ConvertUnits.cs 3.3 KB

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  1. using Microsoft.Xna.Framework;
  2. namespace FarseerPhysics.SamplesFramework
  3. {
  4. /// <summary>
  5. /// Convert units between display and simulation units.
  6. /// </summary>
  7. public static class ConvertUnits
  8. {
  9. private static float _displayUnitsToSimUnitsRatio = 100f;
  10. private static float _simUnitsToDisplayUnitsRatio = 1 / _displayUnitsToSimUnitsRatio;
  11. public static void SetDisplayUnitToSimUnitRatio(float displayUnitsPerSimUnit)
  12. {
  13. _displayUnitsToSimUnitsRatio = displayUnitsPerSimUnit;
  14. _simUnitsToDisplayUnitsRatio = 1 / displayUnitsPerSimUnit;
  15. }
  16. public static float ToDisplayUnits(float simUnits)
  17. {
  18. return simUnits * _displayUnitsToSimUnitsRatio;
  19. }
  20. public static float ToDisplayUnits(int simUnits)
  21. {
  22. return simUnits * _displayUnitsToSimUnitsRatio;
  23. }
  24. public static Vector2 ToDisplayUnits(Vector2 simUnits)
  25. {
  26. return simUnits * _displayUnitsToSimUnitsRatio;
  27. }
  28. public static void ToDisplayUnits(ref Vector2 simUnits, out Vector2 displayUnits)
  29. {
  30. Vector2.Multiply(ref simUnits, _displayUnitsToSimUnitsRatio, out displayUnits);
  31. }
  32. public static Vector3 ToDisplayUnits(Vector3 simUnits)
  33. {
  34. return simUnits * _displayUnitsToSimUnitsRatio;
  35. }
  36. public static Vector2 ToDisplayUnits(float x, float y)
  37. {
  38. return new Vector2(x, y) * _displayUnitsToSimUnitsRatio;
  39. }
  40. public static void ToDisplayUnits(float x, float y, out Vector2 displayUnits)
  41. {
  42. displayUnits = Vector2.Zero;
  43. displayUnits.X = x * _displayUnitsToSimUnitsRatio;
  44. displayUnits.Y = y * _displayUnitsToSimUnitsRatio;
  45. }
  46. public static float ToSimUnits(float displayUnits)
  47. {
  48. return displayUnits * _simUnitsToDisplayUnitsRatio;
  49. }
  50. public static float ToSimUnits(double displayUnits)
  51. {
  52. return (float)displayUnits * _simUnitsToDisplayUnitsRatio;
  53. }
  54. public static float ToSimUnits(int displayUnits)
  55. {
  56. return displayUnits * _simUnitsToDisplayUnitsRatio;
  57. }
  58. public static Vector2 ToSimUnits(Vector2 displayUnits)
  59. {
  60. return displayUnits * _simUnitsToDisplayUnitsRatio;
  61. }
  62. public static Vector3 ToSimUnits(Vector3 displayUnits)
  63. {
  64. return displayUnits * _simUnitsToDisplayUnitsRatio;
  65. }
  66. public static void ToSimUnits(ref Vector2 displayUnits, out Vector2 simUnits)
  67. {
  68. Vector2.Multiply(ref displayUnits, _simUnitsToDisplayUnitsRatio, out simUnits);
  69. }
  70. public static Vector2 ToSimUnits(float x, float y)
  71. {
  72. return new Vector2(x, y) * _simUnitsToDisplayUnitsRatio;
  73. }
  74. public static Vector2 ToSimUnits(double x, double y)
  75. {
  76. return new Vector2((float)x, (float)y) * _simUnitsToDisplayUnitsRatio;
  77. }
  78. public static void ToSimUnits(float x, float y, out Vector2 simUnits)
  79. {
  80. simUnits = Vector2.Zero;
  81. simUnits.X = x * _simUnitsToDisplayUnitsRatio;
  82. simUnits.Y = y * _simUnitsToDisplayUnitsRatio;
  83. }
  84. }
  85. }