mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-01 09:37:03 +02:00
251 lines
8.5 KiB
C#
251 lines
8.5 KiB
C#
using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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using JetBrains.Annotations;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Maths
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{
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/// <summary>
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/// This type contains a <see cref="Box2"/> and a rotation <see cref="Angle"/> in world space.
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/// </summary>
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[Serializable]
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public struct Box2Rotated : IEquatable<Box2Rotated>, ISpanFormattable
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{
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public Box2 Box;
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public Angle Rotation;
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/// <summary>
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/// The point about which the rotation occurs.
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/// </summary>
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public Vector2 Origin;
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/// <summary>
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/// A 1x1 unit box with the origin centered and identity rotation.
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/// </summary>
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public static readonly Box2Rotated UnitCentered = new(Box2.UnitCentered, Angle.Zero, Vector2.Zero);
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public readonly Vector2 BottomRight => Origin + Rotation.RotateVec(Box.BottomRight - Origin);
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public readonly Vector2 TopLeft => Origin + Rotation.RotateVec(Box.TopLeft - Origin);
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public readonly Vector2 TopRight => Origin + Rotation.RotateVec(Box.TopRight - Origin);
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public readonly Vector2 BottomLeft => Origin + Rotation.RotateVec(Box.BottomLeft - Origin);
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public readonly Vector2 Center => Origin + Rotation.RotateVec((Box.BottomLeft + Box.TopRight)/2 - Origin);
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public readonly Matrix3x2 Transform
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get
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{
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// Equivalent to Matrix3Helpers.CreateTransform(Origin - Rotation.RotateVec(Origin), Rotation)
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// but ~20% faster
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var angle = (float) Rotation;
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var sin = MathF.Sin(angle);
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var cos = MathF.Cos(angle);
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var cos1 = 1 - cos;
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var dx = cos1 * Origin.X + sin * Origin.Y;
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var dy = - sin * Origin.X + cos1 * Origin.Y;
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return new Matrix3x2
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{
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M11 = cos,
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M12 = sin,
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M21 = -sin,
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M22 = cos,
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M31 = dx,
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M32 = dy,
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};
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}
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}
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public Box2Rotated(Vector2 bottomLeft, Vector2 topRight)
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: this(new Box2(bottomLeft, topRight))
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{
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}
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public Box2Rotated(Box2 box)
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: this(box, 0)
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{
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}
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public Box2Rotated(Box2 box, Angle rotation)
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: this(box, rotation, Vector2.Zero)
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{
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}
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public Box2Rotated(Box2 box, Angle rotation, Vector2 origin)
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{
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Box = box;
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Rotation = rotation;
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Origin = origin;
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}
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/// <summary>
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/// Enlarges the box by the specified value.
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/// </summary>
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[Pure]
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public readonly Box2Rotated Enlarged(float value)
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{
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var box = Box.Enlarged(value);
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return new Box2Rotated(box, Rotation, Origin);
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}
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/// <summary>
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/// Calculates the smallest AABB that will encompass the rotated box. The AABB is in local space.
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/// </summary>
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[Pure]
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public readonly Box2 CalcBoundingBox()
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{
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GetVertices(out var x, out var y);
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var aabb = SimdHelpers.GetAABB(x, y);
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return Unsafe.As<Vector128<float>, Box2>(ref aabb);
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}
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/// <summary>
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/// Applies the transformation to the box's corners and returns the coordinates in two simd vectors.
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/// </summary>
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/// <remarks>The corners are ordered clockwise, starting from what was the bottom left corner prior to the transformation.</remarks>
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/// <remarks>This is effectively a specialized variant of a <see cref="Matrix3Helpers"/> transform method that avoids having to use construct the matrix via <see cref="Transform"/></remarks>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal readonly void GetVertices(out Vector128<float> x, out Vector128<float> y)
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{
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var boxVec = Unsafe.As<Box2, Vector128<float>>(ref Unsafe.AsRef(in Box));
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var originX = Vector128.Create(Origin.X);
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var originY = Vector128.Create(Origin.Y);
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var rotTheta = (float) Rotation.Theta;
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var cos = Vector128.Create(MathF.Cos(rotTheta));
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var sin = Vector128.Create(MathF.Sin(rotTheta));
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var boxX = Vector128.Shuffle(boxVec, Vector128.Create(0, 2, 2, 0)) - originX;
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var boxY = Vector128.Shuffle(boxVec, Vector128.Create(1, 1, 3, 3)) - originY;
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x = boxX * cos - boxY * sin + originX;
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y = boxX * sin + boxY * cos + originY;
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}
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/// <summary>
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/// Applies the box rotation to all corners.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void GetCorners(
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out Vector2 bottomLeft,
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out Vector2 bottomRight,
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out Vector2 topRight,
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out Vector2 topLeft)
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{
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GetVertices(out var x, out var y);
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bottomLeft = new Vector2(x.GetElement(0), y.GetElement(0));
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bottomRight = new Vector2(x.GetElement(1), y.GetElement(1));
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topRight = new Vector2(x.GetElement(2), y.GetElement(2));
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topLeft = new Vector2(x.GetElement(3), y.GetElement(3));
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}
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[Pure]
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public readonly bool Contains(Vector2 worldPoint)
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{
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// Get the worldpoint in our frame of reference so we can do a faster AABB check.
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var localPoint = GetLocalPoint(worldPoint);
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return Box.Contains(localPoint);
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}
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/// <summary>
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/// Convert a point in world-space coordinates to our local coordinates.
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/// </summary>
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[Pure]
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private readonly Vector2 GetLocalPoint(Vector2 point)
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{
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return Origin + (-Rotation).RotateVec(point - Origin);
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}
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#region Equality
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/// <inheritdoc />
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public readonly bool Equals(Box2Rotated other)
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{
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return Box.Equals(other.Box) && Rotation.Equals(other.Rotation) && Origin.Equals(other.Origin);
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}
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[Pure]
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public readonly bool EqualsApprox(Box2Rotated other)
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{
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return Box.EqualsApprox(other.Box)
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&& Rotation.EqualsApprox(other.Rotation)
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&& Origin.EqualsApprox(other.Origin);
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}
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[Pure]
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public readonly bool EqualsApprox(Box2Rotated other, double tolerance)
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{
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return Box.EqualsApprox(other.Box, tolerance)
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&& Rotation.EqualsApprox(other.Rotation, tolerance)
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&& Origin.EqualsApprox(other.Origin, tolerance);
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}
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/// <inheritdoc />
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public readonly override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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return obj is Box2Rotated other && Equals(other);
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}
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/// <inheritdoc />
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public readonly override int GetHashCode()
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{
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unchecked
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{
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var hashCode = Box.GetHashCode();
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hashCode = (hashCode * 397) ^ Rotation.GetHashCode();
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hashCode = (hashCode * 397) ^ Origin.GetHashCode();
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return hashCode;
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}
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}
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/// <summary>
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/// Check for equality by value between two <see cref="Box2Rotated"/>.
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/// </summary>
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public static bool operator ==(Box2Rotated a, Box2Rotated b)
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{
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return a.Equals(b);
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}
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/// <summary>
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/// Check for inequality by value between two <see cref="Box2Rotated"/>.
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/// </summary>
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public static bool operator !=(Box2Rotated a, Box2Rotated b)
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{
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return !a.Equals(b);
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}
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#endregion
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/// <summary>
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/// Returns a string representation of this type.
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/// </summary>
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public readonly override string ToString()
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{
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return $"{Box}, {Rotation}";
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}
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public readonly string ToString(string? format, IFormatProvider? formatProvider)
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{
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return ToString();
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}
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public readonly bool TryFormat(
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Span<char> destination,
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out int charsWritten,
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ReadOnlySpan<char> format,
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IFormatProvider? provider)
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{
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return FormatHelpers.TryFormatInto(
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destination,
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out charsWritten,
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$"{Box}, {Rotation}");
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}
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}
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}
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