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