mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-21 09:30:48 +00:00
cdddeffa80
- Fixed a problem where dragging geometry and things onto the window title bar locked up DB2 - Fixed a problem with wrong texture offsets of hi-res textures
296 lines
6.9 KiB
C#
296 lines
6.9 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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public struct Vector3D
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{
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#region ================== Constants
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private const float TINY_VALUE = 0.0000000001f;
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#endregion
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#region ================== Variables
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// Coordinates
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public float x;
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public float y;
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public float z;
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#endregion
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#region ================== Constructors
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// Constructor
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public Vector3D(float x, float y, float z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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// Constructor
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public Vector3D(Vector2D v)
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{
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this.x = v.x;
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this.y = v.y;
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this.z = 0f;
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}
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#endregion
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#region ================== Statics
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// Conversion to Vector2D
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public static implicit operator Vector2D(Vector3D a)
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{
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return new Vector2D(a);
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}
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// This adds two vectors
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public static Vector3D operator +(Vector3D a, Vector3D b)
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{
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return new Vector3D(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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// This subtracts two vectors
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public static Vector3D operator -(Vector3D a, Vector3D b)
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{
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return new Vector3D(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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// This reverses a vector
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public static Vector3D operator -(Vector3D a)
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{
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return new Vector3D(-a.x, -a.y, -a.z);
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}
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// This scales a vector
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public static Vector3D operator *(float s, Vector3D a)
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{
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return new Vector3D(a.x * s, a.y * s, a.z * s);
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}
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// This scales a vector
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public static Vector3D operator *(Vector3D a, float s)
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{
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return new Vector3D(a.x * s, a.y * s, a.z * s);
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}
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// This scales a vector
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public static Vector3D operator *(Vector3D a, Vector3D b)
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{
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return new Vector3D(a.x * b.x, a.y * b.y, a.z * b.z);
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}
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// This scales a vector
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public static Vector3D operator /(float s, Vector3D a)
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{
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return new Vector3D(a.x / s, a.y / s, a.z / s);
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}
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// This scales a vector
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public static Vector3D operator /(Vector3D a, float s)
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{
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return new Vector3D(a.x / s, a.y / s, a.z / s);
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}
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// This compares a vector
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public static bool operator ==(Vector3D a, Vector3D b)
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{
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return (a.x == b.x) && (a.y == b.y) && (a.z == b.z);
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}
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// This compares a vector
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public static bool operator !=(Vector3D a, Vector3D b)
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{
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return (a.x != b.x) || (a.y != b.y) || (a.z != b.z);
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}
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// This calculates the cross product
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public static Vector3D CrossProduct(Vector3D a, Vector3D b)
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{
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Vector3D result = new Vector3D();
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// Calculate and return the dot product
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result.x = a.y * b.z - a.z * b.y;
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result.y = a.z * b.x - a.x * b.z;
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result.z = a.x * b.y - a.y * b.x;
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return result;
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}
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// This calculates the dot product
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public static float DotProduct(Vector3D a, Vector3D b)
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{
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// Calculate and return the dot product
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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// This reflects the vector v over mirror m
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// Note that mirror m must be normalized!
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public static Vector3D Reflect(Vector3D v, Vector3D m)
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{
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// Get the dot product of v and m
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float dp = Vector3D.DotProduct(v, m);
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// Make the reflected vector
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Vector3D mv = new Vector3D();
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mv.x = -v.x + 2f * m.x * dp;
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mv.y = -v.y + 2f * m.y * dp;
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mv.z = -v.z + 2f * m.z * dp;
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// Return the reflected vector
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return mv;
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}
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// This returns the reversed vector
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public static Vector3D Reversed(Vector3D v)
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{
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// Return reversed vector
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return new Vector3D(-v.x, -v.y, -v.z);
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}
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// This returns a vector from an angle
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public static Vector3D FromAngleXY(float angle)
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{
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// Return vector from angle
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return new Vector3D((float)Math.Sin(angle), -(float)Math.Cos(angle), 0f);
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}
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// This returns a vector from an angle with a given legnth
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public static Vector3D FromAngleXY(float angle, float length)
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{
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// Return vector from angle
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return FromAngleXY(angle) * length;
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}
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// This returns a vector from an angle with a given legnth
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public static Vector3D FromAngleXYZ(float anglexy, float anglez)
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{
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// Calculate x y and z
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float ax = (float)Math.Sin(anglexy) * (float)Math.Cos(anglez);
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float ay = -(float)Math.Cos(anglexy) * (float)Math.Cos(anglez);
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float az = (float)Math.Sin(anglez);
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// Return vector
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return new Vector3D(ax, ay, az);
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}
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#endregion
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#region ================== Methods
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// This calculates the angle
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public float GetAngleXY()
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{
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// Calculate and return the angle
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return -(float)Math.Atan2(-y, x) + (float)Math.PI * 0.5f;
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}
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// This calculates the angle
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public float GetAngleZ()
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{
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Vector2D xy = new Vector2D(x, y);
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// Calculate and return the angle
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return (float)Math.Atan2(xy.GetLength(), z) + (float)Math.PI * 0.5f;
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}
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// This calculates the length
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public float GetLength()
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{
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// Calculate and return the length
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return (float)Math.Sqrt(x * x + y * y + z * z);
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}
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// This calculates the squared length
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public float GetLengthSq()
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{
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// Calculate and return the length
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return x * x + y * y + z * z;
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}
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// This calculates the length
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public float GetManhattanLength()
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{
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// Calculate and return the length
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return Math.Abs(x) + Math.Abs(y) + Math.Abs(z);
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}
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// This normalizes the vector
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public Vector3D GetNormal()
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{
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float lensq = this.GetLengthSq();
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if(lensq > TINY_VALUE)
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{
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// Divide each element by the length
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float mul = 1f / (float)Math.Sqrt(lensq);
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return new Vector3D(x * mul, y * mul, z * mul);
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}
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else
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{
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// Cannot normalize
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return new Vector3D(0f, 0f, 0f);
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}
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}
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// This scales the vector
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public Vector3D GetScaled(float s)
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{
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// Scale the vector
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return new Vector3D(x * s, y * s, z * s);
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}
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// This changes the vector length
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public Vector3D GetFixedLength(float l)
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{
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// Normalize, then scale
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return this.GetNormal().GetScaled(l);
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}
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// This checks if the vector is normalized
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public bool IsNormalized()
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{
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return (Math.Abs(GetLengthSq() - 1.0f) < 0.0001f);
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}
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// Output
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public override string ToString()
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{
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return x + ", " + y + ", " + z;
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}
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// Checks if the Vector has valid values for x, y and z
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public bool IsFinite()
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{
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return !float.IsNaN(x) && !float.IsNaN(y) && !float.IsNaN(z) && !float.IsInfinity(x) && !float.IsInfinity(y) && !float.IsInfinity(z);
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}
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#endregion
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}
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}
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