| 1 |
using System; |
| 2 |
|
| 3 |
namespace Oni |
| 4 |
{ |
| 5 |
internal struct Vector3 : IEquatable<Vector3> |
| 6 |
{ |
| 7 |
public float X; |
| 8 |
public float Y; |
| 9 |
public float Z; |
| 10 |
|
| 11 |
public Vector3(float all) |
| 12 |
{ |
| 13 |
X = all; |
| 14 |
Y = all; |
| 15 |
Z = all; |
| 16 |
} |
| 17 |
|
| 18 |
public Vector3(float x, float y, float z) |
| 19 |
{ |
| 20 |
X = x; |
| 21 |
Y = y; |
| 22 |
Z = z; |
| 23 |
} |
| 24 |
|
| 25 |
public Vector3(float[] values, int index = 0) |
| 26 |
{ |
| 27 |
int i = index * 3; |
| 28 |
|
| 29 |
X = values[i + 0]; |
| 30 |
Y = values[i + 1]; |
| 31 |
Z = values[i + 2]; |
| 32 |
} |
| 33 |
|
| 34 |
public void CopyTo(float[] values, int index = 0) |
| 35 |
{ |
| 36 |
values[index + 0] = X; |
| 37 |
values[index + 1] = Y; |
| 38 |
values[index + 2] = Z; |
| 39 |
} |
| 40 |
|
| 41 |
public Vector2 XZ => new Vector2(X, Z); |
| 42 |
|
| 43 |
public static Vector3 operator +(Vector3 v1, Vector3 v2) |
| 44 |
{ |
| 45 |
v1.X += v2.X; |
| 46 |
v1.Y += v2.Y; |
| 47 |
v1.Z += v2.Z; |
| 48 |
|
| 49 |
return v1; |
| 50 |
} |
| 51 |
|
| 52 |
public static Vector3 operator -(Vector3 v1, Vector3 v2) |
| 53 |
{ |
| 54 |
v1.X -= v2.X; |
| 55 |
v1.Y -= v2.Y; |
| 56 |
v1.Z -= v2.Z; |
| 57 |
|
| 58 |
return v1; |
| 59 |
} |
| 60 |
|
| 61 |
public static Vector3 operator -(Vector3 v) |
| 62 |
{ |
| 63 |
v.X = -v.X; |
| 64 |
v.Y = -v.Y; |
| 65 |
v.Z = -v.Z; |
| 66 |
|
| 67 |
return v; |
| 68 |
} |
| 69 |
|
| 70 |
public static Vector3 operator *(Vector3 v, float s) |
| 71 |
{ |
| 72 |
v.X *= s; |
| 73 |
v.Y *= s; |
| 74 |
v.Z *= s; |
| 75 |
|
| 76 |
return v; |
| 77 |
} |
| 78 |
|
| 79 |
public static Vector3 operator *(float s, Vector3 v) |
| 80 |
{ |
| 81 |
v.X *= s; |
| 82 |
v.Y *= s; |
| 83 |
v.Z *= s; |
| 84 |
|
| 85 |
return v; |
| 86 |
} |
| 87 |
|
| 88 |
public static Vector3 operator *(Vector3 v1, Vector3 v2) => new Vector3 |
| 89 |
{ |
| 90 |
X = v1.X * v2.X, |
| 91 |
Y = v1.Y * v2.Y, |
| 92 |
Z = v1.Z * v2.Z, |
| 93 |
}; |
| 94 |
|
| 95 |
public static Vector3 operator /(Vector3 v, float s) => v * (1.0f / s); |
| 96 |
|
| 97 |
public static Vector3 operator /(Vector3 v1, Vector3 v2) => new Vector3 |
| 98 |
{ |
| 99 |
X = v1.X /= v2.X, |
| 100 |
Y = v1.Y /= v2.Y, |
| 101 |
Z = v1.Z /= v2.Z |
| 102 |
}; |
| 103 |
|
| 104 |
public static void Add(ref Vector3 v1, ref Vector3 v2, out Vector3 r) |
| 105 |
{ |
| 106 |
r.X = v1.X + v2.X; |
| 107 |
r.Y = v1.Y + v2.Y; |
| 108 |
r.Z = v1.Z + v2.Z; |
| 109 |
} |
| 110 |
|
| 111 |
public static void Substract(ref Vector3 v1, ref Vector3 v2, out Vector3 r) |
| 112 |
{ |
| 113 |
r.X = v1.X - v2.X; |
| 114 |
r.Y = v1.Y - v2.Y; |
| 115 |
r.Z = v1.Z - v2.Z; |
| 116 |
} |
| 117 |
|
| 118 |
public static void Multiply(ref Vector3 v, float f, out Vector3 r) |
| 119 |
{ |
| 120 |
r.X = v.X * f; |
| 121 |
r.Y = v.Y * f; |
| 122 |
r.Z = v.Z * f; |
| 123 |
} |
| 124 |
|
| 125 |
public void Scale(float scale) |
| 126 |
{ |
| 127 |
X *= scale; |
| 128 |
Y *= scale; |
| 129 |
Z *= scale; |
| 130 |
} |
| 131 |
|
| 132 |
public static Vector3 Clamp(Vector3 v, Vector3 min, Vector3 max) |
| 133 |
{ |
| 134 |
Vector3 r; |
| 135 |
|
| 136 |
float x = v.X; |
| 137 |
x = (x > max.X) ? max.X : x; |
| 138 |
x = (x < min.X) ? min.X : x; |
| 139 |
|
| 140 |
float y = v.Y; |
| 141 |
y = (y > max.Y) ? max.Y : y; |
| 142 |
y = (y < min.Y) ? min.Y : y; |
| 143 |
|
| 144 |
float z = v.Z; |
| 145 |
z = (z > max.Z) ? max.Z : z; |
| 146 |
z = (z < min.Z) ? min.Z : z; |
| 147 |
|
| 148 |
r.X = x; |
| 149 |
r.Y = y; |
| 150 |
r.Z = z; |
| 151 |
|
| 152 |
return r; |
| 153 |
} |
| 154 |
|
| 155 |
public static Vector3 Cross(Vector3 v1, Vector3 v2) |
| 156 |
{ |
| 157 |
return new Vector3( |
| 158 |
v1.Y * v2.Z - v1.Z * v2.Y, |
| 159 |
v1.Z * v2.X - v1.X * v2.Z, |
| 160 |
v1.X * v2.Y - v1.Y * v2.X); |
| 161 |
} |
| 162 |
|
| 163 |
public static void Cross(ref Vector3 v1, ref Vector3 v2, out Vector3 r) |
| 164 |
{ |
| 165 |
r = new Vector3( |
| 166 |
v1.Y * v2.Z - v1.Z * v2.Y, |
| 167 |
v1.Z * v2.X - v1.X * v2.Z, |
| 168 |
v1.X * v2.Y - v1.Y * v2.X); |
| 169 |
} |
| 170 |
|
| 171 |
public static float Dot(Vector3 v1, Vector3 v2) |
| 172 |
{ |
| 173 |
return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z; |
| 174 |
} |
| 175 |
|
| 176 |
public static float Dot(ref Vector3 v1, ref Vector3 v2) => v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z; |
| 177 |
|
| 178 |
public float Dot(ref Vector3 v) => X * v.X + Y * v.Y + Z * v.Z; |
| 179 |
|
| 180 |
public static Vector3 Transform(Vector3 v, Quaternion q) |
| 181 |
{ |
| 182 |
Quaternion vq = new Quaternion(v, 0.0f); |
| 183 |
q = q * vq * Quaternion.Conjugate(q); |
| 184 |
return new Vector3(q.X, q.Y, q.Z); |
| 185 |
} |
| 186 |
|
| 187 |
public static Vector3 Transform(Vector3 v, ref Matrix m) |
| 188 |
{ |
| 189 |
return new Vector3( |
| 190 |
v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31 + m.M41, |
| 191 |
v.X * m.M12 + v.Y * m.M22 + v.Z * m.M32 + m.M42, |
| 192 |
v.X * m.M13 + v.Y * m.M23 + v.Z * m.M33 + m.M43); |
| 193 |
} |
| 194 |
|
| 195 |
public static void Transform(ref Vector3 v, ref Matrix m, out Vector3 r) |
| 196 |
{ |
| 197 |
r.X = v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31 + m.M41; |
| 198 |
r.Y = v.X * m.M12 + v.Y * m.M22 + v.Z * m.M32 + m.M42; |
| 199 |
r.Z = v.X * m.M13 + v.Y * m.M23 + v.Z * m.M33 + m.M43; |
| 200 |
} |
| 201 |
|
| 202 |
public static Vector3 TransformNormal(Vector3 v, ref Matrix m) |
| 203 |
{ |
| 204 |
return new Vector3( |
| 205 |
v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31, |
| 206 |
v.X * m.M12 + v.Y * m.M22 + v.Z * m.M32, |
| 207 |
v.X * m.M13 + v.Y * m.M23 + v.Z * m.M33); |
| 208 |
} |
| 209 |
|
| 210 |
public static void Transform(Vector3[] v, ref Matrix m, Vector3[] r) |
| 211 |
{ |
| 212 |
for (int i = 0; i < v.Length; i++) |
| 213 |
{ |
| 214 |
float x = v[i].X; |
| 215 |
float y = v[i].Y; |
| 216 |
float z = v[i].Z; |
| 217 |
|
| 218 |
r[i].X = x * m.M11 + y * m.M21 + z * m.M31 + m.M41; |
| 219 |
r[i].Y = x * m.M12 + y * m.M22 + z * m.M32 + m.M42; |
| 220 |
r[i].Z = x * m.M13 + y * m.M23 + z * m.M33 + m.M43; |
| 221 |
} |
| 222 |
} |
| 223 |
|
| 224 |
public static Vector3[] Transform(Vector3[] v, ref Matrix m) |
| 225 |
{ |
| 226 |
var r = new Vector3[v.Length]; |
| 227 |
Transform(v, ref m, r); |
| 228 |
return r; |
| 229 |
} |
| 230 |
|
| 231 |
public static void TransformNormal(Vector3[] v, ref Matrix m, Vector3[] r) |
| 232 |
{ |
| 233 |
for (int i = 0; i < v.Length; i++) |
| 234 |
{ |
| 235 |
float x = v[i].X; |
| 236 |
float y = v[i].Y; |
| 237 |
float z = v[i].Z; |
| 238 |
|
| 239 |
r[i].X = x * m.M11 + y * m.M21 + z * m.M31; |
| 240 |
r[i].Y = x * m.M12 + y * m.M22 + z * m.M32; |
| 241 |
r[i].Z = x * m.M13 + y * m.M23 + z * m.M33; |
| 242 |
} |
| 243 |
} |
| 244 |
|
| 245 |
public static Vector3[] TransformNormal(Vector3[] v, ref Matrix m) |
| 246 |
{ |
| 247 |
var r = new Vector3[v.Length]; |
| 248 |
TransformNormal(v, ref m, r); |
| 249 |
return r; |
| 250 |
} |
| 251 |
|
| 252 |
public static Vector3 Min(Vector3 v1, Vector3 v2) |
| 253 |
{ |
| 254 |
if (v2.X < v1.X) |
| 255 |
v1.X = v2.X; |
| 256 |
|
| 257 |
if (v2.Y < v1.Y) |
| 258 |
v1.Y = v2.Y; |
| 259 |
|
| 260 |
if (v2.Z < v1.Z) |
| 261 |
v1.Z = v2.Z; |
| 262 |
|
| 263 |
return v1; |
| 264 |
} |
| 265 |
|
| 266 |
public static void Min(ref Vector3 v1, ref Vector3 v2, out Vector3 r) |
| 267 |
{ |
| 268 |
r.X = (v1.X < v2.X) ? v1.X : v2.X; |
| 269 |
r.Y = (v1.Y < v2.Y) ? v1.Y : v2.Y; |
| 270 |
r.Z = (v1.Z < v2.Z) ? v1.Z : v2.Z; |
| 271 |
} |
| 272 |
|
| 273 |
public static Vector3 Max(Vector3 v1, Vector3 v2) |
| 274 |
{ |
| 275 |
if (v2.X > v1.X) |
| 276 |
v1.X = v2.X; |
| 277 |
|
| 278 |
if (v2.Y > v1.Y) |
| 279 |
v1.Y = v2.Y; |
| 280 |
|
| 281 |
if (v2.Z > v1.Z) |
| 282 |
v1.Z = v2.Z; |
| 283 |
|
| 284 |
return v1; |
| 285 |
} |
| 286 |
|
| 287 |
public static void Max(ref Vector3 v1, ref Vector3 v2, out Vector3 r) |
| 288 |
{ |
| 289 |
r.X = (v1.X > v2.X) ? v1.X : v2.X; |
| 290 |
r.Y = (v1.Y > v2.Y) ? v1.Y : v2.Y; |
| 291 |
r.Z = (v1.Z > v2.Z) ? v1.Z : v2.Z; |
| 292 |
} |
| 293 |
|
| 294 |
public static Vector3 Normalize(Vector3 v) => v * (1.0f / v.Length()); |
| 295 |
|
| 296 |
public void Normalize() |
| 297 |
{ |
| 298 |
float k = 1.0f / Length(); |
| 299 |
|
| 300 |
X *= k; |
| 301 |
Y *= k; |
| 302 |
Z *= k; |
| 303 |
} |
| 304 |
|
| 305 |
public float LengthSquared() => X * X + Y * Y + Z * Z; |
| 306 |
|
| 307 |
public float Length() => FMath.Sqrt(LengthSquared()); |
| 308 |
|
| 309 |
public static float Distance(Vector3 v1, Vector3 v2) => FMath.Sqrt((v2 - v1).LengthSquared()); |
| 310 |
|
| 311 |
public static float DistanceSquared(Vector3 v1, Vector3 v2) => (v2 - v1).LengthSquared(); |
| 312 |
|
| 313 |
public static Vector3 Lerp(Vector3 v1, Vector3 v2, float amount) => v1 + (v2 - v1) * amount; |
| 314 |
|
| 315 |
public static bool EqualsEps(Vector3 v1, Vector3 v2) |
| 316 |
{ |
| 317 |
Vector3 d = v2 - v1; |
| 318 |
|
| 319 |
float dx = Math.Abs(d.X); |
| 320 |
float dy = Math.Abs(d.Y); |
| 321 |
float dz = Math.Abs(d.Z); |
| 322 |
|
| 323 |
return (dx < 0.0001f && dy < 0.0001f && dz < 0.0001f); |
| 324 |
} |
| 325 |
|
| 326 |
public static bool operator ==(Vector3 v1, Vector3 v2) => v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z; |
| 327 |
public static bool operator !=(Vector3 v1, Vector3 v2) => v1.X != v2.X || v1.Y != v2.Y || v1.Z != v2.Z; |
| 328 |
|
| 329 |
public bool Equals(Vector3 other) => X == other.X && Y == other.Y && Z == other.Z; |
| 330 |
public override bool Equals(object obj) => obj is Vector3 && Equals((Vector3)obj); |
| 331 |
public override int GetHashCode() => X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode(); |
| 332 |
|
| 333 |
public override string ToString() => $"{{{X} {Y} {Z}}}"; |
| 334 |
|
| 335 |
private static Vector3 zero = new Vector3(); |
| 336 |
private static Vector3 one = new Vector3(1.0f); |
| 337 |
private static Vector3 up = new Vector3(0.0f, 1.0f, 0.0f); |
| 338 |
private static Vector3 down = new Vector3(0.0f, -1.0f, 0.0f); |
| 339 |
private static Vector3 right = new Vector3(1.0f, 0.0f, 0.0f); |
| 340 |
private static Vector3 left = new Vector3(-1.0f, 0.0f, 0.0f); |
| 341 |
private static Vector3 backward = new Vector3(0.0f, 0.0f, 1.0f); |
| 342 |
private static Vector3 forward = new Vector3(0.0f, 0.0f, -1.0f); |
| 343 |
|
| 344 |
public static Vector3 Zero => zero; |
| 345 |
public static Vector3 One => one; |
| 346 |
public static Vector3 Up => up; |
| 347 |
public static Vector3 Down => down; |
| 348 |
public static Vector3 Left => left; |
| 349 |
public static Vector3 Right => right; |
| 350 |
public static Vector3 Backward => backward; |
| 351 |
public static Vector3 Forward => forward; |
| 352 |
public static Vector3 UnitX => right; |
| 353 |
public static Vector3 UnitY => up; |
| 354 |
public static Vector3 UnitZ => backward; |
| 355 |
|
| 356 |
public float this[int i] |
| 357 |
{ |
| 358 |
get |
| 359 |
{ |
| 360 |
if (i == 1) |
| 361 |
return Y; |
| 362 |
else if (i < 1) |
| 363 |
return X; |
| 364 |
else |
| 365 |
return Z; |
| 366 |
} |
| 367 |
} |
| 368 |
} |
| 369 |
} |