linting 3
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@@ -5,85 +5,7 @@ namespace _2DGAMELIB
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{
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public static class Shas
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{
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public static readonly double D3 = 1.0 / 3.0;
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public static readonly double D3_2 = 2.0 / 3.0;
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public static Vector2D 左端上端 = Dat.Vec2DZero;
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public static Vector2D 中央上端 = new Vector2D(0.5, 0.0);
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public static Vector2D 左寄上端 = new Vector2D(D3, 0.0);
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public static Vector2D 右寄上端 = new Vector2D(D3_2, 0.0);
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public static Vector2D 右端上端 = new Vector2D(1.0, 0.0);
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public static Vector2D 左端中央 = new Vector2D(0.0, 0.5);
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public static Vector2D 中央中央 = new Vector2D(0.5, 0.5);
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public static Vector2D 左寄中央 = new Vector2D(D3, 0.5);
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public static Vector2D 右寄中央 = new Vector2D(D3_2, 0.5);
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public static Vector2D 右端中央 = new Vector2D(1.0, 0.5);
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public static Vector2D 左端上寄 = new Vector2D(0.0, D3);
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public static Vector2D 中央上寄 = new Vector2D(0.5, D3);
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public static Vector2D 左寄上寄 = new Vector2D(D3, D3);
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public static Vector2D 右寄上寄 = new Vector2D(D3_2, D3);
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public static Vector2D 右端上寄 = new Vector2D(1.0, D3);
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public static Vector2D 左端下寄 = new Vector2D(0.0, D3_2);
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public static Vector2D 中央下寄 = new Vector2D(0.5, D3_2);
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public static Vector2D 左寄下寄 = new Vector2D(D3, D3_2);
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public static Vector2D 右寄下寄 = new Vector2D(D3_2, D3_2);
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public static Vector2D 右端下寄 = new Vector2D(1.0, D3_2);
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public static Vector2D 左端下端 = new Vector2D(0.0, 1.0);
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public static Vector2D 中央下端 = new Vector2D(0.5, 1.0);
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public static Vector2D 左寄下端 = new Vector2D(D3, 1.0);
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public static Vector2D 右寄下端 = new Vector2D(D3_2, 1.0);
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public static Vector2D 右端下端 = Dat.Vec2DOne;
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private static MatrixD m120 = 120.0.ToRadian().RotationZ();
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private static MatrixD m240 = 240.0.ToRadian().RotationZ();
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public static Vector2D TP1 = 中央上端;
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public static Vector2D TP2 = GetTP2();
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public static Vector2D TP3 = GetTP3();
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public static Vector2D TP1_2 = (TP1 + TP2) * 0.5;
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public static Vector2D TP2_3 = (TP2 + TP3) * 0.5;
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public static Vector2D TP3_1 = (TP3 + TP1) * 0.5;
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private static Vector2D GetTP2()
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{
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return Math.TransformCoordinateBP(ref TP1, ref 中央中央, ref m120);
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}
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private static Vector2D GetTP3()
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{
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return Math.TransformCoordinateBP(ref TP1, ref 中央中央, ref m240);
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}
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//rectangle coords
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public static Vector2D MulX(this Vector2D Vector, double X)
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{
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@@ -97,13 +19,6 @@ namespace _2DGAMELIB
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return Vector;
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}
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public static Vector2D MulXY(this Vector2D Vector, double X, double Y)
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{
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Vector.X *= X;
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Vector.Y *= Y;
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return Vector;
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}
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public static Vector2D AddX(this Vector2D Point, double X)
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{
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Point.X += X;
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@@ -537,8 +452,18 @@ namespace _2DGAMELIB
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}
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}
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public static Out Get三角形()
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public static Out GetTriangle()
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{
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MatrixD m120 = 120.0.ToRadian().RotationZ();
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MatrixD m240 = 240.0.ToRadian().RotationZ();
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Vector2D TP1 = new Vector2D(0.5, 0.0);
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Vector2D TP2 = Math.TransformCoordinateBP(TP1, new Vector2D(0.5, 0.5), m120);
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Vector2D TP3 = Math.TransformCoordinateBP(TP1, new Vector2D(0.5, 0.5), m240);
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return new Out
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{
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Tension = 0f,
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@@ -546,12 +471,17 @@ namespace _2DGAMELIB
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};
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}
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public static Out Get正方形()
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public static Out GetSquare()
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{
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return new Out
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{
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Tension = 0f,
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ps = { 左端上端, 右端上端, 右端下端, 左端下端 }
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ps = {
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new Vector2D(0.0, 0.0),
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new Vector2D(1.0, 0.0),
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new Vector2D(1.0, 1.0),
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new Vector2D(0.0, 1.0)
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}
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};
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}
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}
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