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- #region --- License ---
- /*
- Copyright (c) 2006 - 2008 The Open Toolkit library.
- Permission is hereby granted, free of charge, to any person obtaining a copy of
- this software and associated documentation files (the "Software"), to deal in
- the Software without restriction, including without limitation the rights to
- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
- of the Software, and to permit persons to whom the Software is furnished to do
- so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
- */
- #endregion
- using System;
- using System.Runtime.InteropServices;
- namespace AtomicEngine
- {
- /// <summary>
- /// Represents a 3D vector using three single-precision floating-point numbers.
- /// </summary>
- /// <remarks>
- /// The Vector3 structure is suitable for interoperation with unmanaged code requiring three consecutive floats.
- /// </remarks>
- [StructLayout(LayoutKind.Sequential)]
- public struct Vector3 : IEquatable<Vector3>
- {
- #region Fields
- /// <summary>
- /// The X component of the Vector3.
- /// </summary>
- public float X;
- /// <summary>
- /// The Y component of the Vector3.
- /// </summary>
- public float Y;
- /// <summary>
- /// The Z component of the Vector3.
- /// </summary>
- public float Z;
- #endregion
- #region Constructors
- /// <summary>
- /// Constructs a new Vector3.
- /// </summary>
- /// <param name="x">The x component of the Vector3.</param>
- /// <param name="y">The y component of the Vector3.</param>
- /// <param name="z">The z component of the Vector3.</param>
- public Vector3(float x, float y, float z)
- {
- X = x;
- Y = y;
- Z = z;
- }
- public Vector3(Vector2 v2, float z)
- {
- X = v2.X;
- Y = v2.Y;
- Z = z;
- }
- /// <summary>
- /// Constructs a new Vector3 from the given Vector2.
- /// </summary>
- /// <param name="v">The Vector2 to copy components from.</param>
- public Vector3(Vector2 v)
- {
- 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)
- {
- 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;
- }
- #endregion
- public static Vector3 operator *(Vector3 value1, Vector3 value2)
- {
- value1.X *= value2.X;
- value1.Y *= value2.Y;
- value1.Z *= value2.Z;
- return value1;
- }
- public static float Distance(Vector3 value1, Vector3 value2)
- {
- float result;
- DistanceSquared(ref value1, ref value2, out result);
- return (float)Math.Sqrt(result);
- }
- public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result)
- {
- DistanceSquared(ref value1, ref value2, out result);
- result = (float)Math.Sqrt(result);
- }
- public static float DistanceSquared(Vector3 value1, Vector3 value2)
- {
- return (value1.X - value2.X) * (value1.X - value2.X) +
- (value1.Y - value2.Y) * (value1.Y - value2.Y) +
- (value1.Z - value2.Z) * (value1.Z - value2.Z);
- }
- public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result)
- {
- result = (value1.X - value2.X) * (value1.X - value2.X) +
- (value1.Y - value2.Y) * (value1.Y - value2.Y) +
- (value1.Z - value2.Z) * (value1.Z - value2.Z);
- }
- }
- }
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