UltimateZoneBuilder/Source/Core/Rendering/Vector3.cs

215 lines
6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CodeImp.DoomBuilder.Rendering
{
public struct Vector3f
{
public Vector3f(float v)
{
X = v;
Y = v;
Z = v;
}
public Vector3f(Vector2f xy, float z)
{
X = xy.X;
Y = xy.Y;
Z = z;
}
public Vector3f(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public float X;
public float Y;
public float Z;
public static Vector4f Transform(Vector3f vector, Matrix transform)
{
return new Vector4f(
(((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 Vector3f Hermite(Vector3f value1, Vector3f tangent1, Vector3f value2, Vector3f 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 Vector3f(
(((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(Vector3f a, Vector3f b)
{
Vector3f c = b - a;
return Vector3f.Dot(c, c);
}
public static float Dot(Vector3f a, Vector3f b)
{
return a.X * b.X + a.Y * b.Y + a.Z * b.Z;
}
public static Vector3f Cross(Vector3f left, Vector3f right)
{
Vector3f result = new Vector3f();
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(Vector3f.Dot(this, this));
}
public static Vector3f Normalize(Vector3f 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 Vector3f)
{
Vector3f v = (Vector3f)o;
return this == v;
}
else
{
return false;
}
}
public override int GetHashCode()
{
return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode();
}
public static Vector3f operator +(Vector3f left, Vector3f right)
{
return new Vector3f(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
}
public static Vector3f operator -(Vector3f left, Vector3f right)
{
return new Vector3f(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
}
public static Vector3f operator -(Vector3f v)
{
return new Vector3f(-v.X, -v.Y, -v.Z);
}
public static bool operator ==(Vector3f left, Vector3f right)
{
return left.X == right.X && left.Y == right.Y && left.Z == right.Z;
}
public static bool operator !=(Vector3f left, Vector3f right)
{
return left.X != right.X || left.Y != right.Y || left.Z != right.Z;
}
}
public struct Vector3i
{
public Vector3i(int v)
{
X = v;
Y = v;
Z = v;
}
public Vector3i(Vector2i xy, int z)
{
X = xy.X;
Y = xy.Y;
Z = z;
}
public Vector3i(int x, int y, int z)
{
X = x;
Y = y;
Z = z;
}
public int X;
public int Y;
public int Z;
public override bool Equals(object o)
{
if (o is Vector3i)
{
Vector3i v = (Vector3i)o;
return this == v;
}
else
{
return false;
}
}
public override int GetHashCode()
{
return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode();
}
public static Vector3i operator +(Vector3i left, Vector3i right)
{
return new Vector3i(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
}
public static Vector3i operator -(Vector3i left, Vector3i right)
{
return new Vector3i(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
}
public static Vector3i operator -(Vector3i v)
{
return new Vector3i(-v.X, -v.Y, -v.Z);
}
public static bool operator ==(Vector3i left, Vector3i right)
{
return left.X == right.X && left.Y == right.Y && left.Z == right.Z;
}
public static bool operator !=(Vector3i left, Vector3i right)
{
return left.X != right.X || left.Y != right.Y || left.Z != right.Z;
}
}
}