Refractoring

This commit is contained in:
2015-06-17 14:06:54 +03:00
parent 670f260a4c
commit 6b008cfa9a
38 changed files with 706 additions and 419 deletions

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namespace TransportGame.Primitives
{
/// <summary>
/// Object can be positioned using a point
/// </summary>
public interface IPositionable
{
/// <summary>
/// Gets the position of the object
/// </summary>
Vector2 Position { get; }
}
}

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using System;
using System.Xml.Serialization;
namespace TransportGame.Primitives
{
/// <summary>
/// Interval
/// </summary>
public class Interval
{
#region Properties
/// <summary>
/// Gets the minimum value of the interval
/// </summary>
[XmlAttribute("min")]
public float Min { get; set; }
/// <summary>
/// Gets the maximum value of the interval
/// </summary>
[XmlAttribute("max")]
public float Max { get; set; }
#endregion
#region Other properties
/// <summary>
/// Gets or sets the length of the interval
/// </summary>
[XmlIgnore]
public float Length
{
get
{
return Max - Min;
}
set
{
Max = Min + value;
}
}
#endregion
#region Constructors
/// <summary>
/// Initializes interval
/// </summary>
public Interval()
{
Min = 0;
Max = 1;
}
/// <summary>
/// Initializes interval
/// </summary>
/// <param name="min">Minimum value</param>
/// <param name="max">Maximum value</param>
public Interval(float min, float max)
{
Min = min;
Max = max;
}
#endregion
#region Operations
/// <summary>
/// Tests if interval contains value
/// </summary>
/// <param name="value"></param>
/// <returns></returns>
public bool Contains(float value)
{
return (value >= Min && value <= Max);
}
#endregion
#region Object overrides
/// <summary>
/// Gets string representation
/// </summary>
/// <returns></returns>
public override string ToString()
{
return String.Format("[{0}, {1}]", Min, Max);
}
#endregion
}
}

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using System;
namespace TransportGame.Primitives
{
/// <summary>
/// A line segment
/// </summary>
public struct LineSegment
{
#region Properties
/// <summary>
/// X coordinate of first point
/// </summary>
public float X0 { get; private set; }
/// <summary>
/// Y coordinate of first point
/// </summary>
public float Y0 { get; private set; }
/// <summary>
/// X coordinate of second point
/// </summary>
public float X1 { get; private set; }
/// <summary>
/// Y coordinate of second point
/// </summary>
public float Y1 { get; private set; }
/// <summary>
/// Gets the first point
/// </summary>
public Vector2 P0
{
get
{
return new Vector2(X0, Y0);
}
}
/// <summary>
/// Gets the second point
/// </summary>
public Vector2 P1
{
get
{
return new Vector2(X1, Y1);
}
}
/// <summary>
/// Gets the length of the segment
/// </summary>
public float Length
{
get
{
return (P1 - P0).Length;
}
}
/// <summary>
/// Gets the length squared of the segment
/// </summary>
public float LengthSq
{
get
{
return (P1 - P0).LengthSq;
}
}
/// <summary>
/// Gets the direction vector of the segment
/// </summary>
public Vector2 Direction
{
get
{
return (P1 - P0).Normalized;
}
}
#endregion
#region Constructors
/// <summary>
/// Initializes line segment
/// </summary>
/// <param name="p0">First point</param>
/// <param name="p1">Second point</param>
public LineSegment(Vector2 p0, Vector2 p1)
: this()
{
X0 = p0.X; Y0 = p0.Y;
X1 = p1.X; Y1 = p1.Y;
}
/// <summary>
/// Initializes line segment
/// </summary>
/// <param name="x0">X coordinate of first segment</param>
/// <param name="y0">Y coordinate of first segment</param>
/// <param name="x1">X coordinate of second segment</param>
/// <param name="y1">Y coordinate of second segment</param>
public LineSegment(float x0, float y0, float x1, float y1)
: this()
{
X0 = x0; Y0 = y0;
X1 = x1; Y1 = y1;
}
#endregion
#region Operations
/// <summary>
/// Calculates the intersection between two line segments.
/// </summary>
/// <remarks>
/// Ignores case where intersection is a line.
/// </remarks>
/// <param name="a">First line segment</param>
/// <param name="b">Second line segment</param>
/// <returns>Intersection point, or null if segments don't intersect.</returns>
public static Vector2? Intersect(LineSegment a, LineSegment b)
{
float s1x = a.X1 - a.X0, s1y = a.Y1 - a.Y0;
float s2x = b.X1 - b.X0, s2y = b.Y1 - b.Y0;
float det = (-s2x * s1y + s1x * s2y);
// Avoid division by zero
// Note: this is an edge case, the vectors might be parallel or colliniar
if (det == 0) return null;
float s = (-s1y * (a.X0 - b.X0) + s1x * (a.Y0 - b.Y0)) / det;
float t = (s2x * (a.Y0 - b.Y0) - s2y * (a.X0 - b.X0)) / det;
// Collision detected
if (s >= 0 && s <= 1 && t >= 0 && t <= 1)
return new Vector2(a.X0 + t * s1x, a.Y0 + t * s1y);
// No collision
return null;
}
/// <summary>
/// Calculates the distance from a point p to a line segment
/// </summary>
/// <param name="p">Point</param>
/// <returns>Distance</returns>
public float Distance(Vector2 p)
{
float det = (Y1 - Y0) * p.X - (X1 - X0) * p.Y + X1 * Y0 - Y1 * X0;
return Math.Abs(det) / Length;
}
#endregion
#region ToString
/// <summary>
/// Gets string representation of line segment
/// </summary>
/// <returns></returns>
public override string ToString()
{
return string.Format("({0}, {1})->({2}, {3})", X0, Y0, X1, Y1);
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
namespace TransportGame.Primitives
{
/// <summary>
/// Represents a polygon
/// </summary>
public class Polygon : IPositionable
{
#region Private data types
private struct Edge
{
public int U, V;
public Edge(int U, int V)
{
this.U = U;
this.V = V;
}
}
#endregion
#region Properties
/// <summary>
/// Gets or sets the points that define the polygon
/// </summary>
public Vector2[] Points { get; set; }
#endregion
#region Other properties
/// <summary>
/// Gets the gravitational center
/// </summary>
public Vector2 Position
{
get { return Points.Aggregate((x, y) => x + y) / Points.Length; }
}
#endregion
#region Constructors
/// <summary>
/// Initializes polygon
/// </summary>
public Polygon()
{
Points = new Vector2[0];
}
/// <summary>
/// Initializes polygon using given points
/// </summary>
/// <param name="points">Points</param>
public Polygon(IEnumerable<Vector2> points)
{
Points = points.ToArray();
}
/// <summary>
/// Initializes polygon using given points
/// </summary>
/// <param name="points">Points</param>
public Polygon(params Vector2[] points)
{
Points = points;
}
#endregion
#region Operations
/// <summary>
/// Returns the union between given polygons
/// </summary>
/// <param name="polys">Polygons</param>
/// <returns>Polygon representing union</returns>
public static Polygon Union(params Polygon[] polys)
{
return Union(polys);
}
/// <summary>
/// Returns the union between given polygons
/// </summary>
/// <param name="polys">Polygons</param>
/// <returns>Polygon representing union</returns>
public static Polygon Union(IEnumerable<Polygon> polys)
{
List<Vector2> vertices = new List<Vector2>();
List<Edge> edges = new List<Edge>();
List<Vector2> union = new List<Vector2>();
foreach (var poly in polys)
{
// Add all points
for (int i = 0; i < poly.Points.Length; i++)
{
int j = (i + 1) % poly.Points.Length;
// Get/add first point
int indexi = vertices.IndexOf(poly.Points[i]);
if (indexi == -1)
{
vertices.Add(poly.Points[i]);
indexi = vertices.Count - 1;
}
// Get/add second point
int indexj = vertices.IndexOf(poly.Points[j]);
if (indexj == -1)
{
vertices.Add(poly.Points[j]);
indexj = vertices.Count - 1;
}
// Add edge
edges.Add(new Edge(indexi, indexj));
}
}
// Intersect edges
for (int i = 0; i < edges.Count; i++)
for (int j = i + 1; j < edges.Count; j++)
{
LineSegment a = new LineSegment(vertices[edges[i].U], vertices[edges[i].V]);
LineSegment b = new LineSegment(vertices[edges[j].U], vertices[edges[j].V]);
var inters = LineSegment.Intersect(a, b);
if (inters.HasValue && inters.Value != a.P0 && inters.Value != a.P1 && inters.Value != b.P0 && inters.Value != b.P1)
{
vertices.Add(inters.Value);
int index = vertices.Count - 1;
edges.Add(new Edge(index, edges[i].V));
edges[i] = new Edge(edges[i].U, index);
edges.Add(new Edge(index, edges[j].V));
edges[j] = new Edge(edges[j].U, index);
}
}
// Compute union
int start = 0;
// Find starting point
for (int i = 0; i < vertices.Count; i++)
if (vertices[i].X + vertices[i].Y < vertices[start].X + vertices[start].Y)
start = i;
int v = start, vold = -1;
Vector2 prev = vertices[v].Normalized;
do
{
union.Add(vertices[v]);
int newV = -1;
Vector2 smallestDir = Vector2.Zero;
foreach (var edge in edges)
{
if ((edge.U == v || edge.V == v) && edge.V != vold && edge.U != vold)
{
int otherv = (edge.U == v) ? edge.V : edge.U;
Vector2 dir = (vertices[otherv] - vertices[v]).Normalized;
// Find smallest angle
if (newV == -1 || Vector2.TrigonometricComparer.Compare(dir, smallestDir) < 0)
{
newV = otherv;
smallestDir = dir;
}
}
}
// Advance
prev = smallestDir;
vold = v;
v = newV;
} while (v != start);
return new Polygon(union);
}
/// <summary>
/// Tests if two polygons intersect
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
public static bool Intersect(Polygon a, Polygon b)
{
foreach (var poly in new[] { a, b })
{
for (int i = 0; i < poly.Points.Length; i++)
{
int j = (i + 1) % poly.Points.Length;
var normal = new Vector2(poly.Points[j].Y - poly.Points[i].Y, poly.Points[i].X - poly.Points[j].X);
double? minA = null, maxA = null;
foreach (var p in a.Points)
{
var projected = Vector2.Dot(normal, p);
if (minA == null || projected < minA)
minA = projected;
if (maxA == null || projected > maxA)
maxA = projected;
}
double? minB = null, maxB = null;
foreach (var p in b.Points)
{
var projected = Vector2.Dot(normal, p);
if (minB == null || projected < minB)
minB = projected;
if (maxB == null || projected > maxB)
maxB = projected;
}
if (maxA <= minB || maxB <= minA)
return false;
}
}
return true;
}
/// <summary>
/// Tests if polygon contains point
/// </summary>
/// <param name="point"></param>
/// <returns></returns>
public bool Contains(Vector2 point)
{
// Quick bounding box check
Vector2 min = Points[0], max = Points[0];
for (int i = 0; i < Points.Length; i++)
{
min.X = Math.Min(min.X, Points[i].X);
min.Y = Math.Min(min.Y, Points[i].Y);
max.X = Math.Max(max.X, Points[i].X);
max.Y = Math.Max(max.Y, Points[i].Y);
}
if (point.X < min.X || point.Y < min.Y || point.X > max.X || point.Y > max.Y)
return false;
// Ray casting method
int j = Points.Length - 1;
bool result = false;
for (int i = 0; i < Points.Length; i++)
{
if ((Points[i].Y > point.Y) != (Points[j].Y > point.Y) &&
(point.X < (Points[j].X - Points[i].X) * (point.Y - Points[i].Y) / (Points[j].Y - Points[i].Y) + Points[i].X))
result = !result;
j = i;
}
return result;
}
#endregion
}
}

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using System;
namespace TransportGame.Primitives
{
/// <summary>
/// Rectangle
/// </summary>
public struct Rectangle
{
#region Properties
/// <summary>
/// Gets or sets the left boundary
/// </summary>
public float Left { get; set; }
/// <summary>
/// Gets or sets the top boundary
/// </summary>
public float Bottom { get; set; }
/// <summary>
/// Gets or sets the right boundary
/// </summary>
public float Right { get; set; }
/// <summary>
/// Gets or sets the bottom boundary
/// </summary>
public float Top { get; set; }
#endregion
#region Constructor
/// <summary>
/// Initializes this rectangle
/// </summary>
/// <param name="left">Left boundary</param>
/// <param name="bottom">Bottom boundary</param>
/// <param name="right">Right boundary</param>
/// <param name="top">Top boundary</param>
public Rectangle(float left, float bottom, float right, float top)
: this()
{
Left = left;
Bottom = bottom;
Right = right;
Top = top;
if (left > right)
throw new ArgumentException("Left must be smaller than right.");
if (bottom > top)
throw new ArgumentException("Bottom must be smaller than top.");
}
#endregion
#region Other properties
/// <summary>
/// Gets or sets the width of the rectangle
/// </summary>
public float Width
{
get
{
return Right - Left;
}
set
{
Right = Left + value;
}
}
/// <summary>
/// Gets or sets the height of the rectangle
/// </summary>
public float Height
{
get
{
return Top - Bottom;
}
set
{
Top = Bottom + value;
}
}
/// <summary>
/// Gets the area of the rectangle
/// </summary>
public float Area
{
get
{
return Width * Height;
}
}
#endregion
#region Operations
/// <summary>
/// Tests if rectangle contains given point
/// </summary>
/// <param name="x">x coordinate</param>
/// <param name="y">y coordinate</param>
/// <returns>True if point is inside</returns>
public bool Contains(float x, float y)
{
return x >= Left && x <= Right && y >= Bottom && y <= Top;
}
/// <summary>
/// Tests if rectangle contains given point
/// </summary>
/// <param name="p">Vector</param>
/// <returns>True if point is inside</returns>
public bool Contains(Vector2 p)
{
return Contains(p.X, p.Y);
}
/// <summary>
/// Tests if two rectangles intersect
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns>True if rectangles intersect</returns>
public static bool Intersect (Rectangle a, Rectangle b)
{
return !(b.Left > a.Right ||
b.Right < a.Left ||
b.Bottom > a.Top ||
b.Top < a.Bottom);
}
#endregion
#region Object overrides
/// <summary>
/// Gets string representation
/// </summary>
/// <returns></returns>
public override string ToString()
{
return string.Format("({0}, {1}, {2}, {3})", Left, Bottom, Right, Top);
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.Xml.Serialization;
namespace TransportGame.Primitives
{
/// <summary>
/// 2D vector
/// </summary>
public struct Vector2
{
#region Constant vectors
/// <summary>
/// Zero vector
/// </summary>
public static readonly Vector2 Zero = new Vector2(0, 0);
/// <summary>
/// Unit vector
/// </summary>
public static readonly Vector2 Unit = new Vector2(1, 0);
#endregion
#region Properties
/// <summary>
/// Gets the X component
/// </summary>
[XmlAttribute("x")]
public float X { get; set; }
/// <summary>
/// Gets the Y component
/// </summary>
[XmlAttribute("y")]
public float Y { get; set; }
#endregion
#region Constructor
/// <summary>
/// Initializes a vector2
/// </summary>
/// <param name="x">X component</param>
/// <param name="y">Y component</param>
public Vector2(float x, float y)
: this()
{
X = x;
Y = y;
}
/// <summary>
/// Gets the vector corresponding with specified angle (in radians)
/// </summary>
/// <param name="rads">Radians</param>
/// <returns>Vector</returns>
public static Vector2 FromRadians(float rads)
{
return new Vector2((float)Math.Cos(rads), (float)Math.Sin(rads));
}
/// <summary>
/// Gets the vector corresponding with specified angle (in degrees)
/// </summary>
/// <param name="degs">Degrees</param>
/// <returns>Vector</returns>
public static Vector2 FromDegrees(float degs)
{
float rads = (degs * (float)Math.PI / 180f);
return FromRadians(rads);
}
#endregion
#region Properties (length, normalized)
/// <summary>
/// Gets the length of the vector
/// </summary>
public float Length
{
get
{
return (float)Math.Sqrt(LengthSq);
}
}
/// <summary>
/// Gets the length of the vector squared
/// </summary>
public float LengthSq
{
get
{
return X * X + Y * Y;
}
}
/// <summary>
/// Gets the normalized vector
/// </summary>
/// <returns>Normalized vector</returns>
public Vector2 Normalized
{
get
{
float len = Length;
return new Vector2(X / len, Y / len);
}
}
/// <summary>
/// Gets the normalized vector raised to second power
/// </summary>
/// <remarks>
/// This is less computationally expensive (no need to calculate square root).
/// </remarks>
/// <returns>Normalized vector</returns>
public Vector2 NormalizedSq
{
get
{
float len2 = LengthSq;
return new Vector2(X * X / len2, Y * Y / len2);
}
}
#endregion
#region Operations
/// <summary>
/// Rotates vector by given number of radians
/// </summary>
/// <param name="radians"></param>
/// <returns></returns>
public Vector2 Rotate(float radians)
{
float sin = (float)Math.Sin(radians);
float cos = (float)Math.Cos(radians);
return new Vector2(X * cos - Y * sin, X * sin + Y * cos);
}
/// <summary>
/// Rotates vector by given number of degrees
/// </summary>
/// <param name="degrees"></param>
/// <returns></returns>
public Vector2 RotateDeg(float degrees)
{
return Rotate(degrees * (float)Math.PI / 180f);
}
/// <summary>
/// Sum operator
/// </summary>
/// <param name="a">First vector</param>
/// <param name="b">Second vector</param>
/// <returns>Result of addition</returns>
public static Vector2 operator +(Vector2 a, Vector2 b)
{
return new Vector2(a.X + b.X, a.Y + b.Y);
}
/// <summary>
/// Subtract operator
/// </summary>
/// <param name="a">First vector</param>
/// <param name="b">Second vector</param>
/// <returns>Result of subtraction</returns>
public static Vector2 operator -(Vector2 a, Vector2 b)
{
return new Vector2(a.X - b.X, a.Y - b.Y);
}
/// <summary>
/// Negation operator
/// </summary>
/// <param name="a">Vector</param>
/// <returns>Negated vector</returns>
public static Vector2 operator -(Vector2 a)
{
return new Vector2(-a.X, -a.Y);
}
/// <summary>
/// Multiply by constant
/// </summary>
/// <param name="a">Vector</param>
/// <param name="c">Constant</param>
/// <returns>Result</returns>
public static Vector2 operator *(Vector2 a, float c)
{
return new Vector2(a.X * c, a.Y * c);
}
/// <summary>
/// Multiply by constant
/// </summary>
/// <param name="c">Constant</param>
/// <param name="a">Vector</param>
/// <returns>Result</returns>
public static Vector2 operator *(float c, Vector2 a)
{
return new Vector2(a.X * c, a.Y * c);
}
/// <summary>
/// Divide by constant
/// </summary>
/// <param name="a">Vector</param>
/// <param name="c">Constant</param>
/// <returns>Result</returns>
public static Vector2 operator /(Vector2 a, float c)
{
return new Vector2(a.X / c, a.Y / c);
}
/// <summary>
/// Equality operator
/// </summary>
/// <param name="a">First vector</param>
/// <param name="b">Second vector</param>
/// <returns>True if vectors are equal</returns>
public static bool operator ==(Vector2 a, Vector2 b)
{
return a.X == b.X && a.Y == b.Y;
}
/// <summary>
/// Inequality operator
/// </summary>
/// <param name="a">First vector</param>
/// <param name="b">Second vector</param>
/// <returns>True if vectors are not equal</returns>
public static bool operator !=(Vector2 a, Vector2 b)
{
return a.X != b.X || a.Y != b.Y;
}
/// <summary>
/// Calculates dot product of two vectors
/// </summary>
/// <param name="a">First vector</param>
/// <param name="b">Second vector</param>
/// <returns>Dot product</returns>
public static float Dot(Vector2 a, Vector2 b)
{
return a.X * b.X + a.Y * b.Y;
}
/// <summary>
/// Returns the magnitude of the cross product between the two vectors (z considered 0)
/// </summary>
/// <param name="a">First vector</param>
/// <param name="b">Second vector</param>
/// <returns>Magnitude of cross product</returns>
public static float Cross(Vector2 a, Vector2 b)
{
return (a.X * b.Y) - (a.Y * b.X);
}
/// <summary>
/// Tests if two vectors are colliniar
/// </summary>
/// <param name="a">a</param>
/// <param name="b">b</param>
/// <returns>True if vectors are colliniar</returns>
public static bool AreColliniar(Vector2 a, Vector2 b)
{
return Math.Abs(Cross(a, b)) < 1e-12;
}
#endregion
#region Object overrides
/// <summary>
/// Gets string representation of vector2
/// </summary>
/// <returns></returns>
public override string ToString()
{
return String.Format("({0}, {1})", X, Y);
}
/// <summary>
/// Tests if two vectors are equal.
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public override bool Equals(object obj)
{
if (obj is Vector2)
{
Vector2 other = (Vector2)obj;
return X == other.X && Y == other.Y;
}
return false;
}
/// <summary>
/// Gets hash code of vector2
/// </summary>
/// <returns></returns>
public override int GetHashCode()
{
return X.GetHashCode() * 29 + Y.GetHashCode();
}
#endregion
#region Comparers
private class LengthComparerImpl : IComparer<Vector2>
{
public int Compare(Vector2 a, Vector2 b)
{
if (a.LengthSq > b.LengthSq)
return 1;
if (a.LengthSq < b.LengthSq)
return -1;
return 0;
}
}
private class TrigonometricComparerImpl : IComparer<Vector2>
{
private int Quad(Vector2 v)
{
if (v.Y >= 0)
{
if (v.X >= 0)
return 0;
return 1;
}
else
{
if (v.X < 0)
return 2;
return 3;
}
}
public int Compare(Vector2 a, Vector2 b)
{
// If vectors are in different quadrants, we can use quadrant number
int qa = Quad(a), qb = Quad(b);
if (qa != qb)
{
return qa - qb;
}
// In same quadrant. Compute cross product which gives us sin(ab)*len(a)*len(b)
// Vectors are in same quadrant, so angle should be less than 90deg
float cross = Cross(a, b);
if (cross < 0) // Angle > 180 degrees => a > b
return 1;
if (cross > 0) // Angle < 180 degrees => a < b
return -1;
// Points are on the same line. Use distance
if (a.LengthSq > b.LengthSq)
return 1;
else if (a.LengthSq < b.LengthSq)
return -1;
// Points are equal
return 0;
}
}
/// <summary>
/// Length comparer - compares vectors by length
/// </summary>
public static readonly IComparer<Vector2> LengthComparer = new LengthComparerImpl();
/// <summary>
/// Trigonometric comparer - compares vectors by angle
/// </summary>
public static readonly IComparer<Vector2> TrigonometricComparer = new TrigonometricComparerImpl();
#endregion
}
}

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