#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 Add
///
/// Adds the given Vector2 to the current Vector3.
///
/// The right operand of the addition.
/// A new Vector3 containing the result of the addition.
public Vector3 Add(Vector2 right)
{
return new Vector3(X + right.X, Y + right.Y, Z);
}
///
/// Adds the given Vector3 to the current Vector3.
///
/// The right operand of the addition.
/// A new Vector3 containing the result of the addition.
public Vector3 Add(Vector3 right)
{
return new Vector3(X + right.X, Y + right.Y, Z + right.Z);
}
///
/// 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 Vector4 Add(Vector4 right)
{
return new Vector4(X + right.X, Y + right.Y, Z + right.Z, right.W);
}
#endregion
#region Sub
///
/// Subtracts the given Vector2 from the current Vector3.
///
/// The right operand of the subtraction.
/// A new Vector3 containing the result of the subtraction.
public Vector3 Sub(Vector2 right)
{
return new Vector3(X - right.X, Y - right.Y, Z);
}
///
/// 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)
{
return new Vector3(X - right.X, Y - right.Y, Z - right.Z);
}
///
/// Subtracts the given Vector4 from the current Vector3.
///
/// The right operand of the subtraction.
/// A new Vector4 containing the result of the subtraction.
public Vector4 Sub(Vector4 right)
{
return new Vector4(X - right.X, Y - right.Y, Z - right.Z, -right.W);
}
#endregion
#region Dot
///
/// Computes the dot product between the current Vector3 and the given Vector2.
///
/// The right operand of the dot product.
/// A float containing the result of the dot product.
public float Dot(Vector2 right)
{
return X * right.X + Y * right.Y;
}
///
/// 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;
}
///
/// Computes the dot product between the current Vector3 and the given Vector4.
///
/// The right operand of the dot product.
/// A float containing the result of the dot product.
public float Dot(Vector4 right)
{
return X * right.X + Y * right.Y + Z * right.Z;
}
#endregion
#region Cross
///
/// Computes the cross product between the current and the given Vector3.
///
/// The right operand of the cross product
/// A new Vector3 containing the result of the computation.
public Vector3 Cross(Vector3 right)
{
return new Vector3(
Y * right.Z - Z * right.Y,
Z * right.X - X * right.Z,
X * right.Y - Y * right.X);
}
#endregion
#region public float Length
///
/// Gets the length of the vector.
///
public float Length
{
get
{
return (float)System.Math.Sqrt(this.LengthSquared);
}
}
#endregion
#region public float LengthSquared
///
/// Gets the square of the vector length.
///
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 length = this.Length;
return new Vector3(X / length, Y / Length, Z / length);
}
#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.
/// A new, scaled Vector3.
public Vector3 Scale(float sx, float sy, float sz)
{
return new Vector3(X * sx, Y * sy, Z * sz);
}
#endregion
#endregion
#region Operator overloads
public static Vector3 operator +(Vector3 left, Vector2 right)
{
return left.Add(right);
}
public static Vector3 operator +(Vector3 left, Vector3 right)
{
return left.Add(right);
}
public static Vector4 operator +(Vector3 left, Vector4 right)
{
return left.Add(right);
}
public static Vector3 operator -(Vector3 left, Vector2 right)
{
return left.Sub(right);
}
public static Vector3 operator -(Vector3 left, Vector3 right)
{
return left.Sub(right);
}
public static Vector4 operator -(Vector3 left, Vector4 right)
{
return left.Sub(right);
}
[CLSCompliant(false)]
unsafe public static implicit operator float*(Vector3 v)
{
return &v.X;
}
#endregion
}
}