mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
215 lines
6 KiB
C#
215 lines
6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace CodeImp.DoomBuilder.Rendering
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{
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public struct Vector3f
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{
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public Vector3f(float v)
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{
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X = v;
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Y = v;
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Z = v;
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}
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public Vector3f(Vector2f xy, float z)
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{
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X = xy.X;
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Y = xy.Y;
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Z = z;
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}
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public Vector3f(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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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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public static Vector4f Transform(Vector3f vector, Matrix transform)
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{
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return new Vector4f(
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(((vector.X * transform.M11) + (vector.Y * transform.M21)) + (vector.Z * transform.M31)) + transform.M41,
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(((vector.X * transform.M12) + (vector.Y * transform.M22)) + (vector.Z * transform.M32)) + transform.M42,
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(((vector.X * transform.M13) + (vector.Y * transform.M23)) + (vector.Z * transform.M33)) + transform.M43,
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(((vector.X * transform.M14) + (vector.Y * transform.M24)) + (vector.Z * transform.M34)) + transform.M44);
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}
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public static Vector3f Hermite(Vector3f value1, Vector3f tangent1, Vector3f value2, Vector3f tangent2, float amount)
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{
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float squared = amount * amount;
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float cubed = amount * squared;
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float part1 = ((2.0f * cubed) - (3.0f * squared)) + 1.0f;
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float part2 = (-2.0f * cubed) + (3.0f * squared);
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float part3 = (cubed - (2.0f * squared)) + amount;
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float part4 = cubed - squared;
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return new Vector3f(
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(((value1.X * part1) + (value2.X * part2)) + (tangent1.X * part3)) + (tangent2.X * part4),
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(((value1.Y * part1) + (value2.Y * part2)) + (tangent1.Y * part3)) + (tangent2.Y * part4),
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(((value1.Z * part1) + (value2.Z * part2)) + (tangent1.Z * part3)) + (tangent2.Z * part4));
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}
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public static float DistanceSquared(Vector3f a, Vector3f b)
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{
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Vector3f c = b - a;
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return Vector3f.Dot(c, c);
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}
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public static float Dot(Vector3f a, Vector3f 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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public static Vector3f Cross(Vector3f left, Vector3f right)
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{
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Vector3f result = new Vector3f();
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result.X = left.Y * right.Z - left.Z * right.Y;
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result.Y = left.Z * right.X - left.X * right.Z;
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result.Z = left.X * right.Y - left.Y * right.X;
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return result;
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}
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public float Length()
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{
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return (float)Math.Sqrt(Vector3f.Dot(this, this));
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}
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public static Vector3f Normalize(Vector3f v)
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{
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v.Normalize();
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return v;
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}
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public void Normalize()
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{
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float len = Length();
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if (len > 0.0f)
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{
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X /= len;
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Y /= len;
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Z /= len;
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}
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}
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public override bool Equals(object o)
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{
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if (o is Vector3f)
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{
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Vector3f v = (Vector3f)o;
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return this == v;
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}
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else
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{
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return false;
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}
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}
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public override int GetHashCode()
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{
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return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode();
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}
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public static Vector3f operator +(Vector3f left, Vector3f right)
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{
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return new Vector3f(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
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}
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public static Vector3f operator -(Vector3f left, Vector3f right)
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{
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return new Vector3f(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
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}
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public static Vector3f operator -(Vector3f v)
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{
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return new Vector3f(-v.X, -v.Y, -v.Z);
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}
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public static bool operator ==(Vector3f left, Vector3f right)
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{
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return left.X == right.X && left.Y == right.Y && left.Z == right.Z;
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}
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public static bool operator !=(Vector3f left, Vector3f right)
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{
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return left.X != right.X || left.Y != right.Y || left.Z != right.Z;
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}
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}
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public struct Vector3i
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{
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public Vector3i(int v)
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{
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X = v;
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Y = v;
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Z = v;
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}
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public Vector3i(Vector2i xy, int z)
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{
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X = xy.X;
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Y = xy.Y;
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Z = z;
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}
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public Vector3i(int x, int y, int z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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public int X;
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public int Y;
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public int Z;
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public override bool Equals(object o)
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{
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if (o is Vector3i)
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{
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Vector3i v = (Vector3i)o;
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return this == v;
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}
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else
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{
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return false;
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}
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}
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public override int GetHashCode()
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{
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return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode();
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}
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public static Vector3i operator +(Vector3i left, Vector3i right)
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{
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return new Vector3i(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
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}
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public static Vector3i operator -(Vector3i left, Vector3i right)
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{
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return new Vector3i(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
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}
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public static Vector3i operator -(Vector3i v)
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{
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return new Vector3i(-v.X, -v.Y, -v.Z);
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}
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public static bool operator ==(Vector3i left, Vector3i right)
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{
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return left.X == right.X && left.Y == right.Y && left.Z == right.Z;
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}
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public static bool operator !=(Vector3i left, Vector3i right)
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{
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return left.X != right.X || left.Y != right.Y || left.Z != right.Z;
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}
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}
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}
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