Renamed Out to CurveOutline

This commit is contained in:
2026-06-13 21:18:55 +02:00
parent 1ab259d3f9
commit 035588e3db
15 changed files with 391 additions and 390 deletions

View File

@@ -38,27 +38,27 @@ namespace _2DGAMELIB
return Point;
}
public static void SetTension(this IEnumerable<Out> Out, float Tension)
public static void SetTension(this IEnumerable<CurveOutline> Out, float Tension)
{
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
item.Tension = Tension;
}
}
public static void OutlineFalse(this IEnumerable<Out> Out)
public static void OutlineFalse(this IEnumerable<CurveOutline> Out)
{
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
item.Outline = false;
}
}
public static Vector2D GetCenter(this IEnumerable<Out> Out)
public static Vector2D GetCenter(this IEnumerable<CurveOutline> Out)
{
double num = 0.0;
Vector2D vec2DZero = DataConsts.Vec2DZero;
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
foreach (Vector2D p in item.ps)
{
@@ -81,10 +81,10 @@ namespace _2DGAMELIB
return vec2DZero / num;
}
public static void Rotation(this IEnumerable<Out> Out, Vector2D BP, double Angle)
public static void Rotation(this IEnumerable<CurveOutline> Out, Vector2D BP, double Angle)
{
MatrixD transform = Angle.ToRadian().RotationZ();
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -93,10 +93,10 @@ namespace _2DGAMELIB
}
}
public static void ScalingX(this IEnumerable<Out> Out, Vector2D BP, double Rate)
public static void ScalingX(this IEnumerable<CurveOutline> Out, Vector2D BP, double Rate)
{
double num = BP.X - BP.X * Rate;
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -107,10 +107,10 @@ namespace _2DGAMELIB
}
}
public static void ScalingX(this IEnumerable<Out> Out, ref Vector2D BP, double Rate)
public static void ScalingX(this IEnumerable<CurveOutline> Out, ref Vector2D BP, double Rate)
{
double num = BP.X - BP.X * Rate;
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -121,10 +121,10 @@ namespace _2DGAMELIB
}
}
public static void ScalingY(this IEnumerable<Out> Out, Vector2D BP, double Rate)
public static void ScalingY(this IEnumerable<CurveOutline> Out, Vector2D BP, double Rate)
{
double num = BP.Y - BP.Y * Rate;
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -135,10 +135,10 @@ namespace _2DGAMELIB
}
}
public static void ScalingY(this IEnumerable<Out> Out, ref Vector2D BP, double Rate)
public static void ScalingY(this IEnumerable<CurveOutline> Out, ref Vector2D BP, double Rate)
{
double num = BP.Y - BP.Y * Rate;
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -149,12 +149,12 @@ namespace _2DGAMELIB
}
}
public static void ScalingXY(this IEnumerable<Out> Out, Vector2D BP, double Rate)
public static void ScalingXY(this IEnumerable<CurveOutline> Out, Vector2D BP, double Rate)
{
Vector2D vector2D = default(Vector2D);
vector2D.X = BP.X - BP.X * Rate;
vector2D.Y = BP.Y - BP.Y * Rate;
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -166,12 +166,12 @@ namespace _2DGAMELIB
}
}
public static void ScalingXY(this IEnumerable<Out> Out, ref Vector2D BP, double Rate)
public static void ScalingXY(this IEnumerable<CurveOutline> Out, ref Vector2D BP, double Rate)
{
Vector2D vector2D = default(Vector2D);
vector2D.X = BP.X - BP.X * Rate;
vector2D.Y = BP.Y - BP.Y * Rate;
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -183,12 +183,12 @@ namespace _2DGAMELIB
}
}
public static void ScalingXY(this IEnumerable<Out> Out, Vector2D BP, double X, double Y)
public static void ScalingXY(this IEnumerable<CurveOutline> Out, Vector2D BP, double X, double Y)
{
Vector2D vector2D = default(Vector2D);
vector2D.X = BP.X - BP.X * X;
vector2D.Y = BP.Y - BP.Y * Y;
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -260,10 +260,10 @@ namespace _2DGAMELIB
}
}
public static void ReverseX(this List<Out> Out, ref Vector2D BP)
public static void ReverseX(this List<CurveOutline> Out, ref Vector2D BP)
{
double num = BP.X - (1.0 - BP.X);
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -276,10 +276,10 @@ namespace _2DGAMELIB
Out.Reverse();
}
public static void ReverseY(this List<Out> Out, Vector2D BP)
public static void ReverseY(this List<CurveOutline> Out, Vector2D BP)
{
double num = BP.Y - (1.0 - BP.Y);
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -292,10 +292,10 @@ namespace _2DGAMELIB
Out.Reverse();
}
public static void ReverseY(this List<Out> Out, ref Vector2D BP)
public static void ReverseY(this List<CurveOutline> Out, ref Vector2D BP)
{
double num = BP.Y - (1.0 - BP.Y);
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -326,9 +326,9 @@ namespace _2DGAMELIB
}
}
public static void ExpansionX(this List<Out> Out, Vector2D BP, double Rate)
public static void ExpansionX(this List<CurveOutline> Out, Vector2D BP, double Rate)
{
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -339,9 +339,9 @@ namespace _2DGAMELIB
}
}
public static void ExpansionX(this List<Out> Out, ref Vector2D BP, double Rate)
public static void ExpansionX(this List<CurveOutline> Out, ref Vector2D BP, double Rate)
{
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -352,9 +352,9 @@ namespace _2DGAMELIB
}
}
public static void ExpansionY(this List<Out> Out, Vector2D BP, double Rate)
public static void ExpansionY(this List<CurveOutline> Out, Vector2D BP, double Rate)
{
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -365,9 +365,9 @@ namespace _2DGAMELIB
}
}
public static void ExpansionY(this List<Out> Out, ref Vector2D BP, double Rate)
public static void ExpansionY(this List<CurveOutline> Out, ref Vector2D BP, double Rate)
{
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -378,9 +378,9 @@ namespace _2DGAMELIB
}
}
public static void ExpansionXY(this List<Out> Out, Vector2D BP, double Rate)
public static void ExpansionXY(this List<CurveOutline> Out, Vector2D BP, double Rate)
{
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -389,9 +389,9 @@ namespace _2DGAMELIB
}
}
public static void ExpansionXY(this List<Out> Out, ref Vector2D BP, double Rate)
public static void ExpansionXY(this List<CurveOutline> Out, ref Vector2D BP, double Rate)
{
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
for (int i = 0; i < item.ps.Count; i++)
{
@@ -436,10 +436,10 @@ namespace _2DGAMELIB
}
}
public static IEnumerable<Vector2D> EnumPoints(this IEnumerable<Out> Out)
public static IEnumerable<Vector2D> EnumPoints(this IEnumerable<CurveOutline> Out)
{
HashSet<Vector2D> hs = new HashSet<Vector2D>();
foreach (Out item in Out)
foreach (CurveOutline item in Out)
{
foreach (Vector2D p in item.ps)
{
@@ -452,7 +452,7 @@ namespace _2DGAMELIB
}
}
public static Out GetTriangle()
public static CurveOutline GetTriangle()
{
MatrixD m120 = 120.0.ToRadian().RotationZ();
@@ -464,16 +464,16 @@ namespace _2DGAMELIB
Vector2D TP3 = Math.TransformCoordinateBP(TP1, new Vector2D(0.5, 0.5), m240);
return new Out
return new CurveOutline
{
Tension = 0f,
ps = { TP1, TP2, TP3 }
};
}
public static Out GetSquare()
public static CurveOutline GetSquare()
{
return new Out
return new CurveOutline
{
Tension = 0f,
ps = {