using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace CodeImp.DoomBuilder.Rendering { public struct Vector3 { public Vector3(float v) { X = v; Y = v; Z = v; } public Vector3(Vector2 xy, float z) { X = xy.X; Y = xy.Y; Z = z; } public Vector3(float x, float y, float z) { X = x; Y = y; Z = z; } public float X; public float Y; public float Z; public static Vector4 Transform(Vector3 vector, Matrix transform) { return new Vector4( (((vector.X * transform.M11) + (vector.Y * transform.M21)) + (vector.Z * transform.M31)) + transform.M41, (((vector.X * transform.M12) + (vector.Y * transform.M22)) + (vector.Z * transform.M32)) + transform.M42, (((vector.X * transform.M13) + (vector.Y * transform.M23)) + (vector.Z * transform.M33)) + transform.M43, (((vector.X * transform.M14) + (vector.Y * transform.M24)) + (vector.Z * transform.M34)) + transform.M44); } public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) { float squared = amount * amount; float cubed = amount * squared; float part1 = ((2.0f * cubed) - (3.0f * squared)) + 1.0f; float part2 = (-2.0f * cubed) + (3.0f * squared); float part3 = (cubed - (2.0f * squared)) + amount; float part4 = cubed - squared; return new Vector3( (((value1.X * part1) + (value2.X * part2)) + (tangent1.X * part3)) + (tangent2.X * part4), (((value1.Y * part1) + (value2.Y * part2)) + (tangent1.Y * part3)) + (tangent2.Y * part4), (((value1.Z * part1) + (value2.Z * part2)) + (tangent1.Z * part3)) + (tangent2.Z * part4)); } public static float DistanceSquared(Vector3 a, Vector3 b) { Vector3 c = b - a; return Vector3.Dot(c, c); } public static float Dot(Vector3 a, Vector3 b) { return a.X * b.X + a.Y * b.Y + a.Z * b.Z; } public static Vector3 Cross(Vector3 left, Vector3 right) { Vector3 result = new Vector3(); result.X = left.Y * right.Z - left.Z * right.Y; result.Y = left.Z * right.X - left.X * right.Z; result.Z = left.X * right.Y - left.Y * right.X; return result; } public float Length() { return (float)Math.Sqrt(Vector3.Dot(this, this)); } public static Vector3 Normalize(Vector3 v) { v.Normalize(); return v; } public void Normalize() { float len = Length(); if (len > 0.0f) { X /= len; Y /= len; Z /= len; } } public override bool Equals(object o) { if (o is Vector3) { Vector3 v = (Vector3)o; return this == v; } else { return false; } } public override int GetHashCode() { return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode(); } public static Vector3 operator +(Vector3 left, Vector3 right) { return new Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); } public static Vector3 operator -(Vector3 left, Vector3 right) { return new Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); } public static Vector3 operator -(Vector3 v) { return new Vector3(-v.X, -v.Y, -v.Z); } public static bool operator ==(Vector3 left, Vector3 right) { return left.X == right.X && left.Y == right.Y && left.Z == right.Z; } public static bool operator !=(Vector3 left, Vector3 right) { return left.X != right.X || left.Y != right.Y || left.Z != right.Z; } } }