74 lines
1.4 KiB
C#
74 lines
1.4 KiB
C#
using UnityEngine;
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namespace UnityEngine.ProBuilder
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{
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/// <summary>
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/// Vertex positions are sorted as integers to avoid floating point precision errors.
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/// </summary>
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struct IntVec2 : System.IEquatable<IntVec2>
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{
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public Vector2 value;
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public float x { get { return value.x; } }
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public float y { get { return value.y; } }
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public IntVec2(Vector2 vector)
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{
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this.value = vector;
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}
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public override string ToString()
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{
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return string.Format("({0:F2}, {1:F2})", x, y);
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}
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public static bool operator==(IntVec2 a, IntVec2 b)
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{
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return a.Equals(b);
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}
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public static bool operator!=(IntVec2 a, IntVec2 b)
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{
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return !(a == b);
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}
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public bool Equals(IntVec2 p)
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{
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return round(x) == round(p.x) &&
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round(y) == round(p.y);
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}
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public bool Equals(Vector2 p)
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{
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return round(x) == round(p.x) &&
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round(y) == round(p.y);
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}
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public override bool Equals(System.Object b)
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{
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return (b is IntVec2 && (this.Equals((IntVec2)b))) ||
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(b is Vector2 && this.Equals((Vector2)b));
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}
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public override int GetHashCode()
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{
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return VectorHash.GetHashCode(value);
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}
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private static int round(float v)
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{
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return System.Convert.ToInt32(v * VectorHash.FltCompareResolution);
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}
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public static implicit operator Vector2(IntVec2 p)
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{
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return p.value;
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}
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public static implicit operator IntVec2(Vector2 p)
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{
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return new IntVec2(p);
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}
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}
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}
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