"></param>
    /// <param name="comparison"></param>
    /// <returns></returns>
    public static Vector2 FindClosestVector(List <Vector2> arr, Vector2 comparison)
    {
        Vector2Struct s     = ToStruct(comparison);
        int           index = FindClosestV2(arr.ToArray(), ref s, arr.Count);

        return(arr[index]);
    }
    /// <summary>
    /// Finds and returns the closest vector2 in an array to the given vector.
    /// </summary>
    /// <param name="arr"></param>
    /// <param name="comparison"></param>
    /// <returns></returns>
    public static Vector2 FindClosestVector(Vector2[] arr, Vector2 comparison)
    {
        Vector2Struct s     = ToStruct(comparison);
        int           index = FindClosestV2(arr, ref s, arr.Length);

        return(arr[index]);
    }
    /// <summary>
    /// Returns a randomized Vector2, each property is randomized seperately between their respective passed arguments. All limits are inclusive.
    /// </summary>
    public static Vector3 GetRandomizedVector2(int minX, int maxX, int minY, int maxY)
    {
        Vector2Struct vs = new Vector2Struct();

        RandomizeVector2IntRange(out vs, minX, maxX, minY, maxY);
        return(ToVector(vs));
    }
    /// <summary>
    /// Returns a randomized Vector2, each property is randomized seperately between min and max.
    /// </summary>
    /// <param name="min">Lower limit for randomization.(Inclusive)</param>
    /// <param name="max">Upper limit for randomization.(Inclusive)</param>
    public static Vector2 GetRandomizedVector2(int min, int max)
    {
        Vector2Struct vs = new Vector2Struct();

        RandomizeVector2Int(out vs, min, max);
        return(ToVector(vs));
    }
    /// <summary>
    /// Returns a randomized Vector2, each property is randomized seperately between their respective passed arguments. All limits are inclusive.
    /// </summary>
    public static Vector2 GetRandomizedVector2(float minX, float maxX, float minY, float maxY)
    {
        Vector2Struct vs = new Vector2Struct();

        RandomizeVector2FRange(out vs, minX, maxX, minY, maxY);
        return(ToVector(vs));
    }
    /// <summary>
    /// Returns a Vector2Struct out of a Vector2 type value.
    /// </summary>
    /// <param name="s"></param>
    /// <returns></returns>
    private static Vector2Struct ToStruct(Vector2 v)
    {
        Vector2Struct vs = new Vector2Struct();

        vs.x = v.x;
        vs.y = v.y;
        return(vs);
    }
    /// <summary>
    /// Returns a Vector2 out of a Vector2Struct type value.
    /// </summary>
    /// <param name="s"></param>
    /// <returns></returns>
    private static Vector2 ToVector(Vector2Struct s)
    {
        Vector2 v = new Vector2();

        v.x = (float)s.x;
        v.y = (float)s.y;
        return(v);
    }
    /// <summary>
    /// Returns a pointer pointing to the first element of dynamically allocated array which contains given amount of points between the start & end points.
    /// </summary>
    public static Vector2[] GetPointsBetweenVectors(Vector2 start, Vector2 end, int size)
    {
        // Return if size is 0 or neg.
        if (size < 1)
        {
            Debug.LogError("Size of the required array can not be smaller than 1.");
            return(null);
        }

        // Init structs.
        Vector2Struct vS = ToStruct(start);
        Vector2Struct vE = ToStruct(end);

        // The method will return the pointer pointing to the beginning address of the allocated & calculated array.
        IntPtr arrayPointer = GetPointsBetweenVectorsV2(ref vS, ref vE, ref size);

        // Init point vectors to copy the data.
        Vector2[] points = new Vector2[size];

        // Offset is going to be used to increment the pointer by the size of pointSize.
        int offset = 0;

        // Size of a Vector3Struct type variable in the memory. Which is blittable with the V3 struct in C++ library.
        int pointSize = Marshal.SizeOf(typeof(Vector2Struct));

        // Increment the whole array.
        for (int i = 0; i < size; i++)
        {
            // Convert to structure from the pointer, which will be incremented by the size of V3 struct. Then convert the structure to Vector and assign.
            points[i] = ToVector((Vector2Struct)Marshal.PtrToStructure(new IntPtr(arrayPointer.ToInt32() + offset), typeof(Vector2Struct)));
            // Increment offset to shift the memory address forward.
            offset += pointSize;
        }

        // Free the memory which was allocated by C++ method.
        Marshal.FreeCoTaskMem(arrayPointer);

        return(points);
    }
Example #9
0
        public override void Read(IOMemoryStream ms, UAssetFile f)
        {
            //Is we're in an array, this will **ALWAYS** be a prop list struct.
            UStruct st;

            if (isArray)
            {
                structType = "(array)";
                unknown    = 0;
                st         = new PropListStruct();
                f.Debug("Read Array", $"====READ STRUCT BEGIN @ {ms.position} ({structType}, {unknown})====", ConsoleColor.Yellow);
            }
            else
            {
                structType = ms.ReadNameTableEntry(f);
                unknown    = ms.ReadInt();
                f.Debug("Read Array", $"====READ STRUCT BEGIN @ {ms.position} ({structType}, {unknown})====", ConsoleColor.Yellow);

                //Find the struct type. Unknown if real: ItemStatInfo
                if (structType == "ItemStatInfo" || structType == "ItemNetID" || structType == "ItemNetInfo" || structType == "Transform" || structType == "PrimalPlayerDataStruct" || structType == "PrimalPlayerCharacterConfigStruct" || structType == "PrimalPersistentCharacterStatsStruct" || structType == "TribeData" || structType == "TribeGovernment" || structType == "TerrainInfo" || structType == "ArkInventoryData" || structType == "DinoOrderGroup" || structType == "ARKDinoData")
                {
                    //Open this as a struct property list.
                    st = new PropListStruct();
                }
                else if (structType == "Vector" || structType == "Rotator")
                {
                    //3d vector or rotor
                    st = new Vector3Struct();
                }
                else if (structType == "Vector2D")
                {
                    //2d vector
                    st = new Vector2Struct();
                }
                else if (structType == "Quat")
                {
                    //Quat
                    st = new QuatStruct();
                }
                else if (structType == "Color")
                {
                    //Color
                    st = new ColorStruct();
                }
                else if (structType == "LinearColor")
                {
                    //Linear color
                    st = new LinearColorStruct();
                }
                else if (structType == "UniqueNetIdRepl")
                {
                    //Some net stuff
                    st = new UniqueNetIdStruct();
                }
                else if (structType == "Guid")
                {
                    //Some net stuff
                    st = new GuidStruct();
                }
                else if (structType == "IntPoint")
                {
                    //Some net stuff
                    st = new IntPointStruct();
                }
                else if (structType == "StringAssetReference")
                {
                    st = new StringAssetReferenceStruct();
                }
                else
                {
                    //Interpet this as a struct property list. Maybe raise a warning later?
                    f.Warn("Struct Warning", $"Unknown type '{structType}'. Interpeting as a struct property list...");
                    st = new PropListStruct();
                }
            }

            //Read
            st.ReadStruct(ms, f, this);
            data = st;

            f.Debug("Read Struct", $"====READ STRUCT END @ {ms.position}====", ConsoleColor.Yellow);
        }
 private static extern void RandomizeVector2IntRange(out Vector2Struct vs, int minX, int maxX, int minY, int maxY);
 private static extern void RandomizeVector2Int(out Vector2Struct vs, int min, int max);
 private static extern void RandomizeVector2FRange(out Vector2Struct vs, double minX, double maxX, double minY, double maxY);
 private static extern void RandomizeVector2F(out Vector2Struct vs, double min, double max);
 private static extern IntPtr GetPointsBetweenVectorsV2(ref Vector2Struct start, ref Vector2Struct end, ref int size);
 private static extern int FindClosestV2([In, Out] Vector2[] array, ref Vector2Struct comparison, int size);