UltimateZoneBuilder/Source/Core/Geometry/Vector3D.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
public struct Vector3D
{
#region ================== Constants
private const float TINY_VALUE = 0.0000000001f;
#endregion
#region ================== Variables
// Coordinates
public float x;
public float y;
public float z;
#endregion
#region ================== Constructors
// Constructor
public Vector3D(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
// Constructor
public Vector3D(Vector2D v)
{
this.x = v.x;
this.y = v.y;
this.z = 0f;
}
#endregion
#region ================== Statics
// Conversion to Vector2D
public static implicit operator Vector2D(Vector3D a)
{
return new Vector2D(a);
}
// This adds two vectors
public static Vector3D operator +(Vector3D a, Vector3D b)
{
return new Vector3D(a.x + b.x, a.y + b.y, a.z + b.z);
}
// This subtracts two vectors
public static Vector3D operator -(Vector3D a, Vector3D b)
{
return new Vector3D(a.x - b.x, a.y - b.y, a.z - b.z);
}
// This reverses a vector
public static Vector3D operator -(Vector3D a)
{
return new Vector3D(-a.x, -a.y, -a.z);
}
// This scales a vector
public static Vector3D operator *(float s, Vector3D a)
{
return new Vector3D(a.x * s, a.y * s, a.z * s);
}
// This scales a vector
public static Vector3D operator *(Vector3D a, float s)
{
return new Vector3D(a.x * s, a.y * s, a.z * s);
}
// This scales a vector
public static Vector3D operator *(Vector3D a, Vector3D b)
{
return new Vector3D(a.x * b.x, a.y * b.y, a.z * b.z);
}
// This scales a vector
public static Vector3D operator /(float s, Vector3D a)
{
return new Vector3D(a.x / s, a.y / s, a.z / s);
}
// This scales a vector
public static Vector3D operator /(Vector3D a, float s)
{
return new Vector3D(a.x / s, a.y / s, a.z / s);
}
// This compares a vector
public static bool operator ==(Vector3D a, Vector3D b)
{
return (a.x == b.x) && (a.y == b.y) && (a.z == b.z);
}
// This compares a vector
public static bool operator !=(Vector3D a, Vector3D b)
{
return (a.x != b.x) || (a.y != b.y) || (a.z != b.z);
}
// This calculates the cross product
public static Vector3D CrossProduct(Vector3D a, Vector3D b)
{
Vector3D result = new Vector3D();
// Calculate and return the dot product
result.x = a.y * b.z - a.z * b.y;
result.y = a.z * b.x - a.x * b.z;
result.z = a.x * b.y - a.y * b.x;
return result;
}
// This calculates the dot product
public static float DotProduct(Vector3D a, Vector3D b)
{
// Calculate and return the dot product
return a.x * b.x + a.y * b.y + a.z * b.z;
}
// This reflects the vector v over mirror m
// Note that mirror m must be normalized!
public static Vector3D Reflect(Vector3D v, Vector3D m)
{
// Get the dot product of v and m
float dp = Vector3D.DotProduct(v, m);
// Make the reflected vector
Vector3D mv = new Vector3D();
mv.x = -v.x + 2f * m.x * dp;
mv.y = -v.y + 2f * m.y * dp;
mv.z = -v.z + 2f * m.z * dp;
// Return the reflected vector
return mv;
}
// This returns the reversed vector
public static Vector3D Reversed(Vector3D v)
{
// Return reversed vector
return new Vector3D(-v.x, -v.y, -v.z);
}
// This returns a vector from an angle
public static Vector3D FromAngleXY(float angle)
{
// Return vector from angle
return new Vector3D((float)Math.Sin(angle), -(float)Math.Cos(angle), 0f);
}
// This returns a vector from an angle with a given legnth
public static Vector3D FromAngleXY(float angle, float length)
{
// Return vector from angle
return FromAngleXY(angle) * length;
}
// This returns a vector from an angle with a given legnth
public static Vector3D FromAngleXYZ(float anglexy, float anglez)
{
// Calculate x y and z
float ax = (float)Math.Sin(anglexy) * (float)Math.Cos(anglez);
float ay = -(float)Math.Cos(anglexy) * (float)Math.Cos(anglez);
float az = (float)Math.Sin(anglez);
// Return vector
return new Vector3D(ax, ay, az);
}
#endregion
#region ================== Methods
// This calculates the angle
public float GetAngleXY()
{
// Calculate and return the angle
return -(float)Math.Atan2(-y, x) + (float)Math.PI * 0.5f;
}
// This calculates the angle
public float GetAngleZ()
{
Vector2D xy = new Vector2D(x, y);
// Calculate and return the angle
return (float)Math.Atan2(xy.GetLength(), z) + (float)Math.PI * 0.5f;
}
// This calculates the length
public float GetLength()
{
// Calculate and return the length
return (float)Math.Sqrt(x * x + y * y + z * z);
}
// This calculates the squared length
public float GetLengthSq()
{
// Calculate and return the length
return x * x + y * y + z * z;
}
// This calculates the length
public float GetManhattanLength()
{
// Calculate and return the length
return Math.Abs(x) + Math.Abs(y) + Math.Abs(z);
}
// This normalizes the vector
public Vector3D GetNormal()
{
float lensq = this.GetLengthSq();
if(lensq > TINY_VALUE)
{
// Divide each element by the length
float mul = 1f / (float)Math.Sqrt(lensq);
return new Vector3D(x * mul, y * mul, z * mul);
}
else
{
// Cannot normalize
return new Vector3D(0f, 0f, 0f);
}
}
// This scales the vector
public Vector3D GetScaled(float s)
{
// Scale the vector
return new Vector3D(x * s, y * s, z * s);
}
// This changes the vector length
public Vector3D GetFixedLength(float l)
{
// Normalize, then scale
return this.GetNormal().GetScaled(l);
}
// This checks if the vector is normalized
public bool IsNormalized()
{
return (Math.Abs(GetLengthSq() - 1.0f) < 0.0001f);
}
// Output
public override string ToString()
{
return x + ", " + y + ", " + z;
}
#endregion
}
}