440 lines
21 KiB
XML
440 lines
21 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>StgSharp</name>
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</assembly>
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<members>
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<member name="M:StgSharp.Control.InitPool">
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<summary>
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Add a pool to timeline controller, and return the instance of the pool.
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</summary>
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<returns></returns>
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</member>
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<member name="M:StgSharp.Control.GetKeyStatus(StgSharp.Graphics.Form,StgSharp.Control.Key)">
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<summary>
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Get the status of a certain key on the keyboard.
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</summary>
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<param name="form"></param>
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<param name="key"></param>
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<returns></returns>
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</member>
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<member name="T:StgSharp.Graphics.glLoader">
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<summary>
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Function handler to load an opengl function by serching its name.
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</summary>
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<param name="funcname">the name of the Opengl function</param>
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<returns>An intptr value representing the pointer to the function</returns>
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</member>
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<member name="T:StgSharp.Graphics.Form">
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<summary>
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
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<summary>
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Constructor of a Form, creats an instance of a form and
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initilize all the customizing operations.
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.Form.MakeAsCurrentContext">
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<summary>
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</summary>
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<exception cref="T:System.Exception"></exception>
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</member>
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<member name="M:StgSharp.Graphics.Form.SetSize(System.Int32,System.Int32)">
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<summary>
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Resize the current form
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</summary>
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<param name="width">New width of the window</param>
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<param name="height">New height of the window</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.SetSize(StgSharp.Math.Vec2d)">
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<summary>
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Resize the current form
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</summary>
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<param name="size">
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A <see cref="T:StgSharp.Math.Vec2d"/> (width,height) representing the new size of current form
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</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
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<summary>
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Set the size limit of current form
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</summary>
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<param name="minWidth">Minimum width of current form </param>
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<param name="minHeight">Minimum height of current form</param>
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<param name="maxWidth">Maximum width of curent form</param>
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<param name="maxHeight">Maximum height of current form</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.SetSizeLimit(StgSharp.Math.Vec2d,StgSharp.Math.Vec2d)">
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<summary>
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Set the size limit of current form
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</summary>
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<param name="minSize">
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Minimun size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
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</param>
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<param name="maxSize">
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Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
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</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
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<summary>
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</summary>
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<param name="name"></param>
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<param name="index"></param>
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<param name="loader"></param>
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</member>
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<member name="M:StgSharp.Graphics.Form.VertexBuffer.Unbind">
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<summary>
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.Form.VertexBuffer.SetValue``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
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<summary>
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</summary>
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<typeparam name="T"></typeparam>
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<param name="bufferData"></param>
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<param name="readType"></param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.ClearColor(System.Single,System.Single,System.Single,System.Single)">
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<summary>
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Call apiClearColor in OpenGL
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specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
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Values specified by apiClearColor are clamped to the range [0,1]
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</summary>
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<param name="R">Specify the red values used when the color buffers are cleared.</param>
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<param name="G">Specify the red values used when the color buffers are cleared.</param>
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<param name="B">Specify the red values used when the color buffers are cleared.</param>
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<param name="A">Specify the red values used when the color buffers are cleared.</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.BindBuffer(StgSharp.Graphics.BufferType,System.UInt32)">
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<summary>
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Bind the indexed buffer object to certain type of buffer
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</summary>
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<param name="bufferType"></param>
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<param name="index"></param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.Clear(StgSharp.Graphics.MaskBufferBit)">
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<summary>
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Clear buffers to preset values
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</summary>
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<param name="mask"></param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
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<summary>
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Conpile the provided shader code in string form.
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</summary>
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<param name="shaderCode">A string represent the shader's code</param>
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<param name="shaderType">An <see cref="T:StgSharp.Graphics.ShaderType"/> enum represent the type of the shader to
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conpile, including vertex shader and fragment shader.</param>
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<returns>An uint value as the only mark of conpiled shader</returns>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.CreateWindowHandle(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
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<summary>
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Creates a form and its associated
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</summary>
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<param name="width">Required width</param>
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<param name="height">Required width</param>
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<param name="tittle">Tittle of the window </param>
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<param name="monitor"></param>
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<param name="share"></param>
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<returns>The instance of created form</returns>
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<exception cref="T:System.Exception"></exception>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.SetFrameBufferSizeCallback(System.IntPtr,StgSharp.Graphics.FrameBufferSizeHandler)">
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<summary>
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sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
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which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
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</summary>
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<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
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<param name="handler">Method hadler </param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
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<summary>
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Set how a shader parameter read data from a VBO.
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</summary>
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<param name="index">Serial number of the parameter</param>
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<param name="size">Amount of data each elements contains</param>
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<param name="t">Type of data read by shader</param>
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<param name="normalized"></param>
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<param name="stride">Pixels stride of each sets of data</param>
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<param name="pointer"></param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single},System.Single)">
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<summary>
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Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
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all types of parameters are float.
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</summary>
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<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
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<param name="v0">The value to be set</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Int32},System.Int32)">
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<summary>
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Set data value to a int <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
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all types of parameters are int.
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</summary>
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<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
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<param name="i0">The value to be set</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single},System.Single,System.Single)">
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<summary>
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Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`2"/>,
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all types of parameters are float.
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</summary>
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<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`2"/> target</param>
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<param name="v0">The first value to be set</param>
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<param name="v1">The second value to be set</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
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<summary>
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Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`3"/>,
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all types of parameters are float.
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</summary>
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<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`3"/> target</param>
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<param name="v0">The first value to be set</param>
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<param name="v1">The second value to be set</param>
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<param name="v2">The third value to be set</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
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<summary>
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Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
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all types of parameters are float.
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</summary>
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<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
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<param name="v0">The first value to be set</param>
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<param name="v1">The second value to be set</param>
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<param name="v2">The third value to be set</param>
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<param name="v3">The forth value to be set</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
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<summary>
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Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
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all types of parameters are float.
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</summary>
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<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
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<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
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<summary>
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Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
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all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
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</summary>
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<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
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<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
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</member>
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<member name="M:StgSharp.Graphics.Form.CreateShader">
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<summary>
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Create an instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> program
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</summary>
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<returns>New instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> instance. </returns>
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</member>
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<member name="F:StgSharp.Graphics.Form.Shader.programID">
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<summary>
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A <see cref="T:System.UInt32"/> value represent this shader.
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.Form.GLfunc)">
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<summary>
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Inti a shader with no program attached.
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.Form.Shader.CompileVertexShader(System.String)">
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<summary>
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Compile the vertex shader to be attached to this shader.
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</summary>
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<param name="shaderCode">GLSL code of vertex shader.</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.Shader.CompileFragmentShader(System.String)">
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<summary>
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Compile the fragment shader to be attached to this shader.
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</summary>
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<param name="shaderCode">GLSL code of fragment shader.</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.Shader.Link">
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<summary>
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Link the shader to current context.
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.Form.Shader.GetUniform``1(System.String)">
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<summary>
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Get a uniform form current shader,
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the value type of the uniform should be provided.
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</summary>
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<param name="name"></param>
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<returns></returns>
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</member>
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<member name="M:StgSharp.Graphics.Form.Shader.Use">
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<summary>
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Let the current context use this shader.
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form,StgSharp.Graphics.GLfuncLoader)">
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<summary>
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Load all aupportable OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.Form"/> context.
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</summary>
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<param name="form">The <see cref="T:StgSharp.Graphics.Form"/> used as current OpenGL context</param>
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<param name="loader">A delegate that can get o</param>
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</member>
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<member name="M:StgSharp.Graphics.glManager.LoadGLfunc(System.String)">
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<summary>
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Get the function pointer of given OpenGL api name
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</summary>
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<param name="name">Name of the OpenGL api</param>
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<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
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</member>
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<member name="F:StgSharp.Controlling.TimeLine.tickCounter">
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<summary>
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Tick counter count the frames passed since the program start.
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</summary>
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</member>
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<member name="P:StgSharp.IEntity.CollisionSensor">
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<summary>
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A sensor used for cheking out if a bullet hit a player or something else
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</summary>
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</member>
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<member name="P:StgSharp.IEntity.Location">
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<summary>
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A 2D vector presenting the position of an enemy entity, position can also be visited by X, Y
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</summary>
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</member>
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<member name="P:StgSharp.IEntity.X">
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<summary>
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X position of an enenmy entity
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</summary>
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</member>
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<member name="P:StgSharp.IEntity.Y">
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<summary>
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Y position of an enemy entity
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</summary>
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</member>
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<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
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<summary>
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The origin of this coordinate.
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</summary>
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</member>
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<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_H">
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<summary>
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The horizontial axis of the coordinate.
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Point to the right direction.
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</summary>
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</member>
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<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_V">
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<summary>
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The vertical axis of the coordinate.
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Point to the top direction.
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</summary>
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</member>
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<member name="T:StgSharp.Geometries.UnusedVertexException">
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<summary>
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当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
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</summary>
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</member>
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<member name="T:StgSharp.Geometries.GetLocationHandler">
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<summary>
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Caculate the movement of a point.
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</summary>
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<param name="tick">The game tick represent time passed by</param>
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<returns>A 3d vector representing movement</returns>
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</member>
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<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex2(System.UInt32)">
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<summary>
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Move the third vertix. this is a useless method for Parallelograms.
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</summary>
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<param name="tick">Current time tick</param>
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<returns></returns>
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<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
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</member>
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<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex3(System.UInt32)">
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<summary>
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Move the third vertix. This method is useless for Parallelograms.
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</summary>
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<param name="tick">Current time tick</param>
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<returns></returns>
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<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
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</member>
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<member name="T:StgSharp.Geometries.PlainGeometry">
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<summary>
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平面几何体。包含三角形,对称四边形,自由多边形等。最多可由16个点参数定义。
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</summary>
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</member>
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<member name="M:StgSharp.Geometries.Point.Update(System.UInt32)">
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<summary>
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Update the coordinate of the point. If this is a moving point,
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(Points on sides or surface if other geometry items)
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please do not define any motion here, codes will be ignored by program
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</summary>
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<param name="tick">Time passes since the program begin, counted by frames</param>
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</member>
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<member name="M:StgSharp.Geometries.Rectangle.MovCenter(System.UInt32)">
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<summary>
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计算中心点相对于参考原点的位移
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</summary>
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<param name="tick">当前游戏刻</param>
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<returns></returns>
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</member>
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<member name="T:StgSharp.Geometries.Square">
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<summary>
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A square
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</summary>
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</member>
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<member name="M:StgSharp.LinkedList`1.Add(`0)">
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<summary>
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Add an item to the tail of linked list.
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</summary>
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<param name="t">The item ready to add to the list</param>
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</member>
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<member name="T:StgSharp.Math.Vec2d">
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<summary>
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A two dimension vector defined by two elements.
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Vec2Ds in StgSharp are defaultly usaed as colum vector.
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</summary>
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</member>
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<member name="M:StgSharp.Math.Calc.ASin(System.Single)">
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<summary>
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Reurns the value of ArcSin(x)
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</summary>
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<param name="x">The sine value of the angle</param>
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<returns></returns>
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<exception cref="T:System.ArgumentException"></exception>
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</member>
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<member name="M:StgSharp.Math.Calc.Exp(System.Single)">
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<summary>
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Get the value of E ^ x;
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</summary>
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<param name="x"></param>
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<returns></returns>
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</member>
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<member name="M:StgSharp.Math.Calc.Log(System.Single)">
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<summary>
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</summary>
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<param name="x"></param>
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<returns>
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Returns the value of ln(x).
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</returns>
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</member>
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<member name="M:StgSharp.Math.Calc.Pow(System.Single,System.Single)">
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<summary>
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calculate the value of x^y
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</summary>
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<param name="x"></param>
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<param name="y"></param>
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<returns>Returns the value of x^y</returns>
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</member>
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<member name="M:StgSharp.Math.Calc.Random">
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|
<summary>
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|
returns a random float number between 0 and 1.
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|
</summary>
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|
<returns></returns>
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|
</member>
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|
<member name="M:StgSharp.Math.Calc.RandomSeed">
|
|
<summary>
|
|
Generates a random seed in int value.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
</members>
|
|
</doc>
|