#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 } }