mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-27 22:25:28 +00:00
313 lines
8.6 KiB
C#
313 lines
8.6 KiB
C#
#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
|
|
{
|
|
/// <summary>
|
|
/// Represents a three-dimensional vector.
|
|
/// </summary>
|
|
[StructLayout(LayoutKind.Sequential)]
|
|
public struct Vector3
|
|
{
|
|
#region Fields
|
|
|
|
/// <summary>
|
|
/// The X component of the Vector3.
|
|
/// </summary>
|
|
public float X;
|
|
|
|
/// <summary>
|
|
/// The Y component of the Vector3.
|
|
/// </summary>
|
|
public float Y;
|
|
|
|
/// <summary>
|
|
/// The Z component of the Vector3.
|
|
/// </summary>
|
|
public float Z;
|
|
|
|
#endregion
|
|
|
|
#region Constructors
|
|
|
|
/// <summary>
|
|
/// Constructs a new Vector3.
|
|
/// </summary>
|
|
/// <param name="x">The x component of the Vector3.</param>
|
|
/// <param name="y">The y component of the Vector3.</param>
|
|
/// <param name="z">The z component of the Vector3.</param>
|
|
public Vector3(float x, float y, float z)
|
|
{
|
|
X = x;
|
|
Y = y;
|
|
Z = z;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructs a new Vector3 from the given Vector2.
|
|
/// </summary>
|
|
/// <param name="v">The Vector2 to copy components from.</param>
|
|
public Vector3(Vector2 v)
|
|
{
|
|
X = v.X;
|
|
Y = v.Y;
|
|
Z = 0.0f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructs a new Vector3 from the given Vector3.
|
|
/// </summary>
|
|
/// <param name="v">The Vector3 to copy components from.</param>
|
|
public Vector3(Vector3 v)
|
|
{
|
|
X = v.X;
|
|
Y = v.Y;
|
|
Z = v.Z;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructs a new Vector3 from the given Vector4.
|
|
/// </summary>
|
|
/// <param name="v">The Vector4 to copy components from.</param>
|
|
public Vector3(Vector4 v)
|
|
{
|
|
X = v.X;
|
|
Y = v.Y;
|
|
Z = v.Z;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Functions
|
|
|
|
#region public Vector3 Add(Vector3 right)
|
|
|
|
/// <summary>
|
|
/// Adds the given Vector3 to the current Vector3.
|
|
/// </summary>
|
|
/// <param name="right">The right operand of the addition.</param>
|
|
/// <returns>The current Vector3, containing the result of the addition.</returns>
|
|
public Vector3 Add(Vector3 right)
|
|
{
|
|
X += right.X;
|
|
Y += right.Y;
|
|
Z += right.Z;
|
|
return this;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public Vector3 Sub(Vector3 right)
|
|
|
|
/// <summary>
|
|
/// Subtracts the given Vector3 from the current Vector3.
|
|
/// </summary>
|
|
/// <param name="right">The right operand of the subtraction.</param>
|
|
/// <returns>A new Vector3 containing the result of the subtraction.</returns>
|
|
public Vector3 Sub(Vector3 right)
|
|
{
|
|
X -= right.X;
|
|
Y -= right.Y;
|
|
Z -= right.Z;
|
|
return this;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public float Dot(Vector3 right)
|
|
|
|
/// <summary>
|
|
/// Computes the dot product between the current Vector3 and the given Vector3.
|
|
/// </summary>
|
|
/// <param name="right">The right operand of the dot product.</param>
|
|
/// <returns>A float containing the result of the dot product.</returns>
|
|
public float Dot(Vector3 right)
|
|
{
|
|
return X * right.X + Y * right.Y + Z * right.Z;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public Vector3 Cross(Vector3 right)
|
|
|
|
/// <summary>
|
|
/// Computes the cross product between the current and the given Vector3. The current Vector3 is set to the result of the computation.
|
|
/// </summary>
|
|
/// <param name="right">The right operand of the cross product</param>
|
|
/// <returns>The current </returns>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Gets the length (magnitude) of the vector.
|
|
/// </summary>
|
|
/// <see cref="FastLength"/>
|
|
/// <seealso cref="LengthSquared"/>
|
|
public float Length
|
|
{
|
|
get
|
|
{
|
|
return (float)System.Math.Sqrt(X * X + Y * Y + Z * Z);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public float LengthFast
|
|
|
|
/// <summary>
|
|
/// Gets an approximation of the vector length (magnitude).
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This property uses an approximation of the square root function to calculate vector magnitude, with
|
|
/// an upper error bound of 0.001.
|
|
/// </remarks>
|
|
/// <see cref="Length"/>
|
|
/// <seealso cref="LengthSquared"/>
|
|
/// <seealso cref="OpenTK.Math.FastSqrt"/>
|
|
public float LengthFast
|
|
{
|
|
get
|
|
{
|
|
return 1.0f / OpenTK.Math.Functions.InverseSqrtFast(X * X + Y * Y + Z * Z);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public float LengthSquared
|
|
|
|
/// <summary>
|
|
/// Gets the square of the vector length (magnitude).
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This property avoids the costly square root operation required by the Length property. This makes it more suitable
|
|
/// for comparisons.
|
|
/// </remarks>
|
|
/// <see cref="Length"/>
|
|
/// <seealso cref="FastLength"/>
|
|
public float LengthSquared
|
|
{
|
|
get
|
|
{
|
|
return X * X + Y * Y + Z * Z;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public Vector3 Normalize()
|
|
|
|
/// <summary>
|
|
/// Scales the Vector3 to unit length.
|
|
/// </summary>
|
|
/// <returns>The normalized version of the current vector.</returns>
|
|
public Vector3 Normalize()
|
|
{
|
|
float scale = 1.0f / this.Length;
|
|
X *= scale;
|
|
Y *= scale;
|
|
Z *= scale;
|
|
return this;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public Vector3 NormalizeFast()
|
|
|
|
/// <summary>
|
|
/// Scales the Vector3 to approximately unit length.
|
|
/// </summary>
|
|
/// <returns>The normalized version of the current vector.</returns>
|
|
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)
|
|
|
|
/// <summary>
|
|
/// Scales the current Vector3 by the given amounts.
|
|
/// </summary>
|
|
/// <param name="sx">The scale of the X component.</param>
|
|
/// <param name="sy">The scale of the Y component.</param>
|
|
/// <param name="sz">The scale of the Z component.</param>
|
|
/// <returns>The current Vector3, scaled.</returns>
|
|
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);
|
|
}
|
|
}
|
|
}
|