Refactor engine to support double-precision vectors

This commit is contained in:
Wojtek Figat
2022-06-13 00:40:32 +02:00
parent f82e370392
commit a881c90b2e
744 changed files with 19062 additions and 12467 deletions

View File

@@ -42,7 +42,7 @@ namespace FlaxEditor.Surface.Elements
// Draw border
if (!IsFocused)
Render2D.DrawRectangle(new Rectangle(Vector2.Zero, Size), Style.Current.BorderNormal);
Render2D.DrawRectangle(new Rectangle(Float2.Zero, Size), Style.Current.BorderNormal);
}
/// <inheritdoc />
@@ -71,20 +71,20 @@ namespace FlaxEditor.Surface.Elements
if (value is int valueInt)
result = (uint)valueInt;
else if (value is uint valueUint)
result = valueUint;
else if (value is long valueLong)
result = (uint)valueLong;
else if (value is ulong valueUlong)
result = (uint)valueUlong;
else if (value is float valueFloat)
result = (uint)valueFloat;
else if (value is Vector2 valueVec2)
result = (uint)(arch.BoxID == 0 ? valueVec2.X : valueVec2.Y);
else if (value is Vector3 valueVec3)
result = (uint)(arch.BoxID == 0 ? valueVec3.X : arch.BoxID == 1 ? valueVec3.Y : valueVec3.Z);
else if (value is Vector4 valueVec4)
result = (uint)(arch.BoxID == 0 ? valueVec4.X : arch.BoxID == 1 ? valueVec4.Y : arch.BoxID == 2 ? valueVec4.Z : valueVec4.W);
else if (value is uint asUint)
result = asUint;
else if (value is long asLong)
result = (uint)asLong;
else if (value is ulong asUlong)
result = (uint)asUlong;
else if (value is float asFloat)
result = (uint)asFloat;
else if (value is Vector2 asVector2)
result = (uint)(arch.BoxID == 0 ? asVector2.X : asVector2.Y);
else if (value is Vector3 asVector3)
result = (uint)(arch.BoxID == 0 ? asVector3.X : arch.BoxID == 1 ? asVector3.Y : asVector3.Z);
else if (value is Vector4 asVector4)
result = (uint)(arch.BoxID == 0 ? asVector4.X : arch.BoxID == 1 ? asVector4.Y : arch.BoxID == 2 ? asVector4.Z : asVector4.W);
else
result = 0u;
@@ -115,35 +115,35 @@ namespace FlaxEditor.Surface.Elements
value = (ulong)toSet;
else if (value is float)
value = toSetF;
else if (value is Vector2 valueVec2)
else if (value is Vector2 asVector2)
{
if (arch.BoxID == 0)
valueVec2.X = toSetF;
asVector2.X = toSetF;
else
valueVec2.Y = toSetF;
value = valueVec2;
asVector2.Y = toSetF;
value = asVector2;
}
else if (value is Vector3 valueVec3)
else if (value is Vector3 asVector3)
{
if (arch.BoxID == 0)
valueVec3.X = toSetF;
asVector3.X = toSetF;
else if (arch.BoxID == 1)
valueVec3.Y = toSetF;
asVector3.Y = toSetF;
else
valueVec3.Z = toSetF;
value = valueVec3;
asVector3.Z = toSetF;
value = asVector3;
}
else if (value is Vector4 valueVec4)
else if (value is Vector4 asVector4)
{
if (arch.BoxID == 0)
valueVec4.X = toSetF;
asVector4.X = toSetF;
else if (arch.BoxID == 1)
valueVec4.Y = toSetF;
asVector4.Y = toSetF;
else if (arch.BoxID == 2)
valueVec4.Z = toSetF;
asVector4.Z = toSetF;
else
valueVec4.W = toSetF;
value = valueVec4;
asVector4.W = toSetF;
value = asVector4;
}
else
value = 0;