mirror of
https://github.com/Memorix101/UnityXNA/
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The XNA 4.0 PlatformerGame sample is successfully running inside Unity3D 3.5. Implemented a basic game loop, game timing, content loading for Texture2D, SoundEffect and Song. Emulated SpriteBatch drawing for sprites and strings (note SpriteFont is not yet supported to all strings are rendered using the default GUI label font). Songs can be played using an AudioSource attached to the XNATest game object which acts as an emulator for MediaPlayer. Playing a SoundEffect creates a game object with an AudioSource attached which is automatically deleted when the sound finishes. Implemented keyboard input with a limited set of XNA Keys mapping to Unity3D KeyCodes.
150 lines
5.4 KiB
C#
150 lines
5.4 KiB
C#
#region License
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/*
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MIT License
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Copyright © 2006 The Mono.Xna Team
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All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion License
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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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namespace Microsoft.Xna.Framework
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{
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public static class MathHelper
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{
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public const float E = (float)Math.E;
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public const float Log10E = 0.4342945f;
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public const float Log2E = 1.442695f;
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public const float Pi = (float)Math.PI;
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public const float PiOver2 = (float)(Math.PI / 2.0);
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public const float PiOver4 = (float)(Math.PI / 4.0);
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public const float TwoPi = (float)(Math.PI * 2.0);
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public static float Barycentric(float value1, float value2, float value3, float amount1, float amount2)
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{
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return value1 + (value2 - value1) * amount1 + (value3 - value1) * amount2;
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}
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public static float CatmullRom(float value1, float value2, float value3, float value4, float amount)
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{
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// Using formula from http://www.mvps.org/directx/articles/catmull/
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// Internally using doubles not to lose precission
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double amountSquared = amount * amount;
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double amountCubed = amountSquared * amount;
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return (float)(0.5f * (2.0f * value2 +
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(value3 - value1) * amount +
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(2.0f * value1 - 5.0f * value2 + 4.0f * value3 - value4) * amountSquared +
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(3.0f * value2 - value1 - 3.0f * value3 + value4) * amountCubed));
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}
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public static float Clamp(float value, float min, float max)
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{
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return value > max ? max : (value < min ? min : value);
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}
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public static float Distance(float value1, float value2)
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{
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return Math.Abs(value1 - value2);
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}
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public static float Hermite(float value1, float tangent1, float value2, float tangent2, float amount)
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{
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// All transformed to double not to lose precission
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// Otherwise, for high numbers of param:amount the result is NaN instead of Infinity
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double v1 = value1, v2 = value2, t1 = tangent1, t2 = tangent2, s = amount, result;
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double sCubed = s * s * s;
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double sSquared = s * s;
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if (amount == 0f)
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result = value1;
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else if (amount == 1f)
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result = value2;
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else
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result = (2.0f * v1 - 2.0f * v2 + t2 + t1) * sCubed +
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(3.0f * v2 - 3.0f * v1 - 2.0f * t1 - t2) * sSquared +
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t1 * s +
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v1;
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return (float)result;
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}
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public static float Lerp(float value1, float value2, float amount)
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{
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return value1 + (value2 - value1) * amount;
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}
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public static float Max(float value1, float value2)
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{
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return Math.Max(value1, value2);
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}
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public static float Min(float value1, float value2)
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{
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return Math.Min(value1, value2);
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}
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public static float SmoothStep(float value1, float value2, float amount)
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{
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// It is expected that 0 < amount < 1
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// If amount < 0, return value1
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// If amount > 1, return value2
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float result = MathHelper.Clamp(amount, 0f, 1f);
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result = MathHelper.Hermite(value1, 0f, value2, 0f, result);
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return result;
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}
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public static float ToDegrees(float radians)
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{
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// This method uses double precission internally,
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// though it returns single float
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// Factor = 180 / pi
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return (float)(radians * 57.295779513082320876798154814105);
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}
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public static float ToRadians(float degrees)
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{
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// This method uses double precission internally,
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// though it returns single float
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// Factor = pi / 180
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return (float)(degrees * 0.017453292519943295769236907684886);
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}
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public static float WrapAngle(float angle)
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{
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angle = (float)Math.IEEERemainder((double)angle, 6.2831854820251465); //2xPi precission is double
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if (angle <= -3.141593f)
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{
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angle += 6.283185f;
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return angle;
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}
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if (angle > 3.141593f)
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{
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angle -= 6.283185f;
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}
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return angle;
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}
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}
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} |