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- using System;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- [StructLayout(LayoutKind.Sequential)]
- public struct Vector3
- {
- public float x;
- public float y;
- public float z;
- public static Vector3 zero
- {
- get
- {
- return new Vector3(0.0f, 0.0f, 0.0f);
- }
- }
- public static Vector3 one
- {
- get
- {
- return new Vector3(1.0f, 1.0f, 1.0f);
- }
- }
- 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.");
- }
- }
- }
- public Vector3 normalized
- {
- get
- {
- return Normalize(this);
- }
- }
- public float magnitude
- {
- get
- {
- return MathEx.Sqrt(x * x + y * y + z * z);
- }
- }
- public float sqrdMagnitude
- {
- get
- {
- return (x * x + y * y + z * z);
- }
- }
- public Vector3(float x, float y, float z)
- {
- this.x = x;
- this.y = y;
- this.z = 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 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 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 Vector3 Scale(Vector3 a, Vector3 b)
- {
- return new Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
- }
- 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);
- }
- public static Vector3 Normalize(Vector3 value)
- {
- float num = Magnitude(value);
- if (num > 9.999999E-06)
- return value / num;
-
- return zero;
- }
- public static float Dot(Vector3 lhs, Vector3 rhs)
- {
- return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z;
- }
- 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);
- }
- public static float Magnitude(Vector3 v)
- {
- return MathEx.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
- }
- public static float SqrMagnitude(Vector3 v)
- {
- return (v.x * v.x + v.y * v.y + v.z * v.z);
- }
- public void Scale(Vector3 scale)
- {
- x *= scale.x;
- y *= scale.y;
- z *= scale.z;
- }
- public void Normalize()
- {
- float num = Magnitude(this);
- if (num > 9.999999E-06)
- this /= num;
- else
- this = zero;
- }
- }
- }
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