daily update on 20230219 by nitload youmu, vec3d added
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@@ -1,5 +1,4 @@
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using StgSharp;
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using StgSharp.Vector;
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Text;
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@@ -6,6 +6,12 @@ namespace StgSharp
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{
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public class Launcher
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{
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internal Partical _bullet;
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public Partical Bullet
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{
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get { return _bullet; }
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set { _bullet = value; }
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}
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}
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}
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@@ -1,4 +1,4 @@
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using StgSharp.Vector;
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Text;
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@@ -1,10 +1,9 @@
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using StgSharp.Math;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Data.Common;
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using System.Text;
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namespace StgSharp.Vector
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namespace StgSharp.Math
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{
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public struct Vec2D:IEquatable<Vec2D>
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{
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@@ -98,5 +97,6 @@ namespace StgSharp.Vector
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{
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return this.X * others.Y - this.Y * others.X;
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}
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}
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}
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@@ -0,0 +1,112 @@
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using System;
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using System.Collections.Generic;
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using System.Data.Common;
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using System.Text;
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namespace StgSharp.Math
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{
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public struct Vec3D : IEquatable<Vec3D>
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{
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public float X;
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public float Y;
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public float Z;
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public Vec3D(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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bool IEquatable<Vec3D>.Equals(Vec3D other)
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{
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if (this.GetHashCode() != other.GetHashCode())
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{
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return false;
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}
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else
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{
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return this.X == other.X
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&& this.Y == other.Y
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&& this.Z == other.Z;
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}
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}
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public override bool Equals(object obj)
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{
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if (obj == null)
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{
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return false;
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}
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else if (obj.GetType() != typeof(Vec3D))
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{
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return false;
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}
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else
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{
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return this.Equals((Vec3D)obj);
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}
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(X, Y, Z);
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}
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public override string ToString()
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{
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return $"{X},{Y},{Z}";
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}
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public static bool operator ==(Vec3D vec1,Vec3D vec2)
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{
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return vec1.X == vec2.X
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&& vec1.Y == vec2.Y
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&& vec1.Z == vec2.Z;
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}
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public static bool operator !=(Vec3D vec1, Vec3D vec2)
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{
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return !(vec1.X == vec2.X
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&& vec1.Y == vec2.Y
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&& vec1.Z == vec2.Z);
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}
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public static Vec3D operator +(Vec3D vec1, Vec3D vec2)
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{
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return new Vec3D(
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vec1.X + vec2.X,
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vec1.Y + vec2.Y,
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vec1.Z + vec2.Z
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);
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}
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public static Vec3D operator -(Vec3D vec1, Vec3D vec2)
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{
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return new Vec3D(
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vec1.X - vec2.X,
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vec1.Y - vec2.Y,
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vec1.Z - vec2.Z
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);
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}
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public static Vec3D operator *(Vec3D vec, float x)
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{
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return new Vec3D(
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vec.X * x,
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vec.Y * x,
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vec.Z * x
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);
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}
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public static Vec3D operator /(Vec3D vec, float x)
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{
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return new Vec3D(
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vec.X / x,
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vec.Y / x,
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vec.Z / x
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);
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}
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}
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}
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