Refactor backend into domain-first slices
This commit is contained in:
92
apps/backend/Shared/AI/GoapCore.cs
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92
apps/backend/Shared/AI/GoapCore.cs
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@@ -0,0 +1,92 @@
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namespace SpaceGame.Api.Shared.AI;
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public abstract class GoapAction<TState>
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{
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public abstract string Name { get; }
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public abstract float Cost { get; }
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public abstract bool CheckPreconditions(TState state);
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public abstract TState ApplyEffects(TState state);
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public abstract void Execute(SimulationEngine engine, SimulationWorld world, CommanderRuntime commander);
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}
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public abstract class GoapGoal<TState>
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{
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public abstract string Name { get; }
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public abstract bool IsSatisfied(TState state);
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public abstract float ComputePriority(TState state, SimulationWorld world, CommanderRuntime commander);
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}
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public sealed class GoapPlan<TState>
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{
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public static readonly GoapPlan<TState> Empty = new() { Actions = [], TotalCost = 0f };
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public required IReadOnlyList<GoapAction<TState>> Actions { get; init; }
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public required float TotalCost { get; init; }
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public int CurrentStep { get; set; }
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public GoapAction<TState>? CurrentAction => CurrentStep < Actions.Count ? Actions[CurrentStep] : null;
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public bool IsComplete => CurrentStep >= Actions.Count;
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public void Advance() => CurrentStep++;
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}
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public sealed class GoapPlanner<TState>
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{
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private readonly Func<TState, TState> cloneState;
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public GoapPlanner(Func<TState, TState> cloneState)
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{
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this.cloneState = cloneState;
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}
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public GoapPlan<TState>? Plan(
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TState initialState,
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GoapGoal<TState> goal,
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IReadOnlyList<GoapAction<TState>> availableActions)
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{
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if (goal.IsSatisfied(initialState))
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{
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return GoapPlan<TState>.Empty;
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}
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var openSet = new PriorityQueue<PlanNode, float>();
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openSet.Enqueue(new PlanNode(cloneState(initialState), [], 0f), 0f);
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const int MaxIterations = 256;
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var iterations = 0;
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while (openSet.Count > 0 && iterations++ < MaxIterations)
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{
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var current = openSet.Dequeue();
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if (goal.IsSatisfied(current.State))
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{
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return new GoapPlan<TState>
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{
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Actions = current.Actions,
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TotalCost = current.Cost,
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};
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}
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foreach (var action in availableActions)
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{
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if (!action.CheckPreconditions(current.State))
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{
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continue;
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}
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var newState = action.ApplyEffects(cloneState(current.State));
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var newCost = current.Cost + action.Cost;
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var newActions = new List<GoapAction<TState>>(current.Actions) { action };
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openSet.Enqueue(new PlanNode(newState, newActions, newCost), newCost);
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}
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}
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return null;
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}
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private sealed record PlanNode(
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TState State,
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IReadOnlyList<GoapAction<TState>> Actions,
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float Cost);
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}
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4
apps/backend/Shared/Contracts/Common.cs
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4
apps/backend/Shared/Contracts/Common.cs
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@@ -0,0 +1,4 @@
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namespace SpaceGame.Api.Shared.Contracts;
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public sealed record Vector3Dto(float X, float Y, float Z);
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231
apps/backend/Shared/Runtime/SimulationKinds.cs
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231
apps/backend/Shared/Runtime/SimulationKinds.cs
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@@ -0,0 +1,231 @@
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namespace SpaceGame.Api.Shared.Runtime;
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public enum SpatialNodeKind
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{
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Star,
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Planet,
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Moon,
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LagrangePoint,
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}
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public enum WorkStatus
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{
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Pending,
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Active,
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Completed,
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}
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public enum OrderStatus
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{
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Queued,
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Accepted,
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Completed,
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}
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public enum ShipState
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{
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Idle,
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Arriving,
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LocalFlight,
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SpoolingWarp,
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Warping,
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SpoolingFtl,
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Ftl,
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CargoFull,
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MiningApproach,
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Mining,
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NodeDepleted,
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AwaitingDock,
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DockingApproach,
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Docking,
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Docked,
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Transferring,
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Loading,
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Unloading,
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WaitingMaterials,
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ConstructionBlocked,
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Constructing,
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DeliveringConstruction,
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Blocked,
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Undocking,
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}
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public enum ControllerTaskKind
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{
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Idle,
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Travel,
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Extract,
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Dock,
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Load,
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Unload,
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DeliverConstruction,
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BuildConstructionSite,
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ConstructModule,
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Undock,
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}
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public static class SpaceLayerKinds
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{
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public const string UniverseSpace = "universe-space";
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public const string GalaxySpace = "galaxy-space";
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public const string SystemSpace = "system-space";
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public const string LocalSpace = "local-space";
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}
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public static class MovementRegimeKinds
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{
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public const string LocalFlight = "local-flight";
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public const string Warp = "warp";
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public const string StargateTransit = "stargate-transit";
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public const string FtlTransit = "ftl-transit";
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}
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public static class CommanderKind
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{
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public const string Faction = "faction";
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public const string Station = "station";
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public const string Ship = "ship";
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public const string Fleet = "fleet";
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public const string Sector = "sector";
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public const string TaskGroup = "task-group";
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}
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public static class ShipTaskKinds
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{
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public const string Idle = "idle";
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public const string LocalMove = "local-move";
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public const string WarpToNode = "warp-to-node";
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public const string UseStargate = "use-stargate";
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public const string UseFtl = "use-ftl";
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public const string Dock = "dock";
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public const string Undock = "undock";
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public const string LoadCargo = "load-cargo";
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public const string UnloadCargo = "unload-cargo";
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public const string MineNode = "mine-node";
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public const string HarvestGas = "harvest-gas";
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public const string DeliverToStation = "deliver-to-station";
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public const string ClaimLagrangePoint = "claim-lagrange-point";
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public const string BuildConstructionSite = "build-construction-site";
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public const string EscortTarget = "escort-target";
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public const string AttackTarget = "attack-target";
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public const string DefendCelestial = "defend-celestial";
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public const string Retreat = "retreat";
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public const string HoldPosition = "hold-position";
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}
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public static class ShipOrderKinds
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{
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public const string DirectMove = "direct-move";
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public const string TravelToNode = "travel-to-node";
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public const string DockAtStation = "dock-at-station";
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public const string DeliverCargo = "deliver-cargo";
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public const string BuildAtSite = "build-at-site";
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public const string AttackTarget = "attack-target";
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public const string HoldPosition = "hold-position";
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}
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public static class ClaimStateKinds
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{
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public const string Placed = "placed";
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public const string Activating = "activating";
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public const string Active = "active";
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public const string Destroyed = "destroyed";
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}
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public static class ConstructionSiteStateKinds
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{
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public const string Planned = "planned";
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public const string Active = "active";
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public const string Paused = "paused";
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public const string Completed = "completed";
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public const string Destroyed = "destroyed";
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}
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public static class MarketOrderKinds
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{
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public const string Buy = "buy";
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public const string Sell = "sell";
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}
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public static class MarketOrderStateKinds
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{
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public const string Open = "open";
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public const string PartiallyFilled = "partially-filled";
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public const string Filled = "filled";
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public const string Cancelled = "cancelled";
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}
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public static class SimulationEnumMappings
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{
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public static string ToContractValue(this SpatialNodeKind kind) => kind switch
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{
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SpatialNodeKind.Star => "star",
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SpatialNodeKind.Planet => "planet",
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SpatialNodeKind.Moon => "moon",
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SpatialNodeKind.LagrangePoint => "lagrange-point",
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_ => throw new ArgumentOutOfRangeException(nameof(kind), kind, null),
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};
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public static string ToContractValue(this WorkStatus status) => status switch
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{
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WorkStatus.Pending => "pending",
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WorkStatus.Active => "active",
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WorkStatus.Completed => "completed",
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_ => throw new ArgumentOutOfRangeException(nameof(status), status, null),
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};
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public static string ToContractValue(this OrderStatus status) => status switch
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{
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OrderStatus.Queued => "queued",
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OrderStatus.Accepted => "accepted",
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OrderStatus.Completed => "completed",
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_ => throw new ArgumentOutOfRangeException(nameof(status), status, null),
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};
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public static string ToContractValue(this ShipState state) => state switch
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{
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ShipState.Idle => "idle",
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ShipState.Arriving => "arriving",
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ShipState.LocalFlight => "local-flight",
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ShipState.SpoolingWarp => "spooling-warp",
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ShipState.Warping => "warping",
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ShipState.SpoolingFtl => "spooling-ftl",
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ShipState.Ftl => "ftl",
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ShipState.CargoFull => "cargo-full",
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ShipState.MiningApproach => "mining-approach",
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ShipState.Mining => "mining",
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ShipState.NodeDepleted => "node-depleted",
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ShipState.AwaitingDock => "awaiting-dock",
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ShipState.DockingApproach => "docking-approach",
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ShipState.Docking => "docking",
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ShipState.Docked => "docked",
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ShipState.Transferring => "transferring",
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ShipState.Loading => "loading",
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ShipState.Unloading => "unloading",
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ShipState.WaitingMaterials => "waiting-materials",
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ShipState.ConstructionBlocked => "construction-blocked",
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ShipState.Constructing => "constructing",
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ShipState.DeliveringConstruction => "delivering-construction",
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ShipState.Blocked => "blocked",
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ShipState.Undocking => "undocking",
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_ => throw new ArgumentOutOfRangeException(nameof(state), state, null),
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};
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public static string ToContractValue(this ControllerTaskKind kind) => kind switch
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{
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ControllerTaskKind.Idle => "idle",
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ControllerTaskKind.Travel => "travel",
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ControllerTaskKind.Extract => "extract",
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ControllerTaskKind.Dock => "dock",
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ControllerTaskKind.Load => "load",
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ControllerTaskKind.Unload => "unload",
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ControllerTaskKind.DeliverConstruction => "deliver-construction",
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ControllerTaskKind.BuildConstructionSite => "build-construction-site",
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ControllerTaskKind.ConstructModule => "construct-module",
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ControllerTaskKind.Undock => "undock",
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_ => throw new ArgumentOutOfRangeException(nameof(kind), kind, null),
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};
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}
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181
apps/backend/Shared/Runtime/SimulationRuntimeSupport.cs
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181
apps/backend/Shared/Runtime/SimulationRuntimeSupport.cs
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@@ -0,0 +1,181 @@
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namespace SpaceGame.Api.Shared.Runtime;
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internal static class SimulationRuntimeSupport
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{
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internal static bool HasShipCapabilities(ShipDefinition definition, params string[] capabilities) =>
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capabilities.All(cap => definition.Capabilities.Contains(cap, StringComparer.Ordinal));
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internal static int CountStationModules(StationRuntime station, string moduleId) =>
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station.Modules.Count(module => string.Equals(module.ModuleId, moduleId, StringComparison.Ordinal));
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internal static void AddStationModule(SimulationWorld world, StationRuntime station, string moduleId)
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{
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if (!world.ModuleDefinitions.TryGetValue(moduleId, out var definition))
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{
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return;
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}
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station.Modules.Add(new StationModuleRuntime
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{
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Id = $"{station.Id}-module-{station.Modules.Count + 1}",
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ModuleId = moduleId,
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Health = definition.Hull,
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MaxHealth = definition.Hull,
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});
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station.Radius = GetStationRadius(world, station);
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}
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internal static float GetStationRadius(SimulationWorld world, StationRuntime station)
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{
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var totalArea = station.Modules
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.Select(module => world.ModuleDefinitions.TryGetValue(module.ModuleId, out var definition) ? definition.Radius * definition.Radius : 0f)
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.Sum();
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return MathF.Max(24f, MathF.Sqrt(MathF.Max(totalArea, 1f)));
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}
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internal static float GetStationStorageCapacity(StationRuntime station, string storageClass)
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{
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var baseCapacity = storageClass switch
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{
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"manufactured" => 400f,
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_ => 0f,
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};
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var bulkBays = CountStationModules(station, "module_arg_stor_solid_m_01");
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var liquidTanks = CountStationModules(station, "module_arg_stor_liquid_m_01");
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var containerBays = CountStationModules(station, "module_arg_stor_container_m_01");
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var moduleCapacity = storageClass switch
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{
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"solid" => bulkBays * 1000f,
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"liquid" => liquidTanks * 500f,
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"container" => containerBays * 800f,
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"manufactured" => containerBays * 200f,
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_ => 0f,
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};
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return baseCapacity + moduleCapacity;
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}
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internal static int CountModules(IEnumerable<string> modules, string moduleId) =>
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modules.Count(candidate => string.Equals(candidate, moduleId, StringComparison.Ordinal));
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internal static float GetInventoryAmount(IReadOnlyDictionary<string, float> inventory, string itemId) =>
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inventory.TryGetValue(itemId, out var amount) ? amount : 0f;
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internal static void AddInventory(IDictionary<string, float> inventory, string itemId, float amount)
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{
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if (amount <= 0f)
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{
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return;
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}
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inventory[itemId] = GetInventoryAmount((IReadOnlyDictionary<string, float>)inventory, itemId) + amount;
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}
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internal static float RemoveInventory(IDictionary<string, float> inventory, string itemId, float amount)
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{
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var current = GetInventoryAmount((IReadOnlyDictionary<string, float>)inventory, itemId);
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var removed = MathF.Min(current, amount);
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var remaining = current - removed;
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if (remaining <= 0.001f)
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{
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inventory.Remove(itemId);
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}
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else
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{
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inventory[itemId] = remaining;
|
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}
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return removed;
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}
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internal static bool HasStationModules(StationRuntime station, params string[] modules) =>
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modules.All(moduleId => station.Modules.Any(candidate => string.Equals(candidate.ModuleId, moduleId, StringComparison.Ordinal)));
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|
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internal static bool CanExtractNode(ShipRuntime ship, ResourceNodeRuntime node, SimulationWorld world) =>
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HasShipCapabilities(ship.Definition, "mining")
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&& world.ItemDefinitions.TryGetValue(node.ItemId, out var item)
|
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&& string.Equals(item.CargoKind, ship.Definition.CargoKind, StringComparison.Ordinal);
|
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|
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internal static bool CanBuildClaimBeacon(ShipRuntime ship) =>
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string.Equals(ship.Definition.Kind, "military", StringComparison.Ordinal);
|
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|
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internal static float ComputeWorkforceRatio(float population, float workforceRequired)
|
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{
|
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if (workforceRequired <= 0.01f)
|
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{
|
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return 1f;
|
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}
|
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|
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var staffedRatio = MathF.Min(1f, population / workforceRequired);
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return 0.1f + (0.9f * staffedRatio);
|
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}
|
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|
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internal static string? GetStorageRequirement(string storageClass) =>
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storageClass switch
|
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{
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"solid" => "module_arg_stor_solid_m_01",
|
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"liquid" => "module_arg_stor_liquid_m_01",
|
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_ => null,
|
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};
|
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|
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internal static float TryAddStationInventory(SimulationWorld world, StationRuntime station, string itemId, float amount)
|
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{
|
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if (amount <= 0f || !world.ItemDefinitions.TryGetValue(itemId, out var itemDefinition))
|
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{
|
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return 0f;
|
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}
|
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|
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var storageClass = itemDefinition.CargoKind;
|
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var requiredModule = GetStorageRequirement(storageClass);
|
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if (requiredModule is not null && !station.InstalledModules.Contains(requiredModule, StringComparer.Ordinal))
|
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{
|
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return 0f;
|
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}
|
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|
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var capacity = GetStationStorageCapacity(station, storageClass);
|
||||
if (capacity <= 0.01f)
|
||||
{
|
||||
return 0f;
|
||||
}
|
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|
||||
var used = station.Inventory
|
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.Where(entry => world.ItemDefinitions.TryGetValue(entry.Key, out var definition) && definition.CargoKind == storageClass)
|
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.Sum(entry => entry.Value);
|
||||
var accepted = MathF.Min(amount, MathF.Max(0f, capacity - used));
|
||||
if (accepted <= 0.01f)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
AddInventory(station.Inventory, itemId, accepted);
|
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return accepted;
|
||||
}
|
||||
|
||||
internal static bool CanStartModuleConstruction(StationRuntime station, ModuleRecipeDefinition recipe) =>
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||||
recipe.Inputs.All(input => GetInventoryAmount(station.Inventory, input.ItemId) + 0.001f >= input.Amount);
|
||||
|
||||
internal static ConstructionSiteRuntime? GetConstructionSiteForStation(SimulationWorld world, string stationId) =>
|
||||
world.ConstructionSites.FirstOrDefault(site =>
|
||||
string.Equals(site.StationId, stationId, StringComparison.Ordinal)
|
||||
&& site.State is not ConstructionSiteStateKinds.Completed and not ConstructionSiteStateKinds.Destroyed);
|
||||
|
||||
internal static float GetConstructionDeliveredAmount(SimulationWorld world, ConstructionSiteRuntime site, string itemId)
|
||||
{
|
||||
if (site.StationId is not null
|
||||
&& world.Stations.FirstOrDefault(candidate => candidate.Id == site.StationId) is { } station)
|
||||
{
|
||||
return GetInventoryAmount(station.Inventory, itemId);
|
||||
}
|
||||
|
||||
return GetInventoryAmount(site.DeliveredItems, itemId);
|
||||
}
|
||||
|
||||
internal static bool IsConstructionSiteReady(SimulationWorld world, ConstructionSiteRuntime site) =>
|
||||
site.RequiredItems.All(entry => GetConstructionDeliveredAmount(world, site, entry.Key) + 0.001f >= entry.Value);
|
||||
|
||||
internal static float GetShipCargoAmount(ShipRuntime ship) =>
|
||||
ship.Inventory.Values.Sum();
|
||||
}
|
||||
15
apps/backend/Shared/Runtime/SimulationUnits.cs
Normal file
15
apps/backend/Shared/Runtime/SimulationUnits.cs
Normal file
@@ -0,0 +1,15 @@
|
||||
namespace SpaceGame.Api.Shared.Runtime;
|
||||
|
||||
public static class SimulationUnits
|
||||
{
|
||||
public const float KilometersPerAu = 149_597_870.7f;
|
||||
public const float MetersPerKilometer = 1000f;
|
||||
|
||||
public static float AuToKilometers(float au) => au * KilometersPerAu;
|
||||
|
||||
public static float AuPerSecondToKilometersPerSecond(float auPerSecond) =>
|
||||
auPerSecond * KilometersPerAu;
|
||||
|
||||
public static float MetersPerSecondToKilometersPerSecond(float metersPerSecond) =>
|
||||
metersPerSecond / MetersPerKilometer;
|
||||
}
|
||||
36
apps/backend/Shared/Runtime/Vector3.cs
Normal file
36
apps/backend/Shared/Runtime/Vector3.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
namespace SpaceGame.Api.Shared.Runtime;
|
||||
|
||||
public readonly record struct Vector3(float X, float Y, float Z)
|
||||
{
|
||||
public static Vector3 Zero => new(0f, 0f, 0f);
|
||||
|
||||
public float DistanceTo(Vector3 other)
|
||||
{
|
||||
var dx = X - other.X;
|
||||
var dy = Y - other.Y;
|
||||
var dz = Z - other.Z;
|
||||
return MathF.Sqrt((dx * dx) + (dy * dy) + (dz * dz));
|
||||
}
|
||||
|
||||
public float LengthSquared() => (X * X) + (Y * Y) + (Z * Z);
|
||||
|
||||
public Vector3 MoveToward(Vector3 target, float maxDistance)
|
||||
{
|
||||
var delta = target.Subtract(this);
|
||||
var distance = MathF.Sqrt(delta.LengthSquared());
|
||||
if (distance <= 0.0001f || distance <= maxDistance)
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
var scale = maxDistance / distance;
|
||||
return new Vector3(
|
||||
X + (delta.X * scale),
|
||||
Y + (delta.Y * scale),
|
||||
Z + (delta.Z * scale));
|
||||
}
|
||||
|
||||
public Vector3 Subtract(Vector3 other) => new(X - other.X, Y - other.Y, Z - other.Z);
|
||||
|
||||
public Vector3 Divide(float scalar) => MathF.Abs(scalar) <= 0.0001f ? Zero : new Vector3(X / scalar, Y / scalar, Z / scalar);
|
||||
}
|
||||
Reference in New Issue
Block a user