[Mono] AABB - Position, Size, End setters, Rect2 - End setter
This commit is contained in:
parent
e3014467e4
commit
46207ae7aa
2 changed files with 98 additions and 103 deletions
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@ -15,39 +15,33 @@ namespace Godot
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{
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public struct AABB : IEquatable<AABB>
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{
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private Vector3 position;
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private Vector3 size;
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private Vector3 _position;
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private Vector3 _size;
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public Vector3 Position
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{
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get
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{
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return position;
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}
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get { return _position; }
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set { _position = value; }
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}
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public Vector3 Size
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{
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get
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{
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return size;
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}
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get { return _size; }
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set { _size = value; }
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}
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public Vector3 End
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{
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get
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{
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return position + size;
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}
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get { return _position + _size; }
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set { _size = value - _position; }
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}
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public bool Encloses(AABB with)
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{
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Vector3 src_min = position;
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Vector3 src_max = position + size;
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Vector3 dst_min = with.position;
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Vector3 dst_max = with.position + with.size;
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Vector3 src_min = _position;
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Vector3 src_max = _position + _size;
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Vector3 dst_min = with._position;
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Vector3 dst_max = with._position + with._size;
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return src_min.x <= dst_min.x &&
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src_max.x > dst_max.x &&
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@ -59,8 +53,8 @@ namespace Godot
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public AABB Expand(Vector3 to_point)
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{
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Vector3 begin = position;
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Vector3 end = position + size;
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Vector3 begin = _position;
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Vector3 end = _position + _size;
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if (to_point.x < begin.x)
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begin.x = to_point.x;
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@ -81,7 +75,7 @@ namespace Godot
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public real_t GetArea()
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{
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return size.x * size.y * size.z;
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return _size.x * _size.y * _size.z;
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}
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public Vector3 GetEndpoint(int idx)
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@ -89,21 +83,21 @@ namespace Godot
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switch (idx)
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{
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case 0:
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return new Vector3(position.x, position.y, position.z);
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return new Vector3(_position.x, _position.y, _position.z);
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case 1:
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return new Vector3(position.x, position.y, position.z + size.z);
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return new Vector3(_position.x, _position.y, _position.z + _size.z);
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case 2:
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return new Vector3(position.x, position.y + size.y, position.z);
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return new Vector3(_position.x, _position.y + _size.y, _position.z);
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case 3:
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return new Vector3(position.x, position.y + size.y, position.z + size.z);
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return new Vector3(_position.x, _position.y + _size.y, _position.z + _size.z);
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case 4:
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return new Vector3(position.x + size.x, position.y, position.z);
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return new Vector3(_position.x + _size.x, _position.y, _position.z);
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case 5:
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return new Vector3(position.x + size.x, position.y, position.z + size.z);
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return new Vector3(_position.x + _size.x, _position.y, _position.z + _size.z);
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case 6:
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return new Vector3(position.x + size.x, position.y + size.y, position.z);
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return new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z);
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case 7:
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return new Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
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return new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z + _size.z);
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default:
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throw new ArgumentOutOfRangeException(nameof(idx), String.Format("Index is {0}, but a value from 0 to 7 is expected.", idx));
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}
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@ -112,15 +106,15 @@ namespace Godot
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public Vector3 GetLongestAxis()
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{
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var axis = new Vector3(1f, 0f, 0f);
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real_t max_size = size.x;
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real_t max_size = _size.x;
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if (size.y > max_size)
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if (_size.y > max_size)
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{
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axis = new Vector3(0f, 1f, 0f);
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max_size = size.y;
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max_size = _size.y;
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}
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if (size.z > max_size)
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if (_size.z > max_size)
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{
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axis = new Vector3(0f, 0f, 1f);
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}
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@ -131,15 +125,15 @@ namespace Godot
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public Vector3.Axis GetLongestAxisIndex()
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{
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var axis = Vector3.Axis.X;
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real_t max_size = size.x;
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real_t max_size = _size.x;
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if (size.y > max_size)
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if (_size.y > max_size)
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{
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axis = Vector3.Axis.Y;
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max_size = size.y;
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max_size = _size.y;
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}
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if (size.z > max_size)
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if (_size.z > max_size)
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{
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axis = Vector3.Axis.Z;
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}
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@ -149,13 +143,13 @@ namespace Godot
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public real_t GetLongestAxisSize()
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{
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real_t max_size = size.x;
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real_t max_size = _size.x;
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if (size.y > max_size)
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max_size = size.y;
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if (_size.y > max_size)
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max_size = _size.y;
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if (size.z > max_size)
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max_size = size.z;
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if (_size.z > max_size)
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max_size = _size.z;
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return max_size;
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}
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@ -163,15 +157,15 @@ namespace Godot
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public Vector3 GetShortestAxis()
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{
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var axis = new Vector3(1f, 0f, 0f);
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real_t max_size = size.x;
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real_t max_size = _size.x;
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if (size.y < max_size)
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if (_size.y < max_size)
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{
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axis = new Vector3(0f, 1f, 0f);
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max_size = size.y;
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max_size = _size.y;
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}
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if (size.z < max_size)
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if (_size.z < max_size)
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{
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axis = new Vector3(0f, 0f, 1f);
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}
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@ -182,15 +176,15 @@ namespace Godot
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public Vector3.Axis GetShortestAxisIndex()
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{
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var axis = Vector3.Axis.X;
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real_t max_size = size.x;
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real_t max_size = _size.x;
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if (size.y < max_size)
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if (_size.y < max_size)
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{
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axis = Vector3.Axis.Y;
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max_size = size.y;
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max_size = _size.y;
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}
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if (size.z < max_size)
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if (_size.z < max_size)
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{
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axis = Vector3.Axis.Z;
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}
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@ -200,21 +194,21 @@ namespace Godot
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public real_t GetShortestAxisSize()
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{
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real_t max_size = size.x;
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real_t max_size = _size.x;
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if (size.y < max_size)
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max_size = size.y;
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if (_size.y < max_size)
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max_size = _size.y;
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if (size.z < max_size)
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max_size = size.z;
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if (_size.z < max_size)
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max_size = _size.z;
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return max_size;
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}
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public Vector3 GetSupport(Vector3 dir)
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{
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Vector3 half_extents = size * 0.5f;
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Vector3 ofs = position + half_extents;
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Vector3 half_extents = _size * 0.5f;
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Vector3 ofs = _position + half_extents;
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return ofs + new Vector3(
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dir.x > 0f ? -half_extents.x : half_extents.x,
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@ -226,39 +220,39 @@ namespace Godot
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{
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var res = this;
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res.position.x -= by;
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res.position.y -= by;
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res.position.z -= by;
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res.size.x += 2.0f * by;
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res.size.y += 2.0f * by;
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res.size.z += 2.0f * by;
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res._position.x -= by;
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res._position.y -= by;
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res._position.z -= by;
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res._size.x += 2.0f * by;
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res._size.y += 2.0f * by;
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res._size.z += 2.0f * by;
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return res;
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}
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public bool HasNoArea()
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{
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return size.x <= 0f || size.y <= 0f || size.z <= 0f;
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return _size.x <= 0f || _size.y <= 0f || _size.z <= 0f;
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}
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public bool HasNoSurface()
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{
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return size.x <= 0f && size.y <= 0f && size.z <= 0f;
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return _size.x <= 0f && _size.y <= 0f && _size.z <= 0f;
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}
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public bool HasPoint(Vector3 point)
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{
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if (point.x < position.x)
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if (point.x < _position.x)
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return false;
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if (point.y < position.y)
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if (point.y < _position.y)
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return false;
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if (point.z < position.z)
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if (point.z < _position.z)
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return false;
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if (point.x > position.x + size.x)
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if (point.x > _position.x + _size.x)
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return false;
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if (point.y > position.y + size.y)
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if (point.y > _position.y + _size.y)
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return false;
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if (point.z > position.z + size.z)
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if (point.z > _position.z + _size.z)
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return false;
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return true;
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@ -266,10 +260,10 @@ namespace Godot
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public AABB Intersection(AABB with)
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{
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Vector3 src_min = position;
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Vector3 src_max = position + size;
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Vector3 dst_min = with.position;
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Vector3 dst_max = with.position + with.size;
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Vector3 src_min = _position;
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Vector3 src_max = _position + _size;
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Vector3 dst_min = with._position;
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Vector3 dst_max = with._position + with._size;
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Vector3 min, max;
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@ -302,17 +296,17 @@ namespace Godot
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public bool Intersects(AABB with)
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{
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if (position.x >= with.position.x + with.size.x)
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if (_position.x >= with._position.x + with._size.x)
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return false;
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if (position.x + size.x <= with.position.x)
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if (_position.x + _size.x <= with._position.x)
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return false;
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if (position.y >= with.position.y + with.size.y)
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if (_position.y >= with._position.y + with._size.y)
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return false;
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if (position.y + size.y <= with.position.y)
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if (_position.y + _size.y <= with._position.y)
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return false;
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if (position.z >= with.position.z + with.size.z)
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if (_position.z >= with._position.z + with._size.z)
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return false;
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if (position.z + size.z <= with.position.z)
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if (_position.z + _size.z <= with._position.z)
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return false;
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return true;
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@ -322,14 +316,14 @@ namespace Godot
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{
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Vector3[] points =
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{
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new Vector3(position.x, position.y, position.z),
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new Vector3(position.x, position.y, position.z + size.z),
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new Vector3(position.x, position.y + size.y, position.z),
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new Vector3(position.x, position.y + size.y, position.z + size.z),
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new Vector3(position.x + size.x, position.y, position.z),
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new Vector3(position.x + size.x, position.y, position.z + size.z),
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new Vector3(position.x + size.x, position.y + size.y, position.z),
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new Vector3(position.x + size.x, position.y + size.y, position.z + size.z)
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new Vector3(_position.x, _position.y, _position.z),
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new Vector3(_position.x, _position.y, _position.z + _size.z),
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new Vector3(_position.x, _position.y + _size.y, _position.z),
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new Vector3(_position.x, _position.y + _size.y, _position.z + _size.z),
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new Vector3(_position.x + _size.x, _position.y, _position.z),
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new Vector3(_position.x + _size.x, _position.y, _position.z + _size.z),
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new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z),
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new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z + _size.z)
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};
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bool over = false;
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@ -355,8 +349,8 @@ namespace Godot
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{
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real_t seg_from = from[i];
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real_t seg_to = to[i];
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real_t box_begin = position[i];
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real_t box_end = box_begin + size[i];
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real_t box_begin = _position[i];
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real_t box_end = box_begin + _size[i];
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real_t cmin, cmax;
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if (seg_from < seg_to)
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@ -394,10 +388,10 @@ namespace Godot
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public AABB Merge(AABB with)
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{
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Vector3 beg_1 = position;
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Vector3 beg_2 = with.position;
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var end_1 = new Vector3(size.x, size.y, size.z) + beg_1;
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var end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
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Vector3 beg_1 = _position;
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Vector3 beg_2 = with._position;
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var end_1 = new Vector3(_size.x, _size.y, _size.z) + beg_1;
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var end_2 = new Vector3(with._size.x, with._size.y, with._size.z) + beg_2;
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var min = new Vector3(
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beg_1.x < beg_2.x ? beg_1.x : beg_2.x,
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@ -417,8 +411,8 @@ namespace Godot
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// Constructors
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public AABB(Vector3 position, Vector3 size)
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{
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this.position = position;
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this.size = size;
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_position = position;
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_size = size;
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}
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public static bool operator ==(AABB left, AABB right)
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@ -443,20 +437,20 @@ namespace Godot
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public bool Equals(AABB other)
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{
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return position == other.position && size == other.size;
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return _position == other._position && _size == other._size;
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}
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public override int GetHashCode()
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{
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return position.GetHashCode() ^ size.GetHashCode();
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return _position.GetHashCode() ^ _size.GetHashCode();
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}
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public override string ToString()
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{
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return String.Format("{0} - {1}", new object[]
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{
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position.ToString(),
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size.ToString()
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_position.ToString(),
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_size.ToString()
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});
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}
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@ -464,8 +458,8 @@ namespace Godot
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{
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return String.Format("{0} - {1}", new object[]
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{
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position.ToString(format),
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size.ToString(format)
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_position.ToString(format),
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_size.ToString(format)
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});
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}
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}
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@ -29,6 +29,7 @@ namespace Godot
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public Vector2 End
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{
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get { return _position + _size; }
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set { _size = value - _position; }
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}
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public real_t Area
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