Solar panels occlusion and tracking (#961)
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using System;
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using Content.Client.UserInterface;
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using Content.Client.UserInterface.Stylesheets;
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using Content.Shared.GameObjects.Components.Power;
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using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Power
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{
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public class SolarControlConsoleBoundUserInterface : BoundUserInterface
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{
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[Dependency]
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private IGameTiming _gameTiming;
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private SolarControlWindow _window;
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private SolarControlConsoleBoundInterfaceState _lastState = new SolarControlConsoleBoundInterfaceState(0, 0, 0, 0);
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protected override void Open()
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{
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base.Open();
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_window = new SolarControlWindow(_gameTiming);
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_window.OnClose += Close;
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_window.PanelRotation.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = Angle.FromDegrees(value);
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msg.AngularVelocity = _lastState.AngularVelocity;
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SendMessage(msg);
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}
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};
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_window.PanelVelocity.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = _lastState.Rotation;
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msg.AngularVelocity = Angle.FromDegrees(value / 60);
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SendMessage(msg);
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}
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};
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_window.OpenCenteredMinSize();
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}
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public SolarControlConsoleBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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private string FormatAngle(Angle d)
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{
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return d.Degrees.ToString("F1");
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}
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// The idea behind this is to prevent every update from the server
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// breaking the textfield.
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private void UpdateField(LineEdit field, string newValue)
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{
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if (!field.HasKeyboardFocus())
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{
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field.Text = newValue;
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}
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}
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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SolarControlConsoleBoundInterfaceState scc = (SolarControlConsoleBoundInterfaceState) state;
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_lastState = scc;
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_window.NotARadar.UpdateState(scc);
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_window.OutputPower.Text = ((int) Math.Floor(scc.OutputPower)).ToString();
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_window.SunAngle.Text = FormatAngle(scc.TowardsSun);
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UpdateField(_window.PanelRotation, FormatAngle(scc.Rotation));
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UpdateField(_window.PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (disposing)
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{
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_window.Dispose();
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}
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}
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private sealed class SolarControlWindow : SS14Window
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{
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public Label OutputPower;
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public Label SunAngle;
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public SolarControlNotARadar NotARadar;
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public LineEdit PanelRotation;
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public LineEdit PanelVelocity;
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public SolarControlWindow(IGameTiming igt)
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{
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Title = "Solar Control Window";
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var rows = new GridContainer();
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rows.Columns = 2;
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// little secret: the reason I put the values
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// in the first column is because otherwise the UI
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// layouter autoresizes the window to be too small
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rows.AddChild(new Label {Text = "Output Power:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(OutputPower = new Label {Text = "?"});
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rows.AddChild(new Label {Text = "W"});
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rows.AddChild(new Label {Text = "Sun Angle:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(SunAngle = new Label {Text = "?"});
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rows.AddChild(new Label {Text = "°"});
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rows.AddChild(new Label {Text = "Panel Angle:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(PanelRotation = new LineEdit());
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rows.AddChild(new Label {Text = "°"});
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rows.AddChild(new Label {Text = "Panel Angular Velocity:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(PanelVelocity = new LineEdit());
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rows.AddChild(new Label {Text = "°/min."});
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rows.AddChild(new Label {Text = "Press Enter to confirm."});
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rows.AddChild(new Label {Text = ""});
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PanelRotation.SizeFlagsHorizontal = SizeFlags.FillExpand;
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PanelVelocity.SizeFlagsHorizontal = SizeFlags.FillExpand;
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rows.SizeFlagsHorizontal = SizeFlags.Fill;
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rows.SizeFlagsVertical = SizeFlags.Fill;
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NotARadar = new SolarControlNotARadar(igt);
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var outerColumns = new HBoxContainer();
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outerColumns.AddChild(rows);
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outerColumns.AddChild(NotARadar);
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outerColumns.SizeFlagsHorizontal = SizeFlags.Fill;
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outerColumns.SizeFlagsVertical = SizeFlags.Fill;
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Contents.AddChild(outerColumns);
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Resizable = false;
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}
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}
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private sealed class SolarControlNotARadar : Control
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{
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// IoC doesn't apply here, so it's propagated from the parent class.
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// This is used for client-side prediction of the panel rotation.
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// This makes the display feel a lot smoother.
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private IGameTiming _gameTiming;
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private SolarControlConsoleBoundInterfaceState _lastState = new SolarControlConsoleBoundInterfaceState(0, 0, 0, 0);
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private TimeSpan _lastStateTime = TimeSpan.Zero;
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public const int SizeFull = 290;
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public const int RadiusCircle = 140;
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public SolarControlNotARadar(IGameTiming igt)
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{
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_gameTiming = igt;
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}
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public void UpdateState(SolarControlConsoleBoundInterfaceState ls)
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{
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_lastState = ls;
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_lastStateTime = _gameTiming.CurTime;
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}
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protected override Vector2 CalculateMinimumSize()
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{
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return (SizeFull, SizeFull);
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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int point = SizeFull / 2;
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Color fakeAA = new Color(0.08f, 0.08f, 0.08f);
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Color gridLines = new Color(0.08f, 0.08f, 0.08f);
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int panelExtentCutback = 4;
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int gridLinesRadial = 8;
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int gridLinesEquatorial = 8;
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// Draw base
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handle.DrawCircle((point, point), RadiusCircle + 1, fakeAA);
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handle.DrawCircle((point, point), RadiusCircle, Color.Black);
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// Draw grid lines
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for (int i = 0; i < gridLinesEquatorial; i++)
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{
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handle.DrawCircle((point, point), (RadiusCircle / gridLinesEquatorial) * i, gridLines, false);
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}
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for (int i = 0; i < gridLinesRadial; i++)
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{
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Angle angle = (Math.PI / gridLinesRadial) * i;
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Vector2 aExtent = angle.ToVec() * RadiusCircle;
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handle.DrawLine((point, point) - aExtent, (point, point) + aExtent, gridLines);
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}
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// The rotations need to be adjusted because Y is inverted in Robust (like BYOND)
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Vector2 rotMul = (1, -1);
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Angle predictedPanelRotation = _lastState.Rotation + (_lastState.AngularVelocity * ((_gameTiming.CurTime - _lastStateTime).TotalSeconds));
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Vector2 extent = predictedPanelRotation.ToVec() * rotMul * RadiusCircle;
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Vector2 extentOrtho = (extent.Y, -extent.X);
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handle.DrawLine((point, point) - extentOrtho, (point, point) + extentOrtho, Color.White);
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handle.DrawLine((point, point) + (extent / panelExtentCutback), (point, point) + extent - (extent / panelExtentCutback), Color.DarkGray);
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Vector2 sunExtent = _lastState.TowardsSun.ToVec() * rotMul * RadiusCircle;
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handle.DrawLine((point, point) + sunExtent, (point, point), Color.Yellow);
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}
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}
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}
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}
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