Vector3.cs 4.6 KB

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  1. using System;
  2. using System.Runtime.InteropServices;
  3. namespace BansheeEngine
  4. {
  5. [StructLayout(LayoutKind.Sequential)]
  6. public struct Vector3
  7. {
  8. public float x;
  9. public float y;
  10. public float z;
  11. public static Vector3 zero
  12. {
  13. get
  14. {
  15. return new Vector3(0.0f, 0.0f, 0.0f);
  16. }
  17. }
  18. public static Vector3 one
  19. {
  20. get
  21. {
  22. return new Vector3(1.0f, 1.0f, 1.0f);
  23. }
  24. }
  25. public float this[int index]
  26. {
  27. get
  28. {
  29. switch (index)
  30. {
  31. case 0:
  32. return x;
  33. case 1:
  34. return y;
  35. case 2:
  36. return z;
  37. default:
  38. throw new IndexOutOfRangeException("Invalid Vector3 index.");
  39. }
  40. }
  41. set
  42. {
  43. switch (index)
  44. {
  45. case 0:
  46. x = value;
  47. break;
  48. case 1:
  49. y = value;
  50. break;
  51. case 2:
  52. z = value;
  53. break;
  54. default:
  55. throw new IndexOutOfRangeException("Invalid Vector3 index.");
  56. }
  57. }
  58. }
  59. public Vector3 normalized
  60. {
  61. get
  62. {
  63. return Normalize(this);
  64. }
  65. }
  66. public float magnitude
  67. {
  68. get
  69. {
  70. return MathEx.Sqrt(x * x + y * y + z * z);
  71. }
  72. }
  73. public float sqrdMagnitude
  74. {
  75. get
  76. {
  77. return (x * x + y * y + z * z);
  78. }
  79. }
  80. public Vector3(float x, float y, float z)
  81. {
  82. this.x = x;
  83. this.y = y;
  84. this.z = z;
  85. }
  86. public static Vector3 operator+ (Vector3 a, Vector3 b)
  87. {
  88. return new Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
  89. }
  90. public static Vector3 operator- (Vector3 a, Vector3 b)
  91. {
  92. return new Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
  93. }
  94. public static Vector3 operator- (Vector3 v)
  95. {
  96. return new Vector3(-v.x, -v.y, -v.z);
  97. }
  98. public static Vector3 operator* (Vector3 v, float d)
  99. {
  100. return new Vector3(v.x * d, v.y * d, v.z * d);
  101. }
  102. public static Vector3 operator* (float d, Vector3 v)
  103. {
  104. return new Vector3(v.x * d, v.y * d, v.z * d);
  105. }
  106. public static Vector3 operator/ (Vector3 v, float d)
  107. {
  108. return new Vector3(v.x / d, v.y / d, v.z / d);
  109. }
  110. public static Vector3 Scale(Vector3 a, Vector3 b)
  111. {
  112. return new Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
  113. }
  114. public static Vector3 Cross(Vector3 lhs, Vector3 rhs)
  115. {
  116. 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);
  117. }
  118. public static Vector3 Normalize(Vector3 value)
  119. {
  120. float num = Magnitude(value);
  121. if (num > 9.999999E-06)
  122. return value / num;
  123. return zero;
  124. }
  125. public static float Dot(Vector3 lhs, Vector3 rhs)
  126. {
  127. return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z;
  128. }
  129. public static float Distance(Vector3 a, Vector3 b)
  130. {
  131. Vector3 vector3 = new Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
  132. return MathEx.Sqrt(vector3.x * vector3.x + vector3.y * vector3.y + vector3.z * vector3.z);
  133. }
  134. public static float Magnitude(Vector3 v)
  135. {
  136. return MathEx.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
  137. }
  138. public static float SqrMagnitude(Vector3 v)
  139. {
  140. return (v.x * v.x + v.y * v.y + v.z * v.z);
  141. }
  142. public void Scale(Vector3 scale)
  143. {
  144. x *= scale.x;
  145. y *= scale.y;
  146. z *= scale.z;
  147. }
  148. public void Normalize()
  149. {
  150. float num = Magnitude(this);
  151. if (num > 9.999999E-06)
  152. this /= num;
  153. else
  154. this = zero;
  155. }
  156. }
  157. }