mirror of
https://github.com/space-wizards/RobustToolbox.git
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* Shader work WiP * Probably implement basic shader param support. * Really rough and hacky version * Fix dumb exception. * Custom fullscreen drawing API prototype. * Significantly optimize debug colliders drawing. * Fix drawdepths on clothing & overlays. * Re-add license to outline shader. * Update .editorconfig for .gdsl files. * Fix unit tests.
58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
using SS14.Shared.Maths;
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namespace SS14.Client.Utility
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{
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public static class GodotConversions
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{
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public static Vector2 Convert(this Godot.Vector2 vector2)
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{
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return new Vector2(vector2.x, vector2.y);
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}
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public static Godot.Vector2 Convert(this Vector2 vector2)
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{
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return new Godot.Vector2(vector2.X, vector2.Y);
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}
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public static Vector3 Convert(this Godot.Vector3 vector3)
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{
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return new Vector3(vector3.x, vector3.y, vector3.z);
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}
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public static Godot.Vector3 Convert(this Vector3 vector3)
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{
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return new Godot.Vector3(vector3.X, vector3.Y, vector3.Z);
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}
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public static Color Convert(this Godot.Color color)
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{
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return new Color(color.r, color.g, color.b, color.a);
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}
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public static Godot.Color Convert(this Color color)
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{
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return new Godot.Color(color.R, color.G, color.B, color.A);
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}
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public static Godot.Rect2 Convert(this Box2 box)
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{
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return new Godot.Rect2(box.Left, box.Top, box.Width, box.Height);
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}
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public static Box2 Convert(this Godot.Rect2 rect)
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{
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return new Box2(rect.Position.x, rect.Position.y, rect.End.x, rect.End.y);
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}
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public static Godot.Transform2D Convert(this Matrix3 matrix)
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{
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return new Godot.Transform2D
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{
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o = new Godot.Vector2(matrix.R0C2, matrix.R1C2),
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x = new Godot.Vector2(matrix.R0C0, matrix.R0C1),
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y = new Godot.Vector2(matrix.R1C0, matrix.R1C1),
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};
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}
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}
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}
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