mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
257 lines
7.2 KiB
C#
257 lines
7.2 KiB
C#
using System;
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namespace Server.Misc
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{
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public delegate void DoEffect_Callback(Point3D p, Map map);
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public static class Geometry
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{
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public static void Swap<T>(ref T a, ref T b)
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{
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var temp = a;
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a = b;
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b = temp;
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}
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public static double RadiansToDegrees(double angle) => angle * (180.0 / Math.PI);
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public static double DegreesToRadians(double angle) => angle * (Math.PI / 180.0);
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public static Point2D ArcPoint(Point3D loc, int radius, int angle)
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{
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int sideA, sideB;
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angle = Math.Clamp(angle, 0, 90);
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sideA = (int)Math.Round(radius * Math.Sin(DegreesToRadians(angle)));
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sideB = (int)Math.Round(radius * Math.Cos(DegreesToRadians(angle)));
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return new Point2D(loc.X - sideB, loc.Y - sideA);
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}
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public static void Circle2D(Point3D loc, Map map, int radius, DoEffect_Callback effect)
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{
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Circle2D(loc, map, radius, effect, 0, 360);
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}
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public static void Circle2D(Point3D loc, Map map, int radius, DoEffect_Callback effect, int angleStart, int angleEnd)
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{
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if (angleStart is < 0 or > 360)
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{
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angleStart = 0;
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}
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if (angleEnd is > 360 or < 0)
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{
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angleEnd = 360;
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}
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if (angleStart == angleEnd)
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{
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return;
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}
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var opposite = angleStart > angleEnd;
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var startQuadrant = angleStart / 90;
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var endQuadrant = angleEnd / 90;
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var start = ArcPoint(loc, radius, angleStart % 90);
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var end = ArcPoint(loc, radius, angleEnd % 90);
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if (opposite)
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{
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Swap(ref start, ref end);
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Swap(ref startQuadrant, ref endQuadrant);
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}
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var startPoint = new CirclePoint(start, angleStart, startQuadrant);
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var endPoint = new CirclePoint(end, angleEnd, endQuadrant);
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var error = -radius;
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var x = radius;
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var y = 0;
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while (x > y)
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{
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plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
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plot4points(loc, map, y, x, startPoint, endPoint, effect, opposite);
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error += y * 2 + 1;
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++y;
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if (error >= 0)
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{
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--x;
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error -= x * 2;
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}
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}
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plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
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}
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public static void plot4points(
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Point3D loc, Map map, int x, int y, CirclePoint start, CirclePoint end,
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DoEffect_Callback effect, bool opposite
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)
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{
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var pointA = new Point2D(loc.X - x, loc.Y - y);
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var pointB = new Point2D(loc.X - y, loc.Y - x);
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var quadrant = 2;
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if (x == 0 && start.Quadrant == 3)
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{
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quadrant = 3;
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}
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if (WithinCircleBounds(quadrant == 3 ? pointB : pointA, quadrant, loc, start, end, opposite))
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{
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effect(new Point3D(loc.X + x, loc.Y + y, loc.Z), map);
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}
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quadrant = 3;
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if (y == 0 && start.Quadrant == 0)
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{
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quadrant = 0;
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}
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if (x != 0 && WithinCircleBounds(quadrant == 0 ? pointA : pointB, quadrant, loc, start, end, opposite))
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{
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effect(new Point3D(loc.X - x, loc.Y + y, loc.Z), map);
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}
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if (y != 0 && WithinCircleBounds(pointB, 1, loc, start, end, opposite))
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{
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effect(new Point3D(loc.X + x, loc.Y - y, loc.Z), map);
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}
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if (x != 0 && y != 0 && WithinCircleBounds(pointA, 0, loc, start, end, opposite))
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{
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effect(new Point3D(loc.X - x, loc.Y - y, loc.Z), map);
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}
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}
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public static bool WithinCircleBounds(
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Point2D pointLoc, int pointQuadrant, Point3D center, CirclePoint start,
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CirclePoint end, bool opposite
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)
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{
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if (start.Angle == 0 && end.Angle == 360)
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{
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return true;
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}
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var startX = start.Point.X;
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var startY = start.Point.Y;
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var endX = end.Point.X;
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var endY = end.Point.Y;
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var x = pointLoc.X;
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var y = pointLoc.Y;
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if (pointQuadrant < start.Quadrant || pointQuadrant > end.Quadrant)
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{
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return opposite;
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}
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if (pointQuadrant > start.Quadrant && pointQuadrant < end.Quadrant)
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{
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return !opposite;
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}
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var withinBounds = true;
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if (start.Quadrant == end.Quadrant)
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{
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if (startX == endX && (x > startX || y > startY || y < endY))
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{
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withinBounds = false;
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}
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else if (startY == endY && (y < startY || x < startX || x > endX))
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{
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withinBounds = false;
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}
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else if (x < startX || x > endX || y > startY || y < endY)
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{
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withinBounds = false;
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}
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}
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else if (pointQuadrant == start.Quadrant && (x < startX || y > startY))
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{
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withinBounds = false;
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}
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else if (pointQuadrant == end.Quadrant && (x > endX || y < endY))
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{
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withinBounds = false;
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}
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return opposite ? !withinBounds : withinBounds;
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}
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public static void Line2D(Point3D start, Point3D end, Map map, DoEffect_Callback effect)
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{
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var steep = (end.Y - start.Y).Abs() > (end.X - start.X).Abs();
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var x0 = start.X;
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var x1 = end.X;
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var y0 = start.Y;
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var y1 = end.Y;
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if (steep)
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{
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Swap(ref x0, ref y0);
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Swap(ref x1, ref y1);
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}
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if (x0 > x1)
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{
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Swap(ref x0, ref x1);
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Swap(ref y0, ref y1);
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}
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var deltax = x1 - x0;
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var deltay = (y1 - y0).Abs();
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var error = deltax / 2;
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var ystep = y0 < y1 ? 1 : -1;
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var y = y0;
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for (var x = x0; x <= x1; x++)
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{
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if (steep)
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{
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effect(new Point3D(y, x, start.Z), map);
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}
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else
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{
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effect(new Point3D(x, y, start.Z), map);
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}
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error -= deltay;
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if (error < 0)
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{
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y += ystep;
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error += deltax;
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}
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}
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}
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public class CirclePoint
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{
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public CirclePoint(Point2D point, int angle, int quadrant)
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{
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Point = point;
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Angle = angle;
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Quadrant = quadrant;
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}
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public Point2D Point { get; }
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public int Angle { get; }
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public int Quadrant { get; }
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}
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}
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}
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