27.09.2020
~ Moved Default-Shader to 2D to provied 2D-specific feature ~ Fixed UVs in Polygon
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617a7ef044
commit
2aa12f8d25
19 changed files with 166 additions and 83 deletions
29
SMCode/SM.Base/Utility/Assembly.cs
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29
SMCode/SM.Base/Utility/Assembly.cs
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using System;
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using System.IO;
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using System.Reflection;
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namespace SM.Utility
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{
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public class AssemblyUtility
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{
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/// <summary>
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/// Read a file that is saved in a assembly
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/// </summary>
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/// <param name="ass">The assembly that contains the file</param>
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/// <param name="path">The path to the file inside the assembly</param>
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/// <returns></returns>
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public static string ReadAssemblyFile(Assembly ass, string path) { return new StreamReader(GetAssemblyStream(ass, path)).ReadToEnd(); }
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/// <summary>
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/// Read a file that is saved in the calling assembly
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/// </summary>
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/// <param name="path">The path to the file inside the assembly</param>
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/// <returns></returns>
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public static string ReadAssemblyFile(string path) { return ReadAssemblyFile(Assembly.GetCallingAssembly(), path); }
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public static Stream GetAssemblyStream(Assembly ass, string path) { return ass.GetManifestResourceStream(ass.GetName().Name + "." + path) ?? throw new InvalidOperationException("Assembly couldn't find resource at path '" + path + "'."); }
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public static Stream GetAssemblyStream(string path) { return GetAssemblyStream(Assembly.GetCallingAssembly(), path); }
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}
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}
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23
SMCode/SM.Base/Utility/BezierCurve.cs
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SMCode/SM.Base/Utility/BezierCurve.cs
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using System;
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namespace SM.Utility
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{
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public class BezierCurve
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{
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public static float Calculate(float t, params float[] points)
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{
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int pointAmount = points.Length;
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int itterations = pointAmount - 1;
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double x = Math.Pow(1 - t, itterations) * points[0];
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for (int i = 1; i < itterations; i++)
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{
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if (i % 2 == 0) x += itterations * (1 - t) * Math.Pow(t, itterations - 1) * points[i];
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else x += itterations * Math.Pow(1 - t, itterations - 1) * t * points[i];
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}
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x += Math.Pow(t, itterations) * points[pointAmount - 1];
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return (float)x;
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}
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}
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}
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21
SMCode/SM.Base/Utility/Deltatime.cs
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SMCode/SM.Base/Utility/Deltatime.cs
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namespace SM.Utility
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{
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public class Deltatime
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{
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public static float UpdateDelta { get; internal set; }
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public static float RenderDelta { get; internal set; }
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public bool UseRender;
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public float Scale;
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public float DeltaTime => (UseRender ? RenderDelta : UpdateDelta) * Scale;
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public Deltatime(float scale = 1, bool useRender = false)
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{
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UseRender = useRender;
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Scale = scale;
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}
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}
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}
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22
SMCode/SM.Base/Utility/Randomize.cs
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SMCode/SM.Base/Utility/Randomize.cs
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using System;
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namespace SM.Utility
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{
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public class Randomize
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{
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public static Random Randomizer = new Random();
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public static void SetSeed(int seed) { Randomizer = new Random(seed); }
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public static bool GetBool(float tolerance) { return Randomizer.NextDouble() > tolerance; }
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public static int GetInt() { return Randomizer.Next(); }
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public static int GetInt(int max) { return Randomizer.Next(max); }
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public static int GetInt(int min, int max) { return Randomizer.Next(min, max); }
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public static float GetFloat() { return (float)Randomizer.NextDouble(); }
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public static float GetFloat(float max) { return (float)Randomizer.NextDouble() * max; }
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public static float GetFloat(float min, float max) { return (float)Randomizer.NextDouble() * max + min; }
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}
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}
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