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@@ -27,48 +27,57 @@ using System.Runtime.InteropServices;
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namespace AtomicEngine
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{
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- /// <summary>
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- /// Represents a 3D vector using three single-precision floating-point numbers.
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- /// </summary>
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- /// <remarks>
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- /// The Vector3 structure is suitable for interoperation with unmanaged code requiring three consecutive floats.
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- /// </remarks>
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- [StructLayout(LayoutKind.Sequential)]
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- public struct Vector3 : IEquatable<Vector3>
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- {
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- #region Fields
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-
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- /// <summary>
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- /// The X component of the Vector3.
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- /// </summary>
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- public float X;
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-
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- /// <summary>
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- /// The Y component of the Vector3.
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- /// </summary>
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- public float Y;
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-
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- /// <summary>
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- /// The Z component of the Vector3.
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- /// </summary>
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- public float Z;
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-
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- #endregion
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-
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- #region Constructors
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-
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- /// <summary>
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- /// Constructs a new Vector3.
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- /// </summary>
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- /// <param name="x">The x component of the Vector3.</param>
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- /// <param name="y">The y component of the Vector3.</param>
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- /// <param name="z">The z component of the Vector3.</param>
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- public Vector3(float x, float y, float z)
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- {
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- X = x;
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- Y = y;
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- Z = z;
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- }
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+ /// <summary>
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+ /// Represents a 3D vector using three single-precision floating-point numbers.
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+ /// </summary>
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+ /// <remarks>
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+ /// The Vector3 structure is suitable for interoperation with unmanaged code requiring three consecutive floats.
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+ /// </remarks>
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+ [StructLayout(LayoutKind.Sequential)]
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+ public struct Vector3 : IEquatable<Vector3>
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+ {
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+ #region Fields
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+
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+ /// <summary>
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+ /// The X component of the Vector3.
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+ /// </summary>
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+ public float X;
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+
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+ /// <summary>
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+ /// The Y component of the Vector3.
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+ /// </summary>
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+ public float Y;
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+
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+ /// <summary>
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+ /// The Z component of the Vector3.
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+ /// </summary>
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+ public float Z;
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+
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+ #endregion
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+
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+ #region Properties
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+
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+ /// <summary>
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+ /// Return whether is NaN.
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+ /// </summary>
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+ public bool IsNaN { get { return float.IsNaN(X) || float.IsNaN(Y) || float.IsNaN(Z); } }
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+
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+ #endregion
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+
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+ #region Constructors
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+
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+ /// <summary>
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+ /// Constructs a new Vector3.
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+ /// </summary>
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+ /// <param name="x">The x component of the Vector3.</param>
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+ /// <param name="y">The y component of the Vector3.</param>
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+ /// <param name="z">The z component of the Vector3.</param>
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+ public Vector3(float x, float y, float z)
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+ {
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+ X = x;
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+ Y = y;
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+ Z = z;
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+ }
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public Vector3(Vector2 v2, float z)
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{
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@@ -82,1283 +91,1283 @@ namespace AtomicEngine
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/// </summary>
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/// <param name="v">The Vector2 to copy components from.</param>
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public Vector3(Vector2 v)
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- {
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- X = v.X;
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- Y = v.Y;
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- Z = 0.0f;
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- }
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-
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- /// <summary>
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- /// Constructs a new Vector3 from the given Vector3.
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- /// </summary>
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- /// <param name="v">The Vector3 to copy components from.</param>
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- public Vector3(Vector3 v)
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- {
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- X = v.X;
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- Y = v.Y;
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- Z = v.Z;
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- }
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-
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- /// <summary>
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- /// Constructs a new Vector3 from the given Vector4.
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- /// </summary>
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- /// <param name="v">The Vector4 to copy components from.</param>
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- public Vector3(Vector4 v)
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- {
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- X = v.X;
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- Y = v.Y;
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- Z = v.Z;
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- }
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-
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- #endregion
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-
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- #region Public Members
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-
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- #region Instance
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-
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- #region public void Add()
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-
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- /// <summary>Add the Vector passed as parameter to this instance.</summary>
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- /// <param name="right">Right operand. This parameter is only read from.</param>
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- [Obsolete("Use static Add() method instead.")]
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- public void Add(Vector3 right)
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- {
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- this.X += right.X;
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- this.Y += right.Y;
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- this.Z += right.Z;
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- }
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-
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- /// <summary>Add the Vector passed as parameter to this instance.</summary>
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- /// <param name="right">Right operand. This parameter is only read from.</param>
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- [CLSCompliant(false)]
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- [Obsolete("Use static Add() method instead.")]
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- public void Add(ref Vector3 right)
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- {
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- this.X += right.X;
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- this.Y += right.Y;
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- this.Z += right.Z;
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- }
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-
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- #endregion public void Add()
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-
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- #region public void Sub()
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-
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- /// <summary>Subtract the Vector passed as parameter from this instance.</summary>
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- /// <param name="right">Right operand. This parameter is only read from.</param>
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- [Obsolete("Use static Subtract() method instead.")]
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- public void Sub(Vector3 right)
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- {
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- this.X -= right.X;
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- this.Y -= right.Y;
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- this.Z -= right.Z;
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- }
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-
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- /// <summary>Subtract the Vector passed as parameter from this instance.</summary>
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- /// <param name="right">Right operand. This parameter is only read from.</param>
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- [CLSCompliant(false)]
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- [Obsolete("Use static Subtract() method instead.")]
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- public void Sub(ref Vector3 right)
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- {
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- this.X -= right.X;
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- this.Y -= right.Y;
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- this.Z -= right.Z;
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- }
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-
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- #endregion public void Sub()
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-
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- #region public void Mult()
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-
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- /// <summary>Multiply this instance by a scalar.</summary>
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- /// <param name="f">Scalar operand.</param>
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- [Obsolete("Use static Multiply() method instead.")]
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- public void Mult(float f)
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- {
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- this.X *= f;
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- this.Y *= f;
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- this.Z *= f;
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- }
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-
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- #endregion public void Mult()
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-
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- #region public void Div()
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-
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- /// <summary>Divide this instance by a scalar.</summary>
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- /// <param name="f">Scalar operand.</param>
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- [Obsolete("Use static Divide() method instead.")]
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- public void Div(float f)
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- {
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- float mult = 1.0f / f;
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- this.X *= mult;
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- this.Y *= mult;
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- this.Z *= mult;
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- }
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-
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- #endregion public void Div()
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-
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- #region public float Length
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-
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- /// <summary>
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- /// Gets the length (magnitude) of the vector.
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- /// </summary>
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- /// <see cref="LengthFast"/>
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- /// <seealso cref="LengthSquared"/>
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- public float Length
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- {
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- get
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- {
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- return (float)System.Math.Sqrt(X * X + Y * Y + Z * Z);
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- }
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- }
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-
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- #endregion
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-
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- #region public float LengthFast
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-
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- /// <summary>
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- /// Gets an approximation of the vector length (magnitude).
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- /// </summary>
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- /// <remarks>
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- /// This property uses an approximation of the square root function to calculate vector magnitude, with
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- /// an upper error bound of 0.001.
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- /// </remarks>
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- /// <see cref="Length"/>
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- /// <seealso cref="LengthSquared"/>
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- public float LengthFast
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- {
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- get
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- {
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- return 1.0f / MathHelper.InverseSqrtFast(X * X + Y * Y + Z * Z);
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- }
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- }
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-
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- #endregion
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-
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- #region public float LengthSquared
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-
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- /// <summary>
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- /// Gets the square of the vector length (magnitude).
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- /// </summary>
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- /// <remarks>
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- /// This property avoids the costly square root operation required by the Length property. This makes it more suitable
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- /// for comparisons.
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- /// </remarks>
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- /// <see cref="Length"/>
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- /// <seealso cref="LengthFast"/>
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- public float LengthSquared
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- {
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- get
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- {
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- return X * X + Y * Y + Z * Z;
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- }
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- }
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-
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- #endregion
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-
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- #region public void Normalize()
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-
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- /// <summary>
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- /// Scales the Vector3 to unit length.
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- /// </summary>
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- public void Normalize()
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- {
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- float scale = 1.0f / this.Length;
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- X *= scale;
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- Y *= scale;
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- Z *= scale;
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- }
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-
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- #endregion
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-
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- public void Abs()
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- {
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- X = Math.Abs(X);
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- Y = Math.Abs(Y);
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- Z = Math.Abs(Z);
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- }
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-
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- #region public void NormalizeFast()
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-
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- /// <summary>
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- /// Scales the Vector3 to approximately unit length.
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- /// </summary>
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- public void NormalizeFast()
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- {
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- float scale = MathHelper.InverseSqrtFast(X * X + Y * Y + Z * Z);
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- X *= scale;
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- Y *= scale;
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- Z *= scale;
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- }
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-
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- #endregion
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-
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- #region public void Scale()
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-
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- /// <summary>
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- /// Scales the current Vector3 by the given amounts.
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- /// </summary>
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- /// <param name="sx">The scale of the X component.</param>
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- /// <param name="sy">The scale of the Y component.</param>
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- /// <param name="sz">The scale of the Z component.</param>
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- [Obsolete("Use static Multiply() method instead.")]
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- public void Scale(float sx, float sy, float sz)
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- {
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- this.X = X * sx;
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- this.Y = Y * sy;
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- this.Z = Z * sz;
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- }
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-
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- /// <summary>Scales this instance by the given parameter.</summary>
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- /// <param name="scale">The scaling of the individual components.</param>
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- [Obsolete("Use static Multiply() method instead.")]
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- public void Scale(Vector3 scale)
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- {
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- this.X *= scale.X;
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- this.Y *= scale.Y;
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- this.Z *= scale.Z;
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- }
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-
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- /// <summary>Scales this instance by the given parameter.</summary>
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- /// <param name="scale">The scaling of the individual components.</param>
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- [CLSCompliant(false)]
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- [Obsolete("Use static Multiply() method instead.")]
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- public void Scale(ref Vector3 scale)
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- {
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- this.X *= scale.X;
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- this.Y *= scale.Y;
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- this.Z *= scale.Z;
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- }
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-
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- #endregion public void Scale()
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-
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- #endregion
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-
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- #region Static
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-
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- #region Fields
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-
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- /// <summary>
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- /// Defines a unit-length Vector3 that points towards the X-axis.
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- /// </summary>
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- public static readonly Vector3 UnitX = new Vector3(1, 0, 0);
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-
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- /// <summary>
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- /// Defines a unit-length Vector3 that points towards the Y-axis.
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- /// </summary>
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- public static readonly Vector3 UnitY = new Vector3(0, 1, 0);
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-
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- /// <summary>
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- /// /// Defines a unit-length Vector3 that points towards the Z-axis.
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- /// </summary>
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- public static readonly Vector3 UnitZ = new Vector3(0, 0, 1);
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-
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- /// <summary>
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- /// Defines a zero-length Vector3.
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- /// </summary>
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- public static readonly Vector3 Zero = new Vector3(0, 0, 0);
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-
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- /// <summary>
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- /// Defines an instance with all components set to 1.
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- /// </summary>
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- public static readonly Vector3 One = new Vector3(1, 1, 1);
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-
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- /// (-1,0,0) vector.
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- static public readonly Vector3 Left = new Vector3(-1, 0, 0);
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- /// (1,0,0) vector.
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- static public readonly Vector3 Right = new Vector3(1, 0, 0);
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- /// (0,1,0) vector.
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- static public readonly Vector3 Up = new Vector3(0, 1, 0);
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- /// (0,-1,0) vector.
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- static public readonly Vector3 Down = new Vector3(0, -1, 0);
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- /// (0,0,1) vector.
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- static public readonly Vector3 Forward = new Vector3(0, 0, 1);
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- /// (0,0,-1) vector.
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- static public readonly Vector3 Back = new Vector3(0, 0, -1);
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-
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- /// <summary>
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- /// Defines the size of the Vector3 struct in bytes.
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- /// </summary>
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- public static readonly int SizeInBytes = Marshal.SizeOf(new Vector3());
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-
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- #endregion
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-
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- #region Obsolete
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-
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- #region Sub
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-
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- /// <summary>
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- /// Subtract one Vector from another
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- /// </summary>
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- /// <param name="a">First operand</param>
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- /// <param name="b">Second operand</param>
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- /// <returns>Result of subtraction</returns>
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- [Obsolete("Use static Subtract() method instead.")]
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- public static Vector3 Sub(Vector3 a, Vector3 b)
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- {
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- a.X -= b.X;
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- a.Y -= b.Y;
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- a.Z -= b.Z;
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- return a;
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- }
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-
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- /// <summary>
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- /// Subtract one Vector from another
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- /// </summary>
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- /// <param name="a">First operand</param>
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- /// <param name="b">Second operand</param>
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- /// <param name="result">Result of subtraction</param>
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- [Obsolete("Use static Subtract() method instead.")]
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- public static void Sub(ref Vector3 a, ref Vector3 b, out Vector3 result)
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- {
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- result.X = a.X - b.X;
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- result.Y = a.Y - b.Y;
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- result.Z = a.Z - b.Z;
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- }
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-
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- #endregion
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-
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- #region Mult
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-
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- /// <summary>
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- /// Multiply a vector and a scalar
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- /// </summary>
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- /// <param name="a">Vector operand</param>
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- /// <param name="f">Scalar operand</param>
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- /// <returns>Result of the multiplication</returns>
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- [Obsolete("Use static Multiply() method instead.")]
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- public static Vector3 Mult(Vector3 a, float f)
|
|
|
- {
|
|
|
- a.X *= f;
|
|
|
- a.Y *= f;
|
|
|
- a.Z *= f;
|
|
|
- return a;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Multiply a vector and a scalar
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">Vector operand</param>
|
|
|
- /// <param name="f">Scalar operand</param>
|
|
|
- /// <param name="result">Result of the multiplication</param>
|
|
|
- [Obsolete("Use static Multiply() method instead.")]
|
|
|
- public static void Mult(ref Vector3 a, float f, out Vector3 result)
|
|
|
- {
|
|
|
- result.X = a.X * f;
|
|
|
- result.Y = a.Y * f;
|
|
|
- result.Z = a.Z * f;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Div
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Divide a vector by a scalar
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">Vector operand</param>
|
|
|
- /// <param name="f">Scalar operand</param>
|
|
|
- /// <returns>Result of the division</returns>
|
|
|
- [Obsolete("Use static Divide() method instead.")]
|
|
|
- public static Vector3 Div(Vector3 a, float f)
|
|
|
- {
|
|
|
- float mult = 1.0f / f;
|
|
|
- a.X *= mult;
|
|
|
- a.Y *= mult;
|
|
|
- a.Z *= mult;
|
|
|
- return a;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Divide a vector by a scalar
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">Vector operand</param>
|
|
|
- /// <param name="f">Scalar operand</param>
|
|
|
- /// <param name="result">Result of the division</param>
|
|
|
- [Obsolete("Use static Divide() method instead.")]
|
|
|
- public static void Div(ref Vector3 a, float f, out Vector3 result)
|
|
|
- {
|
|
|
- float mult = 1.0f / f;
|
|
|
- result.X = a.X * mult;
|
|
|
- result.Y = a.Y * mult;
|
|
|
- result.Z = a.Z * mult;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Add
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Adds two vectors.
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">Left operand.</param>
|
|
|
- /// <param name="b">Right operand.</param>
|
|
|
- /// <returns>Result of operation.</returns>
|
|
|
- public static Vector3 Add(Vector3 a, Vector3 b)
|
|
|
- {
|
|
|
- Add(ref a, ref b, out a);
|
|
|
- return a;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Adds two vectors.
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">Left operand.</param>
|
|
|
- /// <param name="b">Right operand.</param>
|
|
|
- /// <param name="result">Result of operation.</param>
|
|
|
- public static void Add(ref Vector3 a, ref Vector3 b, out Vector3 result)
|
|
|
- {
|
|
|
- result = new Vector3(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Subtract
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Subtract one Vector from another
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">First operand</param>
|
|
|
- /// <param name="b">Second operand</param>
|
|
|
- /// <returns>Result of subtraction</returns>
|
|
|
- public static Vector3 Subtract(Vector3 a, Vector3 b)
|
|
|
- {
|
|
|
- Subtract(ref a, ref b, out a);
|
|
|
- return a;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Subtract one Vector from another
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">First operand</param>
|
|
|
- /// <param name="b">Second operand</param>
|
|
|
- /// <param name="result">Result of subtraction</param>
|
|
|
- public static void Subtract(ref Vector3 a, ref Vector3 b, out Vector3 result)
|
|
|
- {
|
|
|
- result = new Vector3(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Multiply
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Multiplies a vector by a scalar.
|
|
|
- /// </summary>
|
|
|
- /// <param name="vector">Left operand.</param>
|
|
|
- /// <param name="scale">Right operand.</param>
|
|
|
- /// <returns>Result of the operation.</returns>
|
|
|
- public static Vector3 Multiply(Vector3 vector, float scale)
|
|
|
- {
|
|
|
- Multiply(ref vector, scale, out vector);
|
|
|
- return vector;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Multiplies a vector by a scalar.
|
|
|
- /// </summary>
|
|
|
- /// <param name="vector">Left operand.</param>
|
|
|
- /// <param name="scale">Right operand.</param>
|
|
|
- /// <param name="result">Result of the operation.</param>
|
|
|
- public static void Multiply(ref Vector3 vector, float scale, out Vector3 result)
|
|
|
- {
|
|
|
- result = new Vector3(vector.X * scale, vector.Y * scale, vector.Z * scale);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Multiplies a vector by the components a vector (scale).
|
|
|
- /// </summary>
|
|
|
- /// <param name="vector">Left operand.</param>
|
|
|
- /// <param name="scale">Right operand.</param>
|
|
|
- /// <returns>Result of the operation.</returns>
|
|
|
- public static Vector3 Multiply(Vector3 vector, Vector3 scale)
|
|
|
- {
|
|
|
- Multiply(ref vector, ref scale, out vector);
|
|
|
- return vector;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Multiplies a vector by the components of a vector (scale).
|
|
|
- /// </summary>
|
|
|
- /// <param name="vector">Left operand.</param>
|
|
|
- /// <param name="scale">Right operand.</param>
|
|
|
- /// <param name="result">Result of the operation.</param>
|
|
|
- public static void Multiply(ref Vector3 vector, ref Vector3 scale, out Vector3 result)
|
|
|
- {
|
|
|
- result = new Vector3(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z);
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Divide
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Divides a vector by a scalar.
|
|
|
- /// </summary>
|
|
|
- /// <param name="vector">Left operand.</param>
|
|
|
- /// <param name="scale">Right operand.</param>
|
|
|
- /// <returns>Result of the operation.</returns>
|
|
|
- public static Vector3 Divide(Vector3 vector, float scale)
|
|
|
- {
|
|
|
- Divide(ref vector, scale, out vector);
|
|
|
- return vector;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Divides a vector by a scalar.
|
|
|
- /// </summary>
|
|
|
- /// <param name="vector">Left operand.</param>
|
|
|
- /// <param name="scale">Right operand.</param>
|
|
|
- /// <param name="result">Result of the operation.</param>
|
|
|
- public static void Divide(ref Vector3 vector, float scale, out Vector3 result)
|
|
|
- {
|
|
|
- Multiply(ref vector, 1 / scale, out result);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Divides a vector by the components of a vector (scale).
|
|
|
- /// </summary>
|
|
|
- /// <param name="vector">Left operand.</param>
|
|
|
- /// <param name="scale">Right operand.</param>
|
|
|
- /// <returns>Result of the operation.</returns>
|
|
|
- public static Vector3 Divide(Vector3 vector, Vector3 scale)
|
|
|
- {
|
|
|
- Divide(ref vector, ref scale, out vector);
|
|
|
- return vector;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Divide a vector by the components of a vector (scale).
|
|
|
- /// </summary>
|
|
|
- /// <param name="vector">Left operand.</param>
|
|
|
- /// <param name="scale">Right operand.</param>
|
|
|
- /// <param name="result">Result of the operation.</param>
|
|
|
- public static void Divide(ref Vector3 vector, ref Vector3 scale, out Vector3 result)
|
|
|
- {
|
|
|
- result = new Vector3(vector.X / scale.X, vector.Y / scale.Y, vector.Z / scale.Z);
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region ComponentMin
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Calculate the component-wise minimum of two vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">First operand</param>
|
|
|
- /// <param name="b">Second operand</param>
|
|
|
- /// <returns>The component-wise minimum</returns>
|
|
|
- public static Vector3 ComponentMin(Vector3 a, Vector3 b)
|
|
|
- {
|
|
|
- a.X = a.X < b.X ? a.X : b.X;
|
|
|
- a.Y = a.Y < b.Y ? a.Y : b.Y;
|
|
|
- a.Z = a.Z < b.Z ? a.Z : b.Z;
|
|
|
- return a;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Calculate the component-wise minimum of two vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">First operand</param>
|
|
|
- /// <param name="b">Second operand</param>
|
|
|
- /// <param name="result">The component-wise minimum</param>
|
|
|
- public static void ComponentMin(ref Vector3 a, ref Vector3 b, out Vector3 result)
|
|
|
- {
|
|
|
- result.X = a.X < b.X ? a.X : b.X;
|
|
|
- result.Y = a.Y < b.Y ? a.Y : b.Y;
|
|
|
- result.Z = a.Z < b.Z ? a.Z : b.Z;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region ComponentMax
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Calculate the component-wise maximum of two vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">First operand</param>
|
|
|
- /// <param name="b">Second operand</param>
|
|
|
- /// <returns>The component-wise maximum</returns>
|
|
|
- public static Vector3 ComponentMax(Vector3 a, Vector3 b)
|
|
|
- {
|
|
|
- a.X = a.X > b.X ? a.X : b.X;
|
|
|
- a.Y = a.Y > b.Y ? a.Y : b.Y;
|
|
|
- a.Z = a.Z > b.Z ? a.Z : b.Z;
|
|
|
- return a;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Calculate the component-wise maximum of two vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">First operand</param>
|
|
|
- /// <param name="b">Second operand</param>
|
|
|
- /// <param name="result">The component-wise maximum</param>
|
|
|
- public static void ComponentMax(ref Vector3 a, ref Vector3 b, out Vector3 result)
|
|
|
- {
|
|
|
- result.X = a.X > b.X ? a.X : b.X;
|
|
|
- result.Y = a.Y > b.Y ? a.Y : b.Y;
|
|
|
- result.Z = a.Z > b.Z ? a.Z : b.Z;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Min
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Returns the Vector3 with the minimum magnitude
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">Left operand</param>
|
|
|
- /// <param name="right">Right operand</param>
|
|
|
- /// <returns>The minimum Vector3</returns>
|
|
|
- public static Vector3 Min(Vector3 left, Vector3 right)
|
|
|
- {
|
|
|
- return left.LengthSquared < right.LengthSquared ? left : right;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Max
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Returns the Vector3 with the minimum magnitude
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">Left operand</param>
|
|
|
- /// <param name="right">Right operand</param>
|
|
|
- /// <returns>The minimum Vector3</returns>
|
|
|
- public static Vector3 Max(Vector3 left, Vector3 right)
|
|
|
- {
|
|
|
- return left.LengthSquared >= right.LengthSquared ? left : right;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Clamp
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Clamp a vector to the given minimum and maximum vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">Input vector</param>
|
|
|
- /// <param name="min">Minimum vector</param>
|
|
|
- /// <param name="max">Maximum vector</param>
|
|
|
- /// <returns>The clamped vector</returns>
|
|
|
- public static Vector3 Clamp(Vector3 vec, Vector3 min, Vector3 max)
|
|
|
- {
|
|
|
- vec.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
|
|
|
- vec.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
|
|
|
- vec.Z = vec.Z < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
|
|
|
- return vec;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Clamp a vector to the given minimum and maximum vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">Input vector</param>
|
|
|
- /// <param name="min">Minimum vector</param>
|
|
|
- /// <param name="max">Maximum vector</param>
|
|
|
- /// <param name="result">The clamped vector</param>
|
|
|
- public static void Clamp(ref Vector3 vec, ref Vector3 min, ref Vector3 max, out Vector3 result)
|
|
|
- {
|
|
|
- result.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
|
|
|
- result.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
|
|
|
- result.Z = vec.Z < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Normalize
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Scale a vector to unit length
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">The input vector</param>
|
|
|
- /// <returns>The normalized vector</returns>
|
|
|
- public static Vector3 Normalize(Vector3 vec)
|
|
|
- {
|
|
|
- float scale = 1.0f / vec.Length;
|
|
|
- vec.X *= scale;
|
|
|
- vec.Y *= scale;
|
|
|
- vec.Z *= scale;
|
|
|
- return vec;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Scale a vector to unit length
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">The input vector</param>
|
|
|
- /// <param name="result">The normalized vector</param>
|
|
|
- public static void Normalize(ref Vector3 vec, out Vector3 result)
|
|
|
- {
|
|
|
- float scale = 1.0f / vec.Length;
|
|
|
- result.X = vec.X * scale;
|
|
|
- result.Y = vec.Y * scale;
|
|
|
- result.Z = vec.Z * scale;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region NormalizeFast
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Scale a vector to approximately unit length
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">The input vector</param>
|
|
|
- /// <returns>The normalized vector</returns>
|
|
|
- public static Vector3 NormalizeFast(Vector3 vec)
|
|
|
- {
|
|
|
- float scale = MathHelper.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y + vec.Z * vec.Z);
|
|
|
- vec.X *= scale;
|
|
|
- vec.Y *= scale;
|
|
|
- vec.Z *= scale;
|
|
|
- return vec;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Scale a vector to approximately unit length
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">The input vector</param>
|
|
|
- /// <param name="result">The normalized vector</param>
|
|
|
- public static void NormalizeFast(ref Vector3 vec, out Vector3 result)
|
|
|
- {
|
|
|
- float scale = MathHelper.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y + vec.Z * vec.Z);
|
|
|
- result.X = vec.X * scale;
|
|
|
- result.Y = vec.Y * scale;
|
|
|
- result.Z = vec.Z * scale;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Dot
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Calculate the dot (scalar) product of two vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">First operand</param>
|
|
|
- /// <param name="right">Second operand</param>
|
|
|
- /// <returns>The dot product of the two inputs</returns>
|
|
|
- public static float Dot(Vector3 left, Vector3 right)
|
|
|
- {
|
|
|
- return left.X * right.X + left.Y * right.Y + left.Z * right.Z;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Calculate the dot (scalar) product of two vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">First operand</param>
|
|
|
- /// <param name="right">Second operand</param>
|
|
|
- /// <param name="result">The dot product of the two inputs</param>
|
|
|
- public static void Dot(ref Vector3 left, ref Vector3 right, out float result)
|
|
|
- {
|
|
|
- result = left.X * right.X + left.Y * right.Y + left.Z * right.Z;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Cross
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Caclulate the cross (vector) product of two vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">First operand</param>
|
|
|
- /// <param name="right">Second operand</param>
|
|
|
- /// <returns>The cross product of the two inputs</returns>
|
|
|
- public static Vector3 Cross(Vector3 left, Vector3 right)
|
|
|
- {
|
|
|
- return new Vector3(left.Y * right.Z - left.Z * right.Y,
|
|
|
- left.Z * right.X - left.X * right.Z,
|
|
|
- left.X * right.Y - left.Y * right.X);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Caclulate the cross (vector) product of two vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">First operand</param>
|
|
|
- /// <param name="right">Second operand</param>
|
|
|
- /// <returns>The cross product of the two inputs</returns>
|
|
|
- /// <param name="result">The cross product of the two inputs</param>
|
|
|
- public static void Cross(ref Vector3 left, ref Vector3 right, out Vector3 result)
|
|
|
- {
|
|
|
- result.X = left.Y * right.Z - left.Z * right.Y;
|
|
|
- result.Y = left.Z * right.X - left.X * right.Z;
|
|
|
- result.Z = left.X * right.Y - left.Y * right.X;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Lerp
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Returns a new Vector that is the linear blend of the 2 given Vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">First input vector</param>
|
|
|
- /// <param name="b">Second input vector</param>
|
|
|
- /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
|
|
|
- /// <returns>a when blend=0, b when blend=1, and a linear combination otherwise</returns>
|
|
|
- public static Vector3 Lerp(Vector3 a, Vector3 b, float blend)
|
|
|
- {
|
|
|
- a.X = blend * (b.X - a.X) + a.X;
|
|
|
- a.Y = blend * (b.Y - a.Y) + a.Y;
|
|
|
- a.Z = blend * (b.Z - a.Z) + a.Z;
|
|
|
- return a;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Returns a new Vector that is the linear blend of the 2 given Vectors
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">First input vector</param>
|
|
|
- /// <param name="b">Second input vector</param>
|
|
|
- /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
|
|
|
- /// <param name="result">a when blend=0, b when blend=1, and a linear combination otherwise</param>
|
|
|
- public static void Lerp(ref Vector3 a, ref Vector3 b, float blend, out Vector3 result)
|
|
|
- {
|
|
|
- result.X = blend * (b.X - a.X) + a.X;
|
|
|
- result.Y = blend * (b.Y - a.Y) + a.Y;
|
|
|
- result.Z = blend * (b.Z - a.Z) + a.Z;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Barycentric
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Interpolate 3 Vectors using Barycentric coordinates
|
|
|
- /// </summary>
|
|
|
- /// <param name="a">First input Vector</param>
|
|
|
- /// <param name="b">Second input Vector</param>
|
|
|
- /// <param name="c">Third input Vector</param>
|
|
|
- /// <param name="u">First Barycentric Coordinate</param>
|
|
|
- /// <param name="v">Second Barycentric Coordinate</param>
|
|
|
- /// <returns>a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</returns>
|
|
|
- public static Vector3 BaryCentric(Vector3 a, Vector3 b, Vector3 c, float u, float v)
|
|
|
- {
|
|
|
- return a + u * (b - a) + v * (c - a);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Interpolate 3 Vectors using Barycentric coordinates</summary>
|
|
|
- /// <param name="a">First input Vector.</param>
|
|
|
- /// <param name="b">Second input Vector.</param>
|
|
|
- /// <param name="c">Third input Vector.</param>
|
|
|
- /// <param name="u">First Barycentric Coordinate.</param>
|
|
|
- /// <param name="v">Second Barycentric Coordinate.</param>
|
|
|
- /// <param name="result">Output Vector. a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</param>
|
|
|
- public static void BaryCentric(ref Vector3 a, ref Vector3 b, ref Vector3 c, float u, float v, out Vector3 result)
|
|
|
- {
|
|
|
- result = a; // copy
|
|
|
-
|
|
|
- Vector3 temp = b; // copy
|
|
|
- Subtract(ref temp, ref a, out temp);
|
|
|
- Multiply(ref temp, u, out temp);
|
|
|
- Add(ref result, ref temp, out result);
|
|
|
-
|
|
|
- temp = c; // copy
|
|
|
- Subtract(ref temp, ref a, out temp);
|
|
|
- Multiply(ref temp, v, out temp);
|
|
|
- Add(ref result, ref temp, out result);
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Transform
|
|
|
-
|
|
|
- /// <summary>Transform a direction vector by the given Matrix
|
|
|
- /// Assumes the matrix has a bottom row of (0,0,0,1), that is the translation part is ignored.
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">The vector to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <returns>The transformed vector</returns>
|
|
|
- public static Vector3 TransformVector(Vector3 vec, Matrix4 mat)
|
|
|
- {
|
|
|
- Vector3 v;
|
|
|
- v.X = Vector3.Dot(vec, new Vector3(mat.Column0));
|
|
|
- v.Y = Vector3.Dot(vec, new Vector3(mat.Column1));
|
|
|
- v.Z = Vector3.Dot(vec, new Vector3(mat.Column2));
|
|
|
- return v;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a direction vector by the given Matrix
|
|
|
- /// Assumes the matrix has a bottom row of (0,0,0,1), that is the translation part is ignored.
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">The vector to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <param name="result">The transformed vector</param>
|
|
|
- public static void TransformVector(ref Vector3 vec, ref Matrix4 mat, out Vector3 result)
|
|
|
- {
|
|
|
- result.X = vec.X * mat.Row0.X +
|
|
|
- vec.Y * mat.Row1.X +
|
|
|
- vec.Z * mat.Row2.X;
|
|
|
-
|
|
|
- result.Y = vec.X * mat.Row0.Y +
|
|
|
- vec.Y * mat.Row1.Y +
|
|
|
- vec.Z * mat.Row2.Y;
|
|
|
-
|
|
|
- result.Z = vec.X * mat.Row0.Z +
|
|
|
- vec.Y * mat.Row1.Z +
|
|
|
- vec.Z * mat.Row2.Z;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Normal by the given Matrix</summary>
|
|
|
- /// <remarks>
|
|
|
- /// This calculates the inverse of the given matrix, use TransformNormalInverse if you
|
|
|
- /// already have the inverse to avoid this extra calculation
|
|
|
- /// </remarks>
|
|
|
- /// <param name="norm">The normal to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <returns>The transformed normal</returns>
|
|
|
- public static Vector3 TransformNormal(Vector3 norm, Matrix4 mat)
|
|
|
- {
|
|
|
- mat.Invert();
|
|
|
- return TransformNormalInverse(norm, mat);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Normal by the given Matrix</summary>
|
|
|
- /// <remarks>
|
|
|
- /// This calculates the inverse of the given matrix, use TransformNormalInverse if you
|
|
|
- /// already have the inverse to avoid this extra calculation
|
|
|
- /// </remarks>
|
|
|
- /// <param name="norm">The normal to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <param name="result">The transformed normal</param>
|
|
|
- public static void TransformNormal(ref Vector3 norm, ref Matrix4 mat, out Vector3 result)
|
|
|
- {
|
|
|
- Matrix4 Inverse = Matrix4.Invert(mat);
|
|
|
- Vector3.TransformNormalInverse(ref norm, ref Inverse, out result);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Normal by the (transpose of the) given Matrix</summary>
|
|
|
- /// <remarks>
|
|
|
- /// This version doesn't calculate the inverse matrix.
|
|
|
- /// Use this version if you already have the inverse of the desired transform to hand
|
|
|
- /// </remarks>
|
|
|
- /// <param name="norm">The normal to transform</param>
|
|
|
- /// <param name="invMat">The inverse of the desired transformation</param>
|
|
|
- /// <returns>The transformed normal</returns>
|
|
|
- public static Vector3 TransformNormalInverse(Vector3 norm, Matrix4 invMat)
|
|
|
- {
|
|
|
- Vector3 n;
|
|
|
- n.X = Vector3.Dot(norm, new Vector3(invMat.Row0));
|
|
|
- n.Y = Vector3.Dot(norm, new Vector3(invMat.Row1));
|
|
|
- n.Z = Vector3.Dot(norm, new Vector3(invMat.Row2));
|
|
|
- return n;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Normal by the (transpose of the) given Matrix</summary>
|
|
|
- /// <remarks>
|
|
|
- /// This version doesn't calculate the inverse matrix.
|
|
|
- /// Use this version if you already have the inverse of the desired transform to hand
|
|
|
- /// </remarks>
|
|
|
- /// <param name="norm">The normal to transform</param>
|
|
|
- /// <param name="invMat">The inverse of the desired transformation</param>
|
|
|
- /// <param name="result">The transformed normal</param>
|
|
|
- public static void TransformNormalInverse(ref Vector3 norm, ref Matrix4 invMat, out Vector3 result)
|
|
|
- {
|
|
|
- result.X = norm.X * invMat.Row0.X +
|
|
|
- norm.Y * invMat.Row0.Y +
|
|
|
- norm.Z * invMat.Row0.Z;
|
|
|
-
|
|
|
- result.Y = norm.X * invMat.Row1.X +
|
|
|
- norm.Y * invMat.Row1.Y +
|
|
|
- norm.Z * invMat.Row1.Z;
|
|
|
-
|
|
|
- result.Z = norm.X * invMat.Row2.X +
|
|
|
- norm.Y * invMat.Row2.Y +
|
|
|
- norm.Z * invMat.Row2.Z;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Position by the given Matrix</summary>
|
|
|
- /// <param name="pos">The position to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <returns>The transformed position</returns>
|
|
|
- public static Vector3 TransformPosition(Vector3 pos, Matrix4 mat)
|
|
|
- {
|
|
|
- Vector3 p;
|
|
|
- p.X = Vector3.Dot(pos, new Vector3(mat.Column0)) + mat.Row3.X;
|
|
|
- p.Y = Vector3.Dot(pos, new Vector3(mat.Column1)) + mat.Row3.Y;
|
|
|
- p.Z = Vector3.Dot(pos, new Vector3(mat.Column2)) + mat.Row3.Z;
|
|
|
- return p;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Position by the given Matrix</summary>
|
|
|
- /// <param name="pos">The position to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <param name="result">The transformed position</param>
|
|
|
- public static void TransformPosition(ref Vector3 pos, ref Matrix4 mat, out Vector3 result)
|
|
|
- {
|
|
|
- result.X = pos.X * mat.Row0.X +
|
|
|
- pos.Y * mat.Row1.X +
|
|
|
- pos.Z * mat.Row2.X +
|
|
|
- mat.Row3.X;
|
|
|
-
|
|
|
- result.Y = pos.X * mat.Row0.Y +
|
|
|
- pos.Y * mat.Row1.Y +
|
|
|
- pos.Z * mat.Row2.Y +
|
|
|
- mat.Row3.Y;
|
|
|
-
|
|
|
- result.Z = pos.X * mat.Row0.Z +
|
|
|
- pos.Y * mat.Row1.Z +
|
|
|
- pos.Z * mat.Row2.Z +
|
|
|
- mat.Row3.Z;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Vector by the given Matrix</summary>
|
|
|
- /// <param name="vec">The vector to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <returns>The transformed vector</returns>
|
|
|
- public static Vector4 Transform(Vector3 vec, Matrix4 mat)
|
|
|
- {
|
|
|
- Vector4 v4 = new Vector4(vec.X, vec.Y, vec.Z, 1.0f);
|
|
|
- Vector4 result;
|
|
|
- result.X = Vector4.Dot(v4, mat.Column0);
|
|
|
- result.Y = Vector4.Dot(v4, mat.Column1);
|
|
|
- result.Z = Vector4.Dot(v4, mat.Column2);
|
|
|
- result.W = Vector4.Dot(v4, mat.Column3);
|
|
|
- return result;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Vector by the given Matrix</summary>
|
|
|
- /// <param name="vec">The vector to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <param name="result">The transformed vector</param>
|
|
|
- public static void Transform(ref Vector3 vec, ref Matrix4 mat, out Vector4 result)
|
|
|
- {
|
|
|
- Vector4 v4 = new Vector4(vec.X, vec.Y, vec.Z, 1.0f);
|
|
|
- Vector4.Transform(ref v4, ref mat, out result);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Vector3 by the given Matrix, and project the resulting Vector4 back to a Vector3</summary>
|
|
|
- /// <param name="vec">The vector to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <returns>The transformed vector</returns>
|
|
|
- public static Vector3 TransformPerspective(Vector3 vec, Matrix4 mat)
|
|
|
- {
|
|
|
- Vector4 h = Transform(vec, mat);
|
|
|
- return new Vector3(h.X / h.W, h.Y / h.W, h.Z / h.W);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Transform a Vector3 by the given Matrix, and project the resulting Vector4 back to a Vector3</summary>
|
|
|
- /// <param name="vec">The vector to transform</param>
|
|
|
- /// <param name="mat">The desired transformation</param>
|
|
|
- /// <param name="result">The transformed vector</param>
|
|
|
- public static void TransformPerspective(ref Vector3 vec, ref Matrix4 mat, out Vector3 result)
|
|
|
- {
|
|
|
- Vector4 h;
|
|
|
- Vector3.Transform(ref vec, ref mat, out h);
|
|
|
- result.X = h.X / h.W;
|
|
|
- result.Y = h.Y / h.W;
|
|
|
- result.Z = h.Z / h.W;
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region CalculateAngle
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Calculates the angle (in radians) between two vectors.
|
|
|
- /// </summary>
|
|
|
- /// <param name="first">The first vector.</param>
|
|
|
- /// <param name="second">The second vector.</param>
|
|
|
- /// <returns>Angle (in radians) between the vectors.</returns>
|
|
|
- /// <remarks>Note that the returned angle is never bigger than the constant Pi.</remarks>
|
|
|
- public static float CalculateAngle(Vector3 first, Vector3 second)
|
|
|
- {
|
|
|
- return (float)System.Math.Acos((Vector3.Dot(first, second)) / (first.Length * second.Length));
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Calculates the angle (in radians) between two vectors.</summary>
|
|
|
- /// <param name="first">The first vector.</param>
|
|
|
- /// <param name="second">The second vector.</param>
|
|
|
- /// <param name="result">Angle (in radians) between the vectors.</param>
|
|
|
- /// <remarks>Note that the returned angle is never bigger than the constant Pi.</remarks>
|
|
|
- public static void CalculateAngle(ref Vector3 first, ref Vector3 second, out float result)
|
|
|
- {
|
|
|
- float temp;
|
|
|
- Vector3.Dot(ref first, ref second, out temp);
|
|
|
- result = (float)System.Math.Acos(temp / (first.Length * second.Length));
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Swizzle
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Gets or sets an OpenTK.Vector2 with the X and Y components of this instance.
|
|
|
- /// </summary>
|
|
|
-
|
|
|
- public Vector2 Xy { get { return new Vector2(X, Y); } set { X = value.X; Y = value.Y; } }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Operators
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Adds two instances.
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">The first instance.</param>
|
|
|
- /// <param name="right">The second instance.</param>
|
|
|
- /// <returns>The result of the calculation.</returns>
|
|
|
- public static Vector3 operator +(Vector3 left, Vector3 right)
|
|
|
- {
|
|
|
- left.X += right.X;
|
|
|
- left.Y += right.Y;
|
|
|
- left.Z += right.Z;
|
|
|
- return left;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Subtracts two instances.
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">The first instance.</param>
|
|
|
- /// <param name="right">The second instance.</param>
|
|
|
- /// <returns>The result of the calculation.</returns>
|
|
|
- public static Vector3 operator -(Vector3 left, Vector3 right)
|
|
|
- {
|
|
|
- left.X -= right.X;
|
|
|
- left.Y -= right.Y;
|
|
|
- left.Z -= right.Z;
|
|
|
- return left;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Negates an instance.
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">The instance.</param>
|
|
|
- /// <returns>The result of the calculation.</returns>
|
|
|
- public static Vector3 operator -(Vector3 vec)
|
|
|
- {
|
|
|
- vec.X = -vec.X;
|
|
|
- vec.Y = -vec.Y;
|
|
|
- vec.Z = -vec.Z;
|
|
|
- return vec;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Multiplies an instance by a scalar.
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">The instance.</param>
|
|
|
- /// <param name="scale">The scalar.</param>
|
|
|
- /// <returns>The result of the calculation.</returns>
|
|
|
- public static Vector3 operator *(Vector3 vec, float scale)
|
|
|
- {
|
|
|
- vec.X *= scale;
|
|
|
- vec.Y *= scale;
|
|
|
- vec.Z *= scale;
|
|
|
- return vec;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Multiplies an instance by a scalar.
|
|
|
- /// </summary>
|
|
|
- /// <param name="scale">The scalar.</param>
|
|
|
- /// <param name="vec">The instance.</param>
|
|
|
- /// <returns>The result of the calculation.</returns>
|
|
|
- public static Vector3 operator *(float scale, Vector3 vec)
|
|
|
- {
|
|
|
- vec.X *= scale;
|
|
|
- vec.Y *= scale;
|
|
|
- vec.Z *= scale;
|
|
|
- return vec;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Divides an instance by a scalar.
|
|
|
- /// </summary>
|
|
|
- /// <param name="vec">The instance.</param>
|
|
|
- /// <param name="scale">The scalar.</param>
|
|
|
- /// <returns>The result of the calculation.</returns>
|
|
|
- public static Vector3 operator /(Vector3 vec, float scale)
|
|
|
- {
|
|
|
- float mult = 1.0f / scale;
|
|
|
- vec.X *= mult;
|
|
|
- vec.Y *= mult;
|
|
|
- vec.Z *= mult;
|
|
|
- return vec;
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Compares two instances for equality.
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">The first instance.</param>
|
|
|
- /// <param name="right">The second instance.</param>
|
|
|
- /// <returns>True, if left equals right; false otherwise.</returns>
|
|
|
- public static bool operator ==(Vector3 left, Vector3 right)
|
|
|
- {
|
|
|
- return left.Equals(right);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Compares two instances for inequality.
|
|
|
- /// </summary>
|
|
|
- /// <param name="left">The first instance.</param>
|
|
|
- /// <param name="right">The second instance.</param>
|
|
|
- /// <returns>True, if left does not equa lright; false otherwise.</returns>
|
|
|
- public static bool operator !=(Vector3 left, Vector3 right)
|
|
|
- {
|
|
|
- return !left.Equals(right);
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Overrides
|
|
|
-
|
|
|
- #region public override string ToString()
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Returns a System.String that represents the current Vector3.
|
|
|
- /// </summary>
|
|
|
- /// <returns></returns>
|
|
|
- public override string ToString()
|
|
|
- {
|
|
|
- return String.Format("({0}, {1}, {2})", X, Y, Z);
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region public override int GetHashCode()
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Returns the hashcode for this instance.
|
|
|
- /// </summary>
|
|
|
- /// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
|
|
|
- public override int GetHashCode()
|
|
|
- {
|
|
|
- return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode();
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region public override bool Equals(object obj)
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Indicates whether this instance and a specified object are equal.
|
|
|
- /// </summary>
|
|
|
- /// <param name="obj">The object to compare to.</param>
|
|
|
- /// <returns>True if the instances are equal; false otherwise.</returns>
|
|
|
- public override bool Equals(object obj)
|
|
|
- {
|
|
|
- if (!(obj is Vector3))
|
|
|
- return false;
|
|
|
-
|
|
|
- return this.Equals((Vector3)obj);
|
|
|
- }
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region IEquatable<Vector3> Members
|
|
|
-
|
|
|
- /// <summary>Indicates whether the current vector is equal to another vector.</summary>
|
|
|
- /// <param name="other">A vector to compare with this vector.</param>
|
|
|
- /// <returns>true if the current vector is equal to the vector parameter; otherwise, false.</returns>
|
|
|
- public bool Equals(Vector3 other)
|
|
|
- {
|
|
|
- return
|
|
|
- X == other.X &&
|
|
|
- Y == other.Y &&
|
|
|
- Z == other.Z;
|
|
|
- }
|
|
|
+ {
|
|
|
+ X = v.X;
|
|
|
+ Y = v.Y;
|
|
|
+ Z = 0.0f;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Constructs a new Vector3 from the given Vector3.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="v">The Vector3 to copy components from.</param>
|
|
|
+ public Vector3(Vector3 v)
|
|
|
+ {
|
|
|
+ X = v.X;
|
|
|
+ Y = v.Y;
|
|
|
+ Z = v.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Constructs a new Vector3 from the given Vector4.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="v">The Vector4 to copy components from.</param>
|
|
|
+ public Vector3(Vector4 v)
|
|
|
+ {
|
|
|
+ X = v.X;
|
|
|
+ Y = v.Y;
|
|
|
+ Z = v.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Public Members
|
|
|
+
|
|
|
+ #region Instance
|
|
|
+
|
|
|
+ #region public void Add()
|
|
|
+
|
|
|
+ /// <summary>Add the Vector passed as parameter to this instance.</summary>
|
|
|
+ /// <param name="right">Right operand. This parameter is only read from.</param>
|
|
|
+ [Obsolete("Use static Add() method instead.")]
|
|
|
+ public void Add(Vector3 right)
|
|
|
+ {
|
|
|
+ this.X += right.X;
|
|
|
+ this.Y += right.Y;
|
|
|
+ this.Z += right.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Add the Vector passed as parameter to this instance.</summary>
|
|
|
+ /// <param name="right">Right operand. This parameter is only read from.</param>
|
|
|
+ [CLSCompliant(false)]
|
|
|
+ [Obsolete("Use static Add() method instead.")]
|
|
|
+ public void Add(ref Vector3 right)
|
|
|
+ {
|
|
|
+ this.X += right.X;
|
|
|
+ this.Y += right.Y;
|
|
|
+ this.Z += right.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion public void Add()
|
|
|
+
|
|
|
+ #region public void Sub()
|
|
|
+
|
|
|
+ /// <summary>Subtract the Vector passed as parameter from this instance.</summary>
|
|
|
+ /// <param name="right">Right operand. This parameter is only read from.</param>
|
|
|
+ [Obsolete("Use static Subtract() method instead.")]
|
|
|
+ public void Sub(Vector3 right)
|
|
|
+ {
|
|
|
+ this.X -= right.X;
|
|
|
+ this.Y -= right.Y;
|
|
|
+ this.Z -= right.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Subtract the Vector passed as parameter from this instance.</summary>
|
|
|
+ /// <param name="right">Right operand. This parameter is only read from.</param>
|
|
|
+ [CLSCompliant(false)]
|
|
|
+ [Obsolete("Use static Subtract() method instead.")]
|
|
|
+ public void Sub(ref Vector3 right)
|
|
|
+ {
|
|
|
+ this.X -= right.X;
|
|
|
+ this.Y -= right.Y;
|
|
|
+ this.Z -= right.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion public void Sub()
|
|
|
+
|
|
|
+ #region public void Mult()
|
|
|
+
|
|
|
+ /// <summary>Multiply this instance by a scalar.</summary>
|
|
|
+ /// <param name="f">Scalar operand.</param>
|
|
|
+ [Obsolete("Use static Multiply() method instead.")]
|
|
|
+ public void Mult(float f)
|
|
|
+ {
|
|
|
+ this.X *= f;
|
|
|
+ this.Y *= f;
|
|
|
+ this.Z *= f;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion public void Mult()
|
|
|
+
|
|
|
+ #region public void Div()
|
|
|
+
|
|
|
+ /// <summary>Divide this instance by a scalar.</summary>
|
|
|
+ /// <param name="f">Scalar operand.</param>
|
|
|
+ [Obsolete("Use static Divide() method instead.")]
|
|
|
+ public void Div(float f)
|
|
|
+ {
|
|
|
+ float mult = 1.0f / f;
|
|
|
+ this.X *= mult;
|
|
|
+ this.Y *= mult;
|
|
|
+ this.Z *= mult;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion public void Div()
|
|
|
+
|
|
|
+ #region public float Length
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Gets the length (magnitude) of the vector.
|
|
|
+ /// </summary>
|
|
|
+ /// <see cref="LengthFast"/>
|
|
|
+ /// <seealso cref="LengthSquared"/>
|
|
|
+ public float Length
|
|
|
+ {
|
|
|
+ get
|
|
|
+ {
|
|
|
+ return (float)System.Math.Sqrt(X * X + Y * Y + Z * Z);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region public float LengthFast
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Gets an approximation of the vector length (magnitude).
|
|
|
+ /// </summary>
|
|
|
+ /// <remarks>
|
|
|
+ /// This property uses an approximation of the square root function to calculate vector magnitude, with
|
|
|
+ /// an upper error bound of 0.001.
|
|
|
+ /// </remarks>
|
|
|
+ /// <see cref="Length"/>
|
|
|
+ /// <seealso cref="LengthSquared"/>
|
|
|
+ public float LengthFast
|
|
|
+ {
|
|
|
+ get
|
|
|
+ {
|
|
|
+ return 1.0f / MathHelper.InverseSqrtFast(X * X + Y * Y + Z * Z);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region public float LengthSquared
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Gets the square of the vector length (magnitude).
|
|
|
+ /// </summary>
|
|
|
+ /// <remarks>
|
|
|
+ /// This property avoids the costly square root operation required by the Length property. This makes it more suitable
|
|
|
+ /// for comparisons.
|
|
|
+ /// </remarks>
|
|
|
+ /// <see cref="Length"/>
|
|
|
+ /// <seealso cref="LengthFast"/>
|
|
|
+ public float LengthSquared
|
|
|
+ {
|
|
|
+ get
|
|
|
+ {
|
|
|
+ return X * X + Y * Y + Z * Z;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region public void Normalize()
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Scales the Vector3 to unit length.
|
|
|
+ /// </summary>
|
|
|
+ public void Normalize()
|
|
|
+ {
|
|
|
+ float scale = 1.0f / this.Length;
|
|
|
+ X *= scale;
|
|
|
+ Y *= scale;
|
|
|
+ Z *= scale;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ public void Abs()
|
|
|
+ {
|
|
|
+ X = Math.Abs(X);
|
|
|
+ Y = Math.Abs(Y);
|
|
|
+ Z = Math.Abs(Z);
|
|
|
+ }
|
|
|
+
|
|
|
+ #region public void NormalizeFast()
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Scales the Vector3 to approximately unit length.
|
|
|
+ /// </summary>
|
|
|
+ public void NormalizeFast()
|
|
|
+ {
|
|
|
+ float scale = MathHelper.InverseSqrtFast(X * X + Y * Y + Z * Z);
|
|
|
+ X *= scale;
|
|
|
+ Y *= scale;
|
|
|
+ Z *= scale;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region public void Scale()
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Scales the current Vector3 by the given amounts.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="sx">The scale of the X component.</param>
|
|
|
+ /// <param name="sy">The scale of the Y component.</param>
|
|
|
+ /// <param name="sz">The scale of the Z component.</param>
|
|
|
+ [Obsolete("Use static Multiply() method instead.")]
|
|
|
+ public void Scale(float sx, float sy, float sz)
|
|
|
+ {
|
|
|
+ this.X = X * sx;
|
|
|
+ this.Y = Y * sy;
|
|
|
+ this.Z = Z * sz;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Scales this instance by the given parameter.</summary>
|
|
|
+ /// <param name="scale">The scaling of the individual components.</param>
|
|
|
+ [Obsolete("Use static Multiply() method instead.")]
|
|
|
+ public void Scale(Vector3 scale)
|
|
|
+ {
|
|
|
+ this.X *= scale.X;
|
|
|
+ this.Y *= scale.Y;
|
|
|
+ this.Z *= scale.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Scales this instance by the given parameter.</summary>
|
|
|
+ /// <param name="scale">The scaling of the individual components.</param>
|
|
|
+ [CLSCompliant(false)]
|
|
|
+ [Obsolete("Use static Multiply() method instead.")]
|
|
|
+ public void Scale(ref Vector3 scale)
|
|
|
+ {
|
|
|
+ this.X *= scale.X;
|
|
|
+ this.Y *= scale.Y;
|
|
|
+ this.Z *= scale.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion public void Scale()
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Static
|
|
|
+
|
|
|
+ #region Fields
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Defines a unit-length Vector3 that points towards the X-axis.
|
|
|
+ /// </summary>
|
|
|
+ public static readonly Vector3 UnitX = new Vector3(1, 0, 0);
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Defines a unit-length Vector3 that points towards the Y-axis.
|
|
|
+ /// </summary>
|
|
|
+ public static readonly Vector3 UnitY = new Vector3(0, 1, 0);
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// /// Defines a unit-length Vector3 that points towards the Z-axis.
|
|
|
+ /// </summary>
|
|
|
+ public static readonly Vector3 UnitZ = new Vector3(0, 0, 1);
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Defines a zero-length Vector3.
|
|
|
+ /// </summary>
|
|
|
+ public static readonly Vector3 Zero = new Vector3(0, 0, 0);
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Defines an instance with all components set to 1.
|
|
|
+ /// </summary>
|
|
|
+ public static readonly Vector3 One = new Vector3(1, 1, 1);
|
|
|
+
|
|
|
+ /// (-1,0,0) vector.
|
|
|
+ static public readonly Vector3 Left = new Vector3(-1, 0, 0);
|
|
|
+ /// (1,0,0) vector.
|
|
|
+ static public readonly Vector3 Right = new Vector3(1, 0, 0);
|
|
|
+ /// (0,1,0) vector.
|
|
|
+ static public readonly Vector3 Up = new Vector3(0, 1, 0);
|
|
|
+ /// (0,-1,0) vector.
|
|
|
+ static public readonly Vector3 Down = new Vector3(0, -1, 0);
|
|
|
+ /// (0,0,1) vector.
|
|
|
+ static public readonly Vector3 Forward = new Vector3(0, 0, 1);
|
|
|
+ /// (0,0,-1) vector.
|
|
|
+ static public readonly Vector3 Back = new Vector3(0, 0, -1);
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Defines the size of the Vector3 struct in bytes.
|
|
|
+ /// </summary>
|
|
|
+ public static readonly int SizeInBytes = Marshal.SizeOf(new Vector3());
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Obsolete
|
|
|
+
|
|
|
+ #region Sub
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Subtract one Vector from another
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First operand</param>
|
|
|
+ /// <param name="b">Second operand</param>
|
|
|
+ /// <returns>Result of subtraction</returns>
|
|
|
+ [Obsolete("Use static Subtract() method instead.")]
|
|
|
+ public static Vector3 Sub(Vector3 a, Vector3 b)
|
|
|
+ {
|
|
|
+ a.X -= b.X;
|
|
|
+ a.Y -= b.Y;
|
|
|
+ a.Z -= b.Z;
|
|
|
+ return a;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Subtract one Vector from another
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First operand</param>
|
|
|
+ /// <param name="b">Second operand</param>
|
|
|
+ /// <param name="result">Result of subtraction</param>
|
|
|
+ [Obsolete("Use static Subtract() method instead.")]
|
|
|
+ public static void Sub(ref Vector3 a, ref Vector3 b, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = a.X - b.X;
|
|
|
+ result.Y = a.Y - b.Y;
|
|
|
+ result.Z = a.Z - b.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Mult
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Multiply a vector and a scalar
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">Vector operand</param>
|
|
|
+ /// <param name="f">Scalar operand</param>
|
|
|
+ /// <returns>Result of the multiplication</returns>
|
|
|
+ [Obsolete("Use static Multiply() method instead.")]
|
|
|
+ public static Vector3 Mult(Vector3 a, float f)
|
|
|
+ {
|
|
|
+ a.X *= f;
|
|
|
+ a.Y *= f;
|
|
|
+ a.Z *= f;
|
|
|
+ return a;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Multiply a vector and a scalar
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">Vector operand</param>
|
|
|
+ /// <param name="f">Scalar operand</param>
|
|
|
+ /// <param name="result">Result of the multiplication</param>
|
|
|
+ [Obsolete("Use static Multiply() method instead.")]
|
|
|
+ public static void Mult(ref Vector3 a, float f, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = a.X * f;
|
|
|
+ result.Y = a.Y * f;
|
|
|
+ result.Z = a.Z * f;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Div
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Divide a vector by a scalar
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">Vector operand</param>
|
|
|
+ /// <param name="f">Scalar operand</param>
|
|
|
+ /// <returns>Result of the division</returns>
|
|
|
+ [Obsolete("Use static Divide() method instead.")]
|
|
|
+ public static Vector3 Div(Vector3 a, float f)
|
|
|
+ {
|
|
|
+ float mult = 1.0f / f;
|
|
|
+ a.X *= mult;
|
|
|
+ a.Y *= mult;
|
|
|
+ a.Z *= mult;
|
|
|
+ return a;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Divide a vector by a scalar
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">Vector operand</param>
|
|
|
+ /// <param name="f">Scalar operand</param>
|
|
|
+ /// <param name="result">Result of the division</param>
|
|
|
+ [Obsolete("Use static Divide() method instead.")]
|
|
|
+ public static void Div(ref Vector3 a, float f, out Vector3 result)
|
|
|
+ {
|
|
|
+ float mult = 1.0f / f;
|
|
|
+ result.X = a.X * mult;
|
|
|
+ result.Y = a.Y * mult;
|
|
|
+ result.Z = a.Z * mult;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Add
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Adds two vectors.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">Left operand.</param>
|
|
|
+ /// <param name="b">Right operand.</param>
|
|
|
+ /// <returns>Result of operation.</returns>
|
|
|
+ public static Vector3 Add(Vector3 a, Vector3 b)
|
|
|
+ {
|
|
|
+ Add(ref a, ref b, out a);
|
|
|
+ return a;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Adds two vectors.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">Left operand.</param>
|
|
|
+ /// <param name="b">Right operand.</param>
|
|
|
+ /// <param name="result">Result of operation.</param>
|
|
|
+ public static void Add(ref Vector3 a, ref Vector3 b, out Vector3 result)
|
|
|
+ {
|
|
|
+ result = new Vector3(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Subtract
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Subtract one Vector from another
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First operand</param>
|
|
|
+ /// <param name="b">Second operand</param>
|
|
|
+ /// <returns>Result of subtraction</returns>
|
|
|
+ public static Vector3 Subtract(Vector3 a, Vector3 b)
|
|
|
+ {
|
|
|
+ Subtract(ref a, ref b, out a);
|
|
|
+ return a;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Subtract one Vector from another
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First operand</param>
|
|
|
+ /// <param name="b">Second operand</param>
|
|
|
+ /// <param name="result">Result of subtraction</param>
|
|
|
+ public static void Subtract(ref Vector3 a, ref Vector3 b, out Vector3 result)
|
|
|
+ {
|
|
|
+ result = new Vector3(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Multiply
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Multiplies a vector by a scalar.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vector">Left operand.</param>
|
|
|
+ /// <param name="scale">Right operand.</param>
|
|
|
+ /// <returns>Result of the operation.</returns>
|
|
|
+ public static Vector3 Multiply(Vector3 vector, float scale)
|
|
|
+ {
|
|
|
+ Multiply(ref vector, scale, out vector);
|
|
|
+ return vector;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Multiplies a vector by a scalar.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vector">Left operand.</param>
|
|
|
+ /// <param name="scale">Right operand.</param>
|
|
|
+ /// <param name="result">Result of the operation.</param>
|
|
|
+ public static void Multiply(ref Vector3 vector, float scale, out Vector3 result)
|
|
|
+ {
|
|
|
+ result = new Vector3(vector.X * scale, vector.Y * scale, vector.Z * scale);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Multiplies a vector by the components a vector (scale).
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vector">Left operand.</param>
|
|
|
+ /// <param name="scale">Right operand.</param>
|
|
|
+ /// <returns>Result of the operation.</returns>
|
|
|
+ public static Vector3 Multiply(Vector3 vector, Vector3 scale)
|
|
|
+ {
|
|
|
+ Multiply(ref vector, ref scale, out vector);
|
|
|
+ return vector;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Multiplies a vector by the components of a vector (scale).
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vector">Left operand.</param>
|
|
|
+ /// <param name="scale">Right operand.</param>
|
|
|
+ /// <param name="result">Result of the operation.</param>
|
|
|
+ public static void Multiply(ref Vector3 vector, ref Vector3 scale, out Vector3 result)
|
|
|
+ {
|
|
|
+ result = new Vector3(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Divide
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Divides a vector by a scalar.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vector">Left operand.</param>
|
|
|
+ /// <param name="scale">Right operand.</param>
|
|
|
+ /// <returns>Result of the operation.</returns>
|
|
|
+ public static Vector3 Divide(Vector3 vector, float scale)
|
|
|
+ {
|
|
|
+ Divide(ref vector, scale, out vector);
|
|
|
+ return vector;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Divides a vector by a scalar.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vector">Left operand.</param>
|
|
|
+ /// <param name="scale">Right operand.</param>
|
|
|
+ /// <param name="result">Result of the operation.</param>
|
|
|
+ public static void Divide(ref Vector3 vector, float scale, out Vector3 result)
|
|
|
+ {
|
|
|
+ Multiply(ref vector, 1 / scale, out result);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Divides a vector by the components of a vector (scale).
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vector">Left operand.</param>
|
|
|
+ /// <param name="scale">Right operand.</param>
|
|
|
+ /// <returns>Result of the operation.</returns>
|
|
|
+ public static Vector3 Divide(Vector3 vector, Vector3 scale)
|
|
|
+ {
|
|
|
+ Divide(ref vector, ref scale, out vector);
|
|
|
+ return vector;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Divide a vector by the components of a vector (scale).
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vector">Left operand.</param>
|
|
|
+ /// <param name="scale">Right operand.</param>
|
|
|
+ /// <param name="result">Result of the operation.</param>
|
|
|
+ public static void Divide(ref Vector3 vector, ref Vector3 scale, out Vector3 result)
|
|
|
+ {
|
|
|
+ result = new Vector3(vector.X / scale.X, vector.Y / scale.Y, vector.Z / scale.Z);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region ComponentMin
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Calculate the component-wise minimum of two vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First operand</param>
|
|
|
+ /// <param name="b">Second operand</param>
|
|
|
+ /// <returns>The component-wise minimum</returns>
|
|
|
+ public static Vector3 ComponentMin(Vector3 a, Vector3 b)
|
|
|
+ {
|
|
|
+ a.X = a.X < b.X ? a.X : b.X;
|
|
|
+ a.Y = a.Y < b.Y ? a.Y : b.Y;
|
|
|
+ a.Z = a.Z < b.Z ? a.Z : b.Z;
|
|
|
+ return a;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Calculate the component-wise minimum of two vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First operand</param>
|
|
|
+ /// <param name="b">Second operand</param>
|
|
|
+ /// <param name="result">The component-wise minimum</param>
|
|
|
+ public static void ComponentMin(ref Vector3 a, ref Vector3 b, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = a.X < b.X ? a.X : b.X;
|
|
|
+ result.Y = a.Y < b.Y ? a.Y : b.Y;
|
|
|
+ result.Z = a.Z < b.Z ? a.Z : b.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region ComponentMax
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Calculate the component-wise maximum of two vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First operand</param>
|
|
|
+ /// <param name="b">Second operand</param>
|
|
|
+ /// <returns>The component-wise maximum</returns>
|
|
|
+ public static Vector3 ComponentMax(Vector3 a, Vector3 b)
|
|
|
+ {
|
|
|
+ a.X = a.X > b.X ? a.X : b.X;
|
|
|
+ a.Y = a.Y > b.Y ? a.Y : b.Y;
|
|
|
+ a.Z = a.Z > b.Z ? a.Z : b.Z;
|
|
|
+ return a;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Calculate the component-wise maximum of two vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First operand</param>
|
|
|
+ /// <param name="b">Second operand</param>
|
|
|
+ /// <param name="result">The component-wise maximum</param>
|
|
|
+ public static void ComponentMax(ref Vector3 a, ref Vector3 b, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = a.X > b.X ? a.X : b.X;
|
|
|
+ result.Y = a.Y > b.Y ? a.Y : b.Y;
|
|
|
+ result.Z = a.Z > b.Z ? a.Z : b.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Min
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns the Vector3 with the minimum magnitude
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="left">Left operand</param>
|
|
|
+ /// <param name="right">Right operand</param>
|
|
|
+ /// <returns>The minimum Vector3</returns>
|
|
|
+ public static Vector3 Min(Vector3 left, Vector3 right)
|
|
|
+ {
|
|
|
+ return left.LengthSquared < right.LengthSquared ? left : right;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Max
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns the Vector3 with the minimum magnitude
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="left">Left operand</param>
|
|
|
+ /// <param name="right">Right operand</param>
|
|
|
+ /// <returns>The minimum Vector3</returns>
|
|
|
+ public static Vector3 Max(Vector3 left, Vector3 right)
|
|
|
+ {
|
|
|
+ return left.LengthSquared >= right.LengthSquared ? left : right;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Clamp
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Clamp a vector to the given minimum and maximum vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">Input vector</param>
|
|
|
+ /// <param name="min">Minimum vector</param>
|
|
|
+ /// <param name="max">Maximum vector</param>
|
|
|
+ /// <returns>The clamped vector</returns>
|
|
|
+ public static Vector3 Clamp(Vector3 vec, Vector3 min, Vector3 max)
|
|
|
+ {
|
|
|
+ vec.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
|
|
|
+ vec.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
|
|
|
+ vec.Z = vec.Z < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
|
|
|
+ return vec;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Clamp a vector to the given minimum and maximum vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">Input vector</param>
|
|
|
+ /// <param name="min">Minimum vector</param>
|
|
|
+ /// <param name="max">Maximum vector</param>
|
|
|
+ /// <param name="result">The clamped vector</param>
|
|
|
+ public static void Clamp(ref Vector3 vec, ref Vector3 min, ref Vector3 max, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
|
|
|
+ result.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
|
|
|
+ result.Z = vec.Z < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Normalize
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Scale a vector to unit length
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">The input vector</param>
|
|
|
+ /// <returns>The normalized vector</returns>
|
|
|
+ public static Vector3 Normalize(Vector3 vec)
|
|
|
+ {
|
|
|
+ float scale = 1.0f / vec.Length;
|
|
|
+ vec.X *= scale;
|
|
|
+ vec.Y *= scale;
|
|
|
+ vec.Z *= scale;
|
|
|
+ return vec;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Scale a vector to unit length
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">The input vector</param>
|
|
|
+ /// <param name="result">The normalized vector</param>
|
|
|
+ public static void Normalize(ref Vector3 vec, out Vector3 result)
|
|
|
+ {
|
|
|
+ float scale = 1.0f / vec.Length;
|
|
|
+ result.X = vec.X * scale;
|
|
|
+ result.Y = vec.Y * scale;
|
|
|
+ result.Z = vec.Z * scale;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region NormalizeFast
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Scale a vector to approximately unit length
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">The input vector</param>
|
|
|
+ /// <returns>The normalized vector</returns>
|
|
|
+ public static Vector3 NormalizeFast(Vector3 vec)
|
|
|
+ {
|
|
|
+ float scale = MathHelper.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y + vec.Z * vec.Z);
|
|
|
+ vec.X *= scale;
|
|
|
+ vec.Y *= scale;
|
|
|
+ vec.Z *= scale;
|
|
|
+ return vec;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Scale a vector to approximately unit length
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">The input vector</param>
|
|
|
+ /// <param name="result">The normalized vector</param>
|
|
|
+ public static void NormalizeFast(ref Vector3 vec, out Vector3 result)
|
|
|
+ {
|
|
|
+ float scale = MathHelper.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y + vec.Z * vec.Z);
|
|
|
+ result.X = vec.X * scale;
|
|
|
+ result.Y = vec.Y * scale;
|
|
|
+ result.Z = vec.Z * scale;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Dot
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Calculate the dot (scalar) product of two vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="left">First operand</param>
|
|
|
+ /// <param name="right">Second operand</param>
|
|
|
+ /// <returns>The dot product of the two inputs</returns>
|
|
|
+ public static float Dot(Vector3 left, Vector3 right)
|
|
|
+ {
|
|
|
+ return left.X * right.X + left.Y * right.Y + left.Z * right.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Calculate the dot (scalar) product of two vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="left">First operand</param>
|
|
|
+ /// <param name="right">Second operand</param>
|
|
|
+ /// <param name="result">The dot product of the two inputs</param>
|
|
|
+ public static void Dot(ref Vector3 left, ref Vector3 right, out float result)
|
|
|
+ {
|
|
|
+ result = left.X * right.X + left.Y * right.Y + left.Z * right.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Cross
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Caclulate the cross (vector) product of two vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="left">First operand</param>
|
|
|
+ /// <param name="right">Second operand</param>
|
|
|
+ /// <returns>The cross product of the two inputs</returns>
|
|
|
+ public static Vector3 Cross(Vector3 left, Vector3 right)
|
|
|
+ {
|
|
|
+ return new Vector3(left.Y * right.Z - left.Z * right.Y,
|
|
|
+ left.Z * right.X - left.X * right.Z,
|
|
|
+ left.X * right.Y - left.Y * right.X);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Caclulate the cross (vector) product of two vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="left">First operand</param>
|
|
|
+ /// <param name="right">Second operand</param>
|
|
|
+ /// <returns>The cross product of the two inputs</returns>
|
|
|
+ /// <param name="result">The cross product of the two inputs</param>
|
|
|
+ public static void Cross(ref Vector3 left, ref Vector3 right, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = left.Y * right.Z - left.Z * right.Y;
|
|
|
+ result.Y = left.Z * right.X - left.X * right.Z;
|
|
|
+ result.Z = left.X * right.Y - left.Y * right.X;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Lerp
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns a new Vector that is the linear blend of the 2 given Vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First input vector</param>
|
|
|
+ /// <param name="b">Second input vector</param>
|
|
|
+ /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
|
|
|
+ /// <returns>a when blend=0, b when blend=1, and a linear combination otherwise</returns>
|
|
|
+ public static Vector3 Lerp(Vector3 a, Vector3 b, float blend)
|
|
|
+ {
|
|
|
+ a.X = blend * (b.X - a.X) + a.X;
|
|
|
+ a.Y = blend * (b.Y - a.Y) + a.Y;
|
|
|
+ a.Z = blend * (b.Z - a.Z) + a.Z;
|
|
|
+ return a;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns a new Vector that is the linear blend of the 2 given Vectors
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First input vector</param>
|
|
|
+ /// <param name="b">Second input vector</param>
|
|
|
+ /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
|
|
|
+ /// <param name="result">a when blend=0, b when blend=1, and a linear combination otherwise</param>
|
|
|
+ public static void Lerp(ref Vector3 a, ref Vector3 b, float blend, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = blend * (b.X - a.X) + a.X;
|
|
|
+ result.Y = blend * (b.Y - a.Y) + a.Y;
|
|
|
+ result.Z = blend * (b.Z - a.Z) + a.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Barycentric
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Interpolate 3 Vectors using Barycentric coordinates
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="a">First input Vector</param>
|
|
|
+ /// <param name="b">Second input Vector</param>
|
|
|
+ /// <param name="c">Third input Vector</param>
|
|
|
+ /// <param name="u">First Barycentric Coordinate</param>
|
|
|
+ /// <param name="v">Second Barycentric Coordinate</param>
|
|
|
+ /// <returns>a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</returns>
|
|
|
+ public static Vector3 BaryCentric(Vector3 a, Vector3 b, Vector3 c, float u, float v)
|
|
|
+ {
|
|
|
+ return a + u * (b - a) + v * (c - a);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Interpolate 3 Vectors using Barycentric coordinates</summary>
|
|
|
+ /// <param name="a">First input Vector.</param>
|
|
|
+ /// <param name="b">Second input Vector.</param>
|
|
|
+ /// <param name="c">Third input Vector.</param>
|
|
|
+ /// <param name="u">First Barycentric Coordinate.</param>
|
|
|
+ /// <param name="v">Second Barycentric Coordinate.</param>
|
|
|
+ /// <param name="result">Output Vector. a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</param>
|
|
|
+ public static void BaryCentric(ref Vector3 a, ref Vector3 b, ref Vector3 c, float u, float v, out Vector3 result)
|
|
|
+ {
|
|
|
+ result = a; // copy
|
|
|
+
|
|
|
+ Vector3 temp = b; // copy
|
|
|
+ Subtract(ref temp, ref a, out temp);
|
|
|
+ Multiply(ref temp, u, out temp);
|
|
|
+ Add(ref result, ref temp, out result);
|
|
|
+
|
|
|
+ temp = c; // copy
|
|
|
+ Subtract(ref temp, ref a, out temp);
|
|
|
+ Multiply(ref temp, v, out temp);
|
|
|
+ Add(ref result, ref temp, out result);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Transform
|
|
|
+
|
|
|
+ /// <summary>Transform a direction vector by the given Matrix
|
|
|
+ /// Assumes the matrix has a bottom row of (0,0,0,1), that is the translation part is ignored.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">The vector to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <returns>The transformed vector</returns>
|
|
|
+ public static Vector3 TransformVector(Vector3 vec, Matrix4 mat)
|
|
|
+ {
|
|
|
+ Vector3 v;
|
|
|
+ v.X = Vector3.Dot(vec, new Vector3(mat.Column0));
|
|
|
+ v.Y = Vector3.Dot(vec, new Vector3(mat.Column1));
|
|
|
+ v.Z = Vector3.Dot(vec, new Vector3(mat.Column2));
|
|
|
+ return v;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a direction vector by the given Matrix
|
|
|
+ /// Assumes the matrix has a bottom row of (0,0,0,1), that is the translation part is ignored.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">The vector to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <param name="result">The transformed vector</param>
|
|
|
+ public static void TransformVector(ref Vector3 vec, ref Matrix4 mat, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = vec.X * mat.Row0.X +
|
|
|
+ vec.Y * mat.Row1.X +
|
|
|
+ vec.Z * mat.Row2.X;
|
|
|
+
|
|
|
+ result.Y = vec.X * mat.Row0.Y +
|
|
|
+ vec.Y * mat.Row1.Y +
|
|
|
+ vec.Z * mat.Row2.Y;
|
|
|
+
|
|
|
+ result.Z = vec.X * mat.Row0.Z +
|
|
|
+ vec.Y * mat.Row1.Z +
|
|
|
+ vec.Z * mat.Row2.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Normal by the given Matrix</summary>
|
|
|
+ /// <remarks>
|
|
|
+ /// This calculates the inverse of the given matrix, use TransformNormalInverse if you
|
|
|
+ /// already have the inverse to avoid this extra calculation
|
|
|
+ /// </remarks>
|
|
|
+ /// <param name="norm">The normal to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <returns>The transformed normal</returns>
|
|
|
+ public static Vector3 TransformNormal(Vector3 norm, Matrix4 mat)
|
|
|
+ {
|
|
|
+ mat.Invert();
|
|
|
+ return TransformNormalInverse(norm, mat);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Normal by the given Matrix</summary>
|
|
|
+ /// <remarks>
|
|
|
+ /// This calculates the inverse of the given matrix, use TransformNormalInverse if you
|
|
|
+ /// already have the inverse to avoid this extra calculation
|
|
|
+ /// </remarks>
|
|
|
+ /// <param name="norm">The normal to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <param name="result">The transformed normal</param>
|
|
|
+ public static void TransformNormal(ref Vector3 norm, ref Matrix4 mat, out Vector3 result)
|
|
|
+ {
|
|
|
+ Matrix4 Inverse = Matrix4.Invert(mat);
|
|
|
+ Vector3.TransformNormalInverse(ref norm, ref Inverse, out result);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Normal by the (transpose of the) given Matrix</summary>
|
|
|
+ /// <remarks>
|
|
|
+ /// This version doesn't calculate the inverse matrix.
|
|
|
+ /// Use this version if you already have the inverse of the desired transform to hand
|
|
|
+ /// </remarks>
|
|
|
+ /// <param name="norm">The normal to transform</param>
|
|
|
+ /// <param name="invMat">The inverse of the desired transformation</param>
|
|
|
+ /// <returns>The transformed normal</returns>
|
|
|
+ public static Vector3 TransformNormalInverse(Vector3 norm, Matrix4 invMat)
|
|
|
+ {
|
|
|
+ Vector3 n;
|
|
|
+ n.X = Vector3.Dot(norm, new Vector3(invMat.Row0));
|
|
|
+ n.Y = Vector3.Dot(norm, new Vector3(invMat.Row1));
|
|
|
+ n.Z = Vector3.Dot(norm, new Vector3(invMat.Row2));
|
|
|
+ return n;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Normal by the (transpose of the) given Matrix</summary>
|
|
|
+ /// <remarks>
|
|
|
+ /// This version doesn't calculate the inverse matrix.
|
|
|
+ /// Use this version if you already have the inverse of the desired transform to hand
|
|
|
+ /// </remarks>
|
|
|
+ /// <param name="norm">The normal to transform</param>
|
|
|
+ /// <param name="invMat">The inverse of the desired transformation</param>
|
|
|
+ /// <param name="result">The transformed normal</param>
|
|
|
+ public static void TransformNormalInverse(ref Vector3 norm, ref Matrix4 invMat, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = norm.X * invMat.Row0.X +
|
|
|
+ norm.Y * invMat.Row0.Y +
|
|
|
+ norm.Z * invMat.Row0.Z;
|
|
|
+
|
|
|
+ result.Y = norm.X * invMat.Row1.X +
|
|
|
+ norm.Y * invMat.Row1.Y +
|
|
|
+ norm.Z * invMat.Row1.Z;
|
|
|
+
|
|
|
+ result.Z = norm.X * invMat.Row2.X +
|
|
|
+ norm.Y * invMat.Row2.Y +
|
|
|
+ norm.Z * invMat.Row2.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Position by the given Matrix</summary>
|
|
|
+ /// <param name="pos">The position to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <returns>The transformed position</returns>
|
|
|
+ public static Vector3 TransformPosition(Vector3 pos, Matrix4 mat)
|
|
|
+ {
|
|
|
+ Vector3 p;
|
|
|
+ p.X = Vector3.Dot(pos, new Vector3(mat.Column0)) + mat.Row3.X;
|
|
|
+ p.Y = Vector3.Dot(pos, new Vector3(mat.Column1)) + mat.Row3.Y;
|
|
|
+ p.Z = Vector3.Dot(pos, new Vector3(mat.Column2)) + mat.Row3.Z;
|
|
|
+ return p;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Position by the given Matrix</summary>
|
|
|
+ /// <param name="pos">The position to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <param name="result">The transformed position</param>
|
|
|
+ public static void TransformPosition(ref Vector3 pos, ref Matrix4 mat, out Vector3 result)
|
|
|
+ {
|
|
|
+ result.X = pos.X * mat.Row0.X +
|
|
|
+ pos.Y * mat.Row1.X +
|
|
|
+ pos.Z * mat.Row2.X +
|
|
|
+ mat.Row3.X;
|
|
|
+
|
|
|
+ result.Y = pos.X * mat.Row0.Y +
|
|
|
+ pos.Y * mat.Row1.Y +
|
|
|
+ pos.Z * mat.Row2.Y +
|
|
|
+ mat.Row3.Y;
|
|
|
+
|
|
|
+ result.Z = pos.X * mat.Row0.Z +
|
|
|
+ pos.Y * mat.Row1.Z +
|
|
|
+ pos.Z * mat.Row2.Z +
|
|
|
+ mat.Row3.Z;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Vector by the given Matrix</summary>
|
|
|
+ /// <param name="vec">The vector to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <returns>The transformed vector</returns>
|
|
|
+ public static Vector4 Transform(Vector3 vec, Matrix4 mat)
|
|
|
+ {
|
|
|
+ Vector4 v4 = new Vector4(vec.X, vec.Y, vec.Z, 1.0f);
|
|
|
+ Vector4 result;
|
|
|
+ result.X = Vector4.Dot(v4, mat.Column0);
|
|
|
+ result.Y = Vector4.Dot(v4, mat.Column1);
|
|
|
+ result.Z = Vector4.Dot(v4, mat.Column2);
|
|
|
+ result.W = Vector4.Dot(v4, mat.Column3);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Vector by the given Matrix</summary>
|
|
|
+ /// <param name="vec">The vector to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <param name="result">The transformed vector</param>
|
|
|
+ public static void Transform(ref Vector3 vec, ref Matrix4 mat, out Vector4 result)
|
|
|
+ {
|
|
|
+ Vector4 v4 = new Vector4(vec.X, vec.Y, vec.Z, 1.0f);
|
|
|
+ Vector4.Transform(ref v4, ref mat, out result);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Vector3 by the given Matrix, and project the resulting Vector4 back to a Vector3</summary>
|
|
|
+ /// <param name="vec">The vector to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <returns>The transformed vector</returns>
|
|
|
+ public static Vector3 TransformPerspective(Vector3 vec, Matrix4 mat)
|
|
|
+ {
|
|
|
+ Vector4 h = Transform(vec, mat);
|
|
|
+ return new Vector3(h.X / h.W, h.Y / h.W, h.Z / h.W);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Transform a Vector3 by the given Matrix, and project the resulting Vector4 back to a Vector3</summary>
|
|
|
+ /// <param name="vec">The vector to transform</param>
|
|
|
+ /// <param name="mat">The desired transformation</param>
|
|
|
+ /// <param name="result">The transformed vector</param>
|
|
|
+ public static void TransformPerspective(ref Vector3 vec, ref Matrix4 mat, out Vector3 result)
|
|
|
+ {
|
|
|
+ Vector4 h;
|
|
|
+ Vector3.Transform(ref vec, ref mat, out h);
|
|
|
+ result.X = h.X / h.W;
|
|
|
+ result.Y = h.Y / h.W;
|
|
|
+ result.Z = h.Z / h.W;
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region CalculateAngle
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Calculates the angle (in radians) between two vectors.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="first">The first vector.</param>
|
|
|
+ /// <param name="second">The second vector.</param>
|
|
|
+ /// <returns>Angle (in radians) between the vectors.</returns>
|
|
|
+ /// <remarks>Note that the returned angle is never bigger than the constant Pi.</remarks>
|
|
|
+ public static float CalculateAngle(Vector3 first, Vector3 second)
|
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+ {
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+ return (float)System.Math.Acos((Vector3.Dot(first, second)) / (first.Length * second.Length));
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+ }
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+
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+ /// <summary>Calculates the angle (in radians) between two vectors.</summary>
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+ /// <param name="first">The first vector.</param>
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+ /// <param name="second">The second vector.</param>
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+ /// <param name="result">Angle (in radians) between the vectors.</param>
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+ /// <remarks>Note that the returned angle is never bigger than the constant Pi.</remarks>
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+ public static void CalculateAngle(ref Vector3 first, ref Vector3 second, out float result)
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+ {
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+ float temp;
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+ Vector3.Dot(ref first, ref second, out temp);
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+ result = (float)System.Math.Acos(temp / (first.Length * second.Length));
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+ }
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+
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+ #endregion
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+
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+ #endregion
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+
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+ #region Swizzle
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+
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+ /// <summary>
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+ /// Gets or sets an OpenTK.Vector2 with the X and Y components of this instance.
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+ /// </summary>
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+
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+ public Vector2 Xy { get { return new Vector2(X, Y); } set { X = value.X; Y = value.Y; } }
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+
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+ #endregion
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+
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+ #region Operators
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+
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+ /// <summary>
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+ /// Adds two instances.
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+ /// </summary>
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+ /// <param name="left">The first instance.</param>
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+ /// <param name="right">The second instance.</param>
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+ /// <returns>The result of the calculation.</returns>
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+ public static Vector3 operator +(Vector3 left, Vector3 right)
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+ {
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+ left.X += right.X;
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+ left.Y += right.Y;
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+ left.Z += right.Z;
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+ return left;
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+ }
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+
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+ /// <summary>
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+ /// Subtracts two instances.
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+ /// </summary>
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+ /// <param name="left">The first instance.</param>
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+ /// <param name="right">The second instance.</param>
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+ /// <returns>The result of the calculation.</returns>
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+ public static Vector3 operator -(Vector3 left, Vector3 right)
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+ {
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+ left.X -= right.X;
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+ left.Y -= right.Y;
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+ left.Z -= right.Z;
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+ return left;
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|
+ }
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+
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+ /// <summary>
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|
+ /// Negates an instance.
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|
+ /// </summary>
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|
+ /// <param name="vec">The instance.</param>
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|
+ /// <returns>The result of the calculation.</returns>
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|
+ public static Vector3 operator -(Vector3 vec)
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|
|
+ {
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|
+ vec.X = -vec.X;
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|
+ vec.Y = -vec.Y;
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|
+ vec.Z = -vec.Z;
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|
|
+ return vec;
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|
|
+ }
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|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Multiplies an instance by a scalar.
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|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">The instance.</param>
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|
|
+ /// <param name="scale">The scalar.</param>
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|
|
+ /// <returns>The result of the calculation.</returns>
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|
|
+ public static Vector3 operator *(Vector3 vec, float scale)
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|
|
+ {
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|
|
+ vec.X *= scale;
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|
|
+ vec.Y *= scale;
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|
|
+ vec.Z *= scale;
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|
|
+ return vec;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Multiplies an instance by a scalar.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="scale">The scalar.</param>
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|
|
+ /// <param name="vec">The instance.</param>
|
|
|
+ /// <returns>The result of the calculation.</returns>
|
|
|
+ public static Vector3 operator *(float scale, Vector3 vec)
|
|
|
+ {
|
|
|
+ vec.X *= scale;
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|
|
+ vec.Y *= scale;
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|
|
+ vec.Z *= scale;
|
|
|
+ return vec;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Divides an instance by a scalar.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="vec">The instance.</param>
|
|
|
+ /// <param name="scale">The scalar.</param>
|
|
|
+ /// <returns>The result of the calculation.</returns>
|
|
|
+ public static Vector3 operator /(Vector3 vec, float scale)
|
|
|
+ {
|
|
|
+ float mult = 1.0f / scale;
|
|
|
+ vec.X *= mult;
|
|
|
+ vec.Y *= mult;
|
|
|
+ vec.Z *= mult;
|
|
|
+ return vec;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compares two instances for equality.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="left">The first instance.</param>
|
|
|
+ /// <param name="right">The second instance.</param>
|
|
|
+ /// <returns>True, if left equals right; false otherwise.</returns>
|
|
|
+ public static bool operator ==(Vector3 left, Vector3 right)
|
|
|
+ {
|
|
|
+ return left.Equals(right);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Compares two instances for inequality.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="left">The first instance.</param>
|
|
|
+ /// <param name="right">The second instance.</param>
|
|
|
+ /// <returns>True, if left does not equa lright; false otherwise.</returns>
|
|
|
+ public static bool operator !=(Vector3 left, Vector3 right)
|
|
|
+ {
|
|
|
+ return !left.Equals(right);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Overrides
|
|
|
+
|
|
|
+ #region public override string ToString()
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns a System.String that represents the current Vector3.
|
|
|
+ /// </summary>
|
|
|
+ /// <returns></returns>
|
|
|
+ public override string ToString()
|
|
|
+ {
|
|
|
+ return String.Format("({0}, {1}, {2})", X, Y, Z);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region public override int GetHashCode()
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns the hashcode for this instance.
|
|
|
+ /// </summary>
|
|
|
+ /// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
|
|
|
+ public override int GetHashCode()
|
|
|
+ {
|
|
|
+ return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode();
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region public override bool Equals(object obj)
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Indicates whether this instance and a specified object are equal.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="obj">The object to compare to.</param>
|
|
|
+ /// <returns>True if the instances are equal; false otherwise.</returns>
|
|
|
+ public override bool Equals(object obj)
|
|
|
+ {
|
|
|
+ if (!(obj is Vector3))
|
|
|
+ return false;
|
|
|
+
|
|
|
+ return this.Equals((Vector3)obj);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region IEquatable<Vector3> Members
|
|
|
+
|
|
|
+ /// <summary>Indicates whether the current vector is equal to another vector.</summary>
|
|
|
+ /// <param name="other">A vector to compare with this vector.</param>
|
|
|
+ /// <returns>true if the current vector is equal to the vector parameter; otherwise, false.</returns>
|
|
|
+ public bool Equals(Vector3 other)
|
|
|
+ {
|
|
|
+ return
|
|
|
+ X == other.X &&
|
|
|
+ Y == other.Y &&
|
|
|
+ Z == other.Z;
|
|
|
+ }
|
|
|
|
|
|
#endregion
|
|
|
|