#region --- License --- /* Copyright (c) 2006, 2007 Stefanos Apostolopoulos * See license.txt for license info * * Contributions by Andy Gill. */ #endregion using System; using System.Collections.Generic; using System.Text; namespace OpenTK.Math { /// /// Contains mathematical functions for the OpenTK.Math toolkit. /// public static class Functions { /// /// Returns an approximation of the inverse square root of a number. /// /// A number. /// An approximation of the inverse square root of the specified number, with an upper error bound of 0.001 /// /// This is an improved implementation of the the method known as Carmack's inverse square root /// which is found in the Quake III source code. This implementation comes from /// http://www.codemaestro.com/reviews/review00000105.html. For the history of this method, see /// http://www.beyond3d.com/content/articles/8/ /// public static float InverseSqrtFast(float x) { unsafe { float xhalf = 0.5f * x; int i = *(int*)&x; // Read bits as integer. i = 0x5f375a86 - (i >> 1); // Make an initial guess for Newton-Raphson approximation x = *(float*)&i; // Convert bits back to float x = x * (1.5f - xhalf * x * x); // Perform a single Newton-Raphson step. return x; } } /// /// Convert degrees to radians /// /// An angle in degrees /// The angle expressed in radians public static float DegreesToRadians(float degrees) { const float degToRad = (float)System.Math.PI / 180.0f; return degrees * degToRad; } /// /// Convert radians to degrees /// /// An angle in radians /// The angle expressed in degrees public static float RadiansToDegrees(float radians) { const float radToDeg = 180.0f / (float)System.Math.PI; return radians * radToDeg; } } #if false public static partial class Math { #region --- Vectors --- #region --- Addition --- /// /// Adds the given Vector2 to the current Vector3. /// /// The right operand of the addition. /// A new Vector3 containing the result of the addition. public static Vector2 Add(Vector2 left, Vector2 right) { return new Vector2(left).Add(right); } /// /// Adds the given Vector3 to the current Vector3. /// /// The right operand of the addition. /// A new Vector3 containing the result of the addition. public static Vector3 Add(Vector2 left, Vector3 right) { return new Vector3(left).Add(right); } /// /// Adds the given Vector4 to the current Vector3. W-coordinate remains unaffected. /// /// The right operand of the addition. /// A new Vector4 containing the result of the addition. public static Vector4 Add(Vector2 left, Vector4 right) { return new Vector4(left).Add(right); } /// /// Adds the given Vector2 to the current Vector3. /// /// The right operand of the addition. /// A new Vector3 containing the result of the addition. public static Vector3 Add(Vector3 left, Vector2 right) { return new Vector3(left).Add(right); } /// /// Adds the given Vector3 to the current Vector3. /// /// The right operand of the addition. /// A new Vector3 containing the result of the addition. public static Vector3 Add(Vector3 left, Vector3 right) { return new Vector3(left).Add(right); } /// /// Adds the given Vector4 to the current Vector3. W-coordinate remains unaffected. /// /// The right operand of the addition. /// A new Vector4 containing the result of the addition. public static Vector4 Add(Vector3 left, Vector4 right) { return new Vector4(left).Add(right); } /// /// Adds the given Vector2 to the current Vector3. /// /// The right operand of the addition. /// A new Vector3 containing the result of the addition. public static Vector4 Add(Vector4 left, Vector2 right) { return new Vector4(left).Add(right); } /// /// Adds the given Vector3 to the current Vector3. /// /// The right operand of the addition. /// A new Vector3 containing the result of the addition. public static Vector4 Add(Vector4 left, Vector3 right) { return new Vector4(left).Add(right); } /// /// Adds the given Vector4 to the current Vector3. W-coordinate remains unaffected. /// /// The right operand of the addition. /// A new Vector4 containing the result of the addition. public static Vector4 Add(Vector4 left, Vector4 right) { return new Vector4(left).Add(right); } #endregion #region --- Subtraction --- #endregion #region --- Cross --- /// /// Computes the cross product between the current and the given Vector3. The current Vector3 is set to the result of the computation. /// /// The right operand of the cross product /// The current public static Vector3 Cross(Vector3 left, Vector3 right) { return new Vector3(left).Cross(right); } #endregion #endregion } #endif }