//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// using System; using System.Runtime.InteropServices; namespace BansheeEngine { /** @addtogroup Math * @{ */ /// /// A three dimensional vector. /// [StructLayout(LayoutKind.Sequential), SerializeObject] public struct Vector3 // Note: Must match C++ class Vector3 { public static readonly Vector3 Zero = new Vector3(0.0f, 0.0f, 0.0f); public static readonly Vector3 One = new Vector3(1.0f, 1.0f, 1.0f); public static readonly Vector3 XAxis = new Vector3(1.0f, 0.0f, 0.0f); public static readonly Vector3 YAxis = new Vector3(0.0f, 1.0f, 0.0f); public static readonly Vector3 ZAxis = new Vector3(0.0f, 0.0f, 1.0f); public float x; public float y; public float z; /// /// Accesses a specific component of the vector. /// /// Index of the component. /// Value of the specific component. public float this[int index] { get { switch (index) { case 0: return x; case 1: return y; case 2: return z; default: throw new IndexOutOfRangeException("Invalid Vector3 index."); } } set { switch (index) { case 0: x = value; break; case 1: y = value; break; case 2: z = value; break; default: throw new IndexOutOfRangeException("Invalid Vector3 index."); } } } /// /// Returns a normalized copy of the vector. /// public Vector3 Normalized { get { return Normalize(this); } } /// /// Returns the length of the vector. /// public float Length { get { return (float)MathEx.Sqrt(x * x + y * y + z * z); } } /// /// Returns the squared length of the vector. /// public float SqrdLength { get { return (x * x + y * y + z * z); } } /// /// Creates a new three dimensional vector. /// /// X coordinate. /// Y coordinate. /// Z coordinate. public Vector3(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } /// /// Converts a three dimensional vector into a four dimensional vector. w component will be set to zero. /// /// Vector to convert. /// A new four dimensional vector. public static explicit operator Vector4(Vector3 vec) { return new Vector4(vec.x, vec.y, vec.z, 0.0f); } public static Vector3 operator+ (Vector3 a, Vector3 b) { return new Vector3(a.x + b.x, a.y + b.y, a.z + b.z); } public static Vector3 operator- (Vector3 a, Vector3 b) { return new Vector3(a.x - b.x, a.y - b.y, a.z - b.z); } public static Vector3 operator- (Vector3 v) { return new Vector3(-v.x, -v.y, -v.z); } public static Vector3 operator*(Vector3 a, Vector3 b) { return new Vector3(a.x * b.x, a.y * b.y, a.z * b.z); } public static Vector3 operator* (Vector3 v, float d) { return new Vector3(v.x * d, v.y * d, v.z * d); } public static Vector3 operator* (float d, Vector3 v) { return new Vector3(v.x * d, v.y * d, v.z * d); } public static Vector3 operator/ (Vector3 v, float d) { return new Vector3(v.x / d, v.y / d, v.z / d); } public static bool operator ==(Vector3 lhs, Vector3 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z; } public static bool operator !=(Vector3 lhs, Vector3 rhs) { return !(lhs == rhs); } /// /// Calculates the magnitude of the provided vector. /// /// Vector to calculate the magnitude for. /// Magnitude of the vector. public static float Magnitude(Vector3 v) { return MathEx.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z); } /// /// Calculates the squared magnitude of the provided vector. /// /// Vector to calculate the magnitude for. /// Squared magnitude of the vector. public static float SqrMagnitude(Vector3 v) { return (v.x * v.x + v.y * v.y + v.z * v.z); } /// /// Scales one vector by another. /// /// First three dimensional vector. /// Second three dimensional vector. /// One vector scaled by another. public static Vector3 Scale(Vector3 a, Vector3 b) { return new Vector3(a.x * b.x, a.y * b.y, a.z * b.z); } /// /// Returns the cross product between two vectors. /// /// First three dimensional vector. /// Second three dimensional vector. /// Cross product between two vectors. public static Vector3 Cross(Vector3 lhs, Vector3 rhs) { return new Vector3(lhs.y * rhs.z - lhs.z * rhs.y, lhs.z * rhs.x - lhs.x * rhs.z, lhs.x * rhs.y - lhs.y * rhs.x); } /// /// Normalizes the provided vector and returns the normalized copy. /// /// Vector to normalize. /// Normalized copy of the vector. public static Vector3 Normalize(Vector3 value) { float num = value.Length; if (num > 9.999999E-06) return value / num; return Zero; } /// /// Calculates the inner product of the two vectors. /// /// First three dimensional vector. /// Second three dimensional vector. /// Inner product between the two vectors. public static float Dot(Vector3 lhs, Vector3 rhs) { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z; } /// /// Calculates the distance between two points. /// /// First three dimensional point. /// Second three dimensional point. /// Distance between the two points. public static float Distance(Vector3 a, Vector3 b) { Vector3 vector3 = new Vector3(a.x - b.x, a.y - b.y, a.z - b.z); return MathEx.Sqrt(vector3.x * vector3.x + vector3.y * vector3.y + vector3.z * vector3.z); } /// /// Scales the components of the vector by specified scale factors. /// /// Scale factors to multiply components by. public void Scale(Vector3 scale) { x *= scale.x; y *= scale.y; z *= scale.z; } /// /// Normalizes the vector. /// public void Normalize() { float num = Length; if (num > 9.999999E-06) this /= num; else this = Zero; } /// /// Calculates two vectors orthonormal to the first vector. /// /// Normalized vector to calculate orthonormal vectors for. /// First orthonormal vector. /// Second orthonormal vector. public static void OrthogonalComplement(Vector3 x, out Vector3 y, out Vector3 z) { if (MathEx.Abs(x.x) > MathEx.Abs(x.y)) y = new Vector3(-x.z, 0, x.x); else y = new Vector3(0, x.z, -x.y); z = Cross(x, y); Orthonormalize(ref x, ref y, ref z); } /// /// Performs Gram-Schmidt orthonormalization on the specified basis, making all the vectors /// normal and orthogonal to each other. /// /// First vector to orthogonalize. /// Second vector to orthogonalize. /// Third vector to orthogonalize. public static void Orthonormalize(ref Vector3 x, ref Vector3 y, ref Vector3 z) { x.Normalize(); float dot0 = Vector3.Dot(x, y); y -= dot0 * x; y.Normalize(); float dot1 = Vector3.Dot(y, z); dot0 = Vector3.Dot(x, z); z -= dot0 * x + dot1 * y; z.Normalize(); } /// /// Returns the maximum of all the vector components as a new vector. /// /// First vector. /// Second vector. /// Vector consisting of maximum components of the first and second vector. public static Vector3 Max(Vector3 a, Vector3 b) { return new Vector3(MathEx.Max(a.x, b.x), MathEx.Max(a.y, b.y), MathEx.Max(a.z, b.z)); } /// /// Returns the minimum of all the vector components as a new vector. /// /// First vector. /// Second vector. /// Vector consisting of minimum components of the first and second vector. public static Vector3 Min(Vector3 a, Vector3 b) { return new Vector3(MathEx.Min(a.x, b.x), MathEx.Min(a.y, b.y), MathEx.Min(a.z, b.z)); } /// public override int GetHashCode() { return x.GetHashCode() ^ y.GetHashCode() << 2 ^ z.GetHashCode() >> 2; } /// public override bool Equals(object other) { if (!(other is Vector3)) return false; Vector3 vec = (Vector3)other; if (x.Equals(vec.x) && y.Equals(vec.y) && z.Equals(vec.z)) return true; return false; } /// public override string ToString() { return "(" + x + ", " + y + ", " + z + ")"; } } /** @} */ }