Большое переименование и рефакторинг углов / Big renaming and refactoring of angles
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38 changed files with 3819 additions and 3757 deletions
133
BGC/F32Angle.cs
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133
BGC/F32Angle.cs
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/*
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* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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/*
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* Author: Andrey Pokidov
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* Date: 1 Feb 2019
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*/
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namespace BGC
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{
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public static class F32Angle
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{
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public static float ToRadians(float angle, AngleUnit unit)
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{
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if (unit == AngleUnit.DEGREES)
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{
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return angle * F32Degrees.RADIANS_IN_DEGREE;
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}
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if (unit == AngleUnit.TURNS)
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{
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return angle * F32Radians.TWO_PI;
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}
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return angle;
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}
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public static float ToDegrees(float angle, AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return angle * F32Radians.DEGREES_IN_RADIAN;
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}
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if (unit == AngleUnit.TURNS)
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{
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return angle * 360.0f;
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}
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return angle;
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}
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public static float ToTurns(float angle, AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return angle * F32Radians.TURNS_IN_RADIAN;
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}
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if (unit == AngleUnit.DEGREES)
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{
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return angle * F32Degrees.TURNS_IN_DEGREE;
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}
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return angle;
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}
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public static float GetFullCircle(AngleUnit unit)
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{
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if (unit == AngleUnit.DEGREES)
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{
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return 360.0f;
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}
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if (unit == AngleUnit.TURNS)
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{
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return 1.0f;
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}
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return F32Radians.TWO_PI;
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}
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public static float GetHalfCircle(AngleUnit unit)
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{
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if (unit == AngleUnit.DEGREES)
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{
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return 180.0f;
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}
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if (unit == AngleUnit.TURNS)
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{
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return 0.5f;
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}
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return F32Radians.PI;
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}
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public static float GetQuarterCircle(AngleUnit unit)
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{
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if (unit == AngleUnit.DEGREES)
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{
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return 90.0f;
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}
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if (unit == AngleUnit.TURNS)
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{
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return 0.25f;
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}
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return F32Radians.HALF_OF_PI;
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}
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public static float Normalize(float angle, AngleUnit unit, AngleRange range)
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{
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if (unit == AngleUnit.DEGREES)
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{
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return F32Degrees.Normalize(angle, range);
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}
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if (unit == AngleUnit.TURNS)
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{
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return F32Turns.Normalize(angle, range);
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}
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return F32Radians.Normalize(angle, range);
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}
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}
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}
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