#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
namespace OpenTK.Math
{
///
/// Represents a three-dimensional vector.
///
[StructLayout(LayoutKind.Sequential)]
public struct Vector3
{
#region Fields
///
/// The X component of the Vector3.
///
public float X;
///
/// The Y component of the Vector3.
///
public float Y;
///
/// The Z component of the Vector3.
///
public float Z;
#endregion
#region Constructors
///
/// Constructs a new Vector3.
///
/// The x component of the Vector3.
/// The y component of the Vector3.
/// The z component of the Vector3.
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
///
/// Constructs a new Vector3 from the given Vector2.
///
/// The Vector2 to copy components from.
public Vector3(Vector2 v)
{
X = v.X;
Y = v.Y;
Z = 0.0f;
}
///
/// Constructs a new Vector3 from the given Vector3.
///
/// The Vector3 to copy components from.
public Vector3(Vector3 v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
}
///
/// Constructs a new Vector3 from the given Vector4.
///
/// The Vector4 to copy components from.
public Vector3(Vector4 v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
}
#endregion
#region Functions
#region public Vector3 Add(Vector3 right)
///
/// Adds the given Vector3 to the current Vector3.
///
/// The right operand of the addition.
/// The current Vector3, containing the result of the addition.
public Vector3 Add(Vector3 right)
{
X += right.X;
Y += right.Y;
Z += right.Z;
return this;
}
#endregion
#region public Vector3 Sub(Vector3 right)
///
/// Subtracts the given Vector3 from the current Vector3.
///
/// The right operand of the subtraction.
/// A new Vector3 containing the result of the subtraction.
public Vector3 Sub(Vector3 right)
{
X -= right.X;
Y -= right.Y;
Z -= right.Z;
return this;
}
#endregion
#region public float Dot(Vector3 right)
///
/// Computes the dot product between the current Vector3 and the given Vector3.
///
/// The right operand of the dot product.
/// A float containing the result of the dot product.
public float Dot(Vector3 right)
{
return X * right.X + Y * right.Y + Z * right.Z;
}
#endregion
#region public Vector3 Cross(Vector3 right)
///
/// 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 Vector3 Cross(Vector3 right)
{
float
x = Y * right.Z - Z * right.Y,
y = Z * right.X - X * right.Z,
z = X * right.Y - Y * right.X;
X = x;
Y = y;
Z = z;
return this;
}
#endregion
#region public float Length
///
/// Gets the length (magnitude) of the vector.
///
///
///
public float Length
{
get
{
return (float)System.Math.Sqrt(X * X + Y * Y + Z * Z);
}
}
#endregion
#region public float LengthFast
///
/// Gets an approximation of the vector length (magnitude).
///
///
/// This property uses an approximation of the square root function to calculate vector magnitude, with
/// an upper error bound of 0.001.
///
///
///
///
public float LengthFast
{
get
{
return 1.0f / OpenTK.Math.Functions.InverseSqrtFast(X * X + Y * Y + Z * Z);
}
}
#endregion
#region public float LengthSquared
///
/// Gets the square of the vector length (magnitude).
///
///
/// This property avoids the costly square root operation required by the Length property. This makes it more suitable
/// for comparisons.
///
///
///
public float LengthSquared
{
get
{
return X * X + Y * Y + Z * Z;
}
}
#endregion
#region public Vector3 Normalize()
///
/// Scales the Vector3 to unit length.
///
/// The normalized version of the current vector.
public Vector3 Normalize()
{
float scale = 1.0f / this.Length;
X *= scale;
Y *= scale;
Z *= scale;
return this;
}
#endregion
#region public Vector3 NormalizeFast()
///
/// Scales the Vector3 to approximately unit length.
///
/// The normalized version of the current vector.
public Vector3 NormalizeFast()
{
float scale = Functions.InverseSqrtFast(X * X + Y * Y + Z * Z);
X *= scale;
Y *= scale;
Z *= scale;
return this;
}
#endregion
#region public Vector3 Scale(float sx, float sy, float sz)
///
/// Scales the current Vector3 by the given amounts.
///
/// The scale of the X component.
/// The scale of the Y component.
/// The scale of the Z component.
/// The current Vector3, scaled.
public Vector3 Scale(float sx, float sy, float sz)
{
this.X = X * sx;
this.Y = Y * sy;
this.Z = Z * sz;
return this;
}
#endregion
#endregion
#region Operator overloads
public static Vector3 operator +(Vector3 left, Vector3 right)
{
return new Vector3(left.Add(right));
}
public static Vector3 operator -(Vector3 left, Vector3 right)
{
return new Vector3(left.Sub(right));
}
[CLSCompliant(false)]
unsafe public static explicit operator float*(Vector3 v)
{
return &v.X;
}
public static explicit operator IntPtr(Vector3 v)
{
unsafe
{
return (IntPtr)(&v.X);
}
}
#endregion
#region Static functions
#endregion
public override string ToString()
{
return String.Format("({0}, {1}, {2})", X, Y, Z);
}
}
}