mirror of
https://github.com/Ryujinx/Opentk.git
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301 lines
8.3 KiB
C#
301 lines
8.3 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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namespace OpenTK.Math
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{
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/// <summary>
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/// Represents a four-dimensional vector.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Vector4
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{
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#region Fields
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/// <summary>
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/// The X component of the Vector4.
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/// </summary>
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public float X;
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/// <summary>
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/// The Y component of the Vector4.
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/// </summary>
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public float Y;
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/// <summary>
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/// The Z component of the Vector4.
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/// </summary>
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public float Z;
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/// <summary>
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/// The Z component of the Vector4.
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/// </summary>
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public float W;
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#endregion
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#region Constructors
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/// <summary>
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/// Constructs a new Vector4.
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/// </summary>
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/// <param name="x">The x component of the Vector4.</param>
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/// <param name="y">The y component of the Vector4.</param>
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/// <param name="z">The z component of the Vector4.</param>
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/// <param name="w">The z component of the Vector4.</param>
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public Vector4(float x, float y, float z, float w)
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{
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X = x;
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Y = y;
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Z = z;
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W = w;
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}
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/// <summary>
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/// Constructs a new Vector4 from the given Vector2.
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/// </summary>
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/// <param name="v">The Vector2 to copy components from.</param>
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public Vector4(Vector2 v)
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{
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X = v.X;
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Y = v.Y;
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Z = 0.0f;
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W = 0.0f;
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}
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/// <summary>
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/// Constructs a new Vector4 from the given Vector3.
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/// </summary>
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/// <param name="v">The Vector3 to copy components from.</param>
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public Vector4(Vector3 v)
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{
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X = v.X;
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Y = v.Y;
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Z = v.Z;
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W = 0.0f;
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}
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/// <summary>
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/// Constructs a new Vector4 from the given Vector4.
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/// </summary>
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/// <param name="v">The Vector4 to copy components from.</param>
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public Vector4(Vector4 v)
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{
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X = v.X;
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Y = v.Y;
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Z = v.Z;
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W = v.W;
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}
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#endregion
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#region Functions
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#region public Vector4 Add(Vector4 right)
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/// <summary>
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/// Adds the given Vector4 to the current Vector4. W-coordinate remains unaffected.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector4 containing the result of the addition.</returns>
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public Vector4 Add(Vector4 right)
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{
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X += right.X;
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Y += right.Y;
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Z += right.Z;
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W += right.W;
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return this;
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}
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#endregion
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#region public Vector4 Sub(Vector4 right)
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/// <summary>
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/// Subtracts the given Vector4 from the current Vector4.
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/// </summary>
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/// <param name="right">The right operand of the subtraction.</param>
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/// <returns>A new Vector4 containing the result of the subtraction.</returns>
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public Vector4 Sub(Vector4 right)
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{
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X -= right.X;
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Y -= right.Y;
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Z -= right.Z;
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W -= right.W;
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return this;
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}
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#endregion
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#region public float Dot(Vector4 right)
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/// <summary>
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/// Computes the dot product between the current Vector4 and the given Vector4.
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/// </summary>
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/// <param name="right">The right operand of the dot product.</param>
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/// <returns>A float containing the result of the dot product.</returns>
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public float Dot(Vector4 right)
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{
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return X * right.X + Y * right.Y + Z * right.Z + W * right.W;
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}
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#endregion
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#region public float Length
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/// <summary>
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/// Gets the length (magnitude) of the vector.
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/// </summary>
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/// <see cref="FastLength"/>
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/// <seealso cref="LengthSquared"/>
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public float Length
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{
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get
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{
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return (float)System.Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
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}
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}
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#endregion
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#region public float LengthFast
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/// <summary>
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/// Gets an approximation of the vector length (magnitude).
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/// </summary>
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/// <remarks>
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/// This property uses an approximation of the square root function to calculate vector magnitude, with
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/// an upper error bound of 0.001.
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/// </remarks>
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/// <see cref="Length"/>
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/// <seealso cref="LengthSquared"/>
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/// <seealso cref="OpenTK.Math.FastSqrt"/>
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public float LengthFast
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{
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get
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{
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return 1.0f / OpenTK.Math.Functions.InverseSqrtFast(X * X + Y * Y + Z * Z + W * W);
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}
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}
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#endregion
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#region public float LengthSquared
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/// <summary>
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/// Gets the square of the vector length (magnitude).
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/// </summary>
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/// <remarks>
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/// This property avoids the costly square root operation required by the Length property. This makes it more suitable
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/// for comparisons.
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/// </remarks>
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/// <see cref="Length"/>
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/// <seealso cref="FastLength"/>
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public float LengthSquared
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{
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get
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{
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return X * X + Y * Y + Z * Z + W * W;
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}
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}
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#endregion
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#region public Vector4 Normalize()
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/// <summary>
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/// Scales the Vector4 to unit length.
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/// </summary>
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/// <returns>The normalized version of the current vector.</returns>
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public Vector4 Normalize()
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{
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float scale = 1.0f / this.Length;
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X *= scale;
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Y *= scale;
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Z *= scale;
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W *= scale;
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return this;
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}
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#endregion
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#region public Vector4 NormalizeFast()
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/// <summary>
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/// Scales the Vector4 to approximately unit length.
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/// </summary>
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/// <returns>The normalized version of the current vector.</returns>
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public Vector4 NormalizeFast()
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{
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float scale = Functions.InverseSqrtFast(X * X + Y * Y + Z * Z);
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X *= scale;
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Y *= scale;
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Z *= scale;
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W *= scale;
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return this;
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}
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#endregion
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#region public Vector4 Scale(float sx, float sy, float sz, float sw)
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/// <summary>
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/// Scales the current Vector4 by the given amounts.
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/// </summary>
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/// <param name="sx">The scale of the X component.</param>
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/// <param name="sy">The scale of the Y component.</param>
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/// <param name="sz">The scale of the Z component.</param>
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/// <param name="sw">The scale of the Z component.</param>
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/// <returns>The current Vector4, scaled.</returns>
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public Vector4 Scale(float sx, float sy, float sz, float sw)
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{
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return new Vector4(X * sx, Y * sy, Z * sz, W * sw);
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}
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#endregion
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#endregion
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#region Operator overloads
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public static Vector4 operator +(Vector4 left, Vector4 right)
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{
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return left.Add(right);
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}
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public static Vector4 operator -(Vector4 left, Vector4 right)
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{
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return left.Sub(right);
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}
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[CLSCompliant(false)]
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unsafe public static explicit operator float*(Vector4 v)
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{
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return &v.X;
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}
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public static explicit operator IntPtr(Vector4 v)
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{
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unsafe
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{
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return (IntPtr)(&v.X);
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}
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}
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#endregion
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public override string ToString()
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{
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return String.Format("({0}, {1}, {2}, {3})", X, Y, Z, W);
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}
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}
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}
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