axiosengine/axios/ScreenSystem/ConvertUnits.cs

103 lines
3.3 KiB
C#

using Microsoft.Xna.Framework;
namespace FarseerPhysics.SamplesFramework
{
/// <summary>
/// Convert units between display and simulation units.
/// </summary>
public static class ConvertUnits
{
private static float _displayUnitsToSimUnitsRatio = 100f;
private static float _simUnitsToDisplayUnitsRatio = 1 / _displayUnitsToSimUnitsRatio;
public static void SetDisplayUnitToSimUnitRatio(float displayUnitsPerSimUnit)
{
_displayUnitsToSimUnitsRatio = displayUnitsPerSimUnit;
_simUnitsToDisplayUnitsRatio = 1 / displayUnitsPerSimUnit;
}
public static float ToDisplayUnits(float simUnits)
{
return simUnits * _displayUnitsToSimUnitsRatio;
}
public static float ToDisplayUnits(int simUnits)
{
return simUnits * _displayUnitsToSimUnitsRatio;
}
public static Vector2 ToDisplayUnits(Vector2 simUnits)
{
return simUnits * _displayUnitsToSimUnitsRatio;
}
public static void ToDisplayUnits(ref Vector2 simUnits, out Vector2 displayUnits)
{
Vector2.Multiply(ref simUnits, _displayUnitsToSimUnitsRatio, out displayUnits);
}
public static Vector3 ToDisplayUnits(Vector3 simUnits)
{
return simUnits * _displayUnitsToSimUnitsRatio;
}
public static Vector2 ToDisplayUnits(float x, float y)
{
return new Vector2(x, y) * _displayUnitsToSimUnitsRatio;
}
public static void ToDisplayUnits(float x, float y, out Vector2 displayUnits)
{
displayUnits = Vector2.Zero;
displayUnits.X = x * _displayUnitsToSimUnitsRatio;
displayUnits.Y = y * _displayUnitsToSimUnitsRatio;
}
public static float ToSimUnits(float displayUnits)
{
return displayUnits * _simUnitsToDisplayUnitsRatio;
}
public static float ToSimUnits(double displayUnits)
{
return (float)displayUnits * _simUnitsToDisplayUnitsRatio;
}
public static float ToSimUnits(int displayUnits)
{
return displayUnits * _simUnitsToDisplayUnitsRatio;
}
public static Vector2 ToSimUnits(Vector2 displayUnits)
{
return displayUnits * _simUnitsToDisplayUnitsRatio;
}
public static Vector3 ToSimUnits(Vector3 displayUnits)
{
return displayUnits * _simUnitsToDisplayUnitsRatio;
}
public static void ToSimUnits(ref Vector2 displayUnits, out Vector2 simUnits)
{
Vector2.Multiply(ref displayUnits, _simUnitsToDisplayUnitsRatio, out simUnits);
}
public static Vector2 ToSimUnits(float x, float y)
{
return new Vector2(x, y) * _simUnitsToDisplayUnitsRatio;
}
public static Vector2 ToSimUnits(double x, double y)
{
return new Vector2((float)x, (float)y) * _simUnitsToDisplayUnitsRatio;
}
public static void ToSimUnits(float x, float y, out Vector2 simUnits)
{
simUnits = Vector2.Zero;
simUnits.X = x * _simUnitsToDisplayUnitsRatio;
simUnits.Y = y * _simUnitsToDisplayUnitsRatio;
}
}
}