//////////////////////////////////////////////////////////////////////////////// /// <summary> /// // Snaps a world point to a fog pixel. It returns the position /// </summary> /// <param name="fow"></param> /// <param name="worldpos"></param> /// <param name="offset"></param> /// <param name="resolution"></param> /// <param name="size"></param> /// <returns></returns> public static Vector2 SnapWorldPositionToNearestFogPixel(FogManager fow, Vector2 worldpos, Vector2 offset, Vector2_1 resolution, float size) { Vector2 fogpos = WorldToFog(worldpos, fow.MapOffset, fow.MapResolution, fow.MapSize); fogpos = SnapToNearestFogPixel(fogpos); return(FogToWorld(fogpos, fow.MapOffset, fow.MapResolution, fow.MapSize)); }
//////////////////////////////////////////////////////////////////////////////// public static Vector2 WorldToFog(Vector3 wpos, FogOfWarPlane plane, Vector2 offset, Vector2_1 resolution, float size) { return(WorldToFog(WorldToFogPlane(wpos, plane), offset, resolution, size)); }