Vector4.cs 6.0 KB

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  1. using System;
  2. using System.Runtime.InteropServices;
  3. namespace BansheeEngine
  4. {
  5. [StructLayout(LayoutKind.Sequential), SerializeObject]
  6. public struct Vector4
  7. {
  8. public static readonly Vector4 zero = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
  9. public static readonly Vector4 one = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
  10. public static readonly Vector4 xAxis = new Vector4(1.0f, 0.0f, 0.0f, 0.0f);
  11. public static readonly Vector4 yAxis = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
  12. public static readonly Vector4 zAxis = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
  13. public float x;
  14. public float y;
  15. public float z;
  16. public float w;
  17. public float this[int index]
  18. {
  19. get
  20. {
  21. switch (index)
  22. {
  23. case 0:
  24. return x;
  25. case 1:
  26. return y;
  27. case 2:
  28. return z;
  29. case 3:
  30. return w;
  31. default:
  32. throw new IndexOutOfRangeException("Invalid Vector4 index.");
  33. }
  34. }
  35. set
  36. {
  37. switch (index)
  38. {
  39. case 0:
  40. x = value;
  41. break;
  42. case 1:
  43. y = value;
  44. break;
  45. case 2:
  46. z = value;
  47. break;
  48. case 3:
  49. w = value;
  50. break;
  51. default:
  52. throw new IndexOutOfRangeException("Invalid Vector4 index.");
  53. }
  54. }
  55. }
  56. public Vector4 normalized
  57. {
  58. get
  59. {
  60. return Normalize(this);
  61. }
  62. }
  63. public float magnitude
  64. {
  65. get
  66. {
  67. return MathEx.Sqrt(x * x + y * y + z * z + w * w);
  68. }
  69. }
  70. public float sqrdMagnitude
  71. {
  72. get
  73. {
  74. return (x * x + y * y + z * z + w * w);
  75. }
  76. }
  77. public Vector4(float x, float y, float z, float w)
  78. {
  79. this.x = x;
  80. this.y = y;
  81. this.z = z;
  82. this.w = w;
  83. }
  84. public static explicit operator Vector3(Vector4 vec)
  85. {
  86. return new Vector3(vec.x, vec.y, vec.z);
  87. }
  88. public static Vector4 operator+ (Vector4 a, Vector4 b)
  89. {
  90. return new Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
  91. }
  92. public static Vector4 operator- (Vector4 a, Vector4 b)
  93. {
  94. return new Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
  95. }
  96. public static Vector4 operator- (Vector4 v)
  97. {
  98. return new Vector4(-v.x, -v.y, -v.z, -v.w);
  99. }
  100. public static Vector4 operator* (Vector4 v, float d)
  101. {
  102. return new Vector4(v.x * d, v.y * d, v.z * d, v.w * d);
  103. }
  104. public static Vector4 operator* (float d, Vector4 v)
  105. {
  106. return new Vector4(v.x * d, v.y * d, v.z * d, v.w * d);
  107. }
  108. public static Vector4 operator /(Vector4 v, float d)
  109. {
  110. return new Vector4(v.x / d, v.y / d, v.z / d, v.w / d);
  111. }
  112. public static bool operator== (Vector4 lhs, Vector4 rhs)
  113. {
  114. return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w;
  115. }
  116. public static bool operator!= (Vector4 lhs, Vector4 rhs)
  117. {
  118. return !(lhs == rhs);
  119. }
  120. public static Vector4 Scale(Vector4 a, Vector4 b)
  121. {
  122. return new Vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
  123. }
  124. public static Vector4 Normalize(Vector4 value)
  125. {
  126. float num = Magnitude(value);
  127. if (num > 9.999999E-06)
  128. return value / num;
  129. return zero;
  130. }
  131. public static float Dot(Vector4 lhs, Vector4 rhs)
  132. {
  133. return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z + lhs.w * rhs.w;
  134. }
  135. public static float Distance(Vector4 a, Vector4 b)
  136. {
  137. Vector4 vector4 = new Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
  138. return MathEx.Sqrt(vector4.x * vector4.x + vector4.y * vector4.y + vector4.z * vector4.z + vector4.w * vector4.w);
  139. }
  140. public static float Magnitude(Vector4 v)
  141. {
  142. return MathEx.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
  143. }
  144. public static float SqrMagnitude(Vector4 v)
  145. {
  146. return (v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
  147. }
  148. public void Scale(Vector4 scale)
  149. {
  150. x *= scale.x;
  151. y *= scale.y;
  152. z *= scale.z;
  153. w *= scale.w;
  154. }
  155. public void Normalize()
  156. {
  157. float num = Magnitude(this);
  158. if (num > 9.999999e-06f)
  159. this /= num;
  160. else
  161. this = zero;
  162. }
  163. public override int GetHashCode()
  164. {
  165. return x.GetHashCode() ^ y.GetHashCode() << 2 ^ z.GetHashCode() >> 2 ^ w.GetHashCode() >> 1;
  166. }
  167. public override bool Equals(object other)
  168. {
  169. if (!(other is Vector4))
  170. return false;
  171. Vector4 vec = (Vector4)other;
  172. if (x.Equals(vec.x) && y.Equals(vec.y) && z.Equals(vec.z) && w.Equals(vec.w))
  173. return true;
  174. return false;
  175. }
  176. public override string ToString()
  177. {
  178. return "(" + x + ", " + y + ", " + z + ", " + w + ")";
  179. }
  180. }
  181. }