/MonoGame.Framework/Vector3.cs
https://bitbucket.org/refuzion/monogame · C# · 736 lines · 547 code · 118 blank · 71 comment · 10 complexity · 4f9d9865698a28a0bbdb83560a5b0f6e MD5 · raw file
- #region License
- /*
- MIT License
- Copyright © 2006 The Mono.Xna Team
- All rights reserved.
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
- */
- #endregion License
- using System;
- using System.ComponentModel;
- using System.Diagnostics;
- using System.Text;
- using System.Runtime.Serialization;
- namespace Microsoft.Xna.Framework
- {
- [DataContract]
- public struct Vector3 : IEquatable<Vector3>
- {
- #region Private Fields
- private static Vector3 zero = new Vector3(0f, 0f, 0f);
- private static Vector3 one = new Vector3(1f, 1f, 1f);
- private static Vector3 unitX = new Vector3(1f, 0f, 0f);
- private static Vector3 unitY = new Vector3(0f, 1f, 0f);
- private static Vector3 unitZ = new Vector3(0f, 0f, 1f);
- private static Vector3 up = new Vector3(0f, 1f, 0f);
- private static Vector3 down = new Vector3(0f, -1f, 0f);
- private static Vector3 right = new Vector3(1f, 0f, 0f);
- private static Vector3 left = new Vector3(-1f, 0f, 0f);
- private static Vector3 forward = new Vector3(0f, 0f, -1f);
- private static Vector3 backward = new Vector3(0f, 0f, 1f);
- #endregion Private Fields
- #region Public Fields
-
- [DataMember]
- public float X;
-
- [DataMember]
- public float Y;
-
- [DataMember]
- public float Z;
- #endregion Public Fields
- #region Properties
- public static Vector3 Zero
- {
- get { return zero; }
- }
- public static Vector3 One
- {
- get { return one; }
- }
- public static Vector3 UnitX
- {
- get { return unitX; }
- }
- public static Vector3 UnitY
- {
- get { return unitY; }
- }
- public static Vector3 UnitZ
- {
- get { return unitZ; }
- }
- public static Vector3 Up
- {
- get { return up; }
- }
- public static Vector3 Down
- {
- get { return down; }
- }
- public static Vector3 Right
- {
- get { return right; }
- }
- public static Vector3 Left
- {
- get { return left; }
- }
- public static Vector3 Forward
- {
- get { return forward; }
- }
- public static Vector3 Backward
- {
- get { return backward; }
- }
- #endregion Properties
- #region Constructors
- public Vector3(float x, float y, float z)
- {
- this.X = x;
- this.Y = y;
- this.Z = z;
- }
- public Vector3(float value)
- {
- this.X = value;
- this.Y = value;
- this.Z = value;
- }
- public Vector3(Vector2 value, float z)
- {
- this.X = value.X;
- this.Y = value.Y;
- this.Z = z;
- }
- #endregion Constructors
- #region Public Methods
- public static Vector3 Add(Vector3 value1, Vector3 value2)
- {
- value1.X += value2.X;
- value1.Y += value2.Y;
- value1.Z += value2.Z;
- return value1;
- }
- public static void Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
- {
- result.X = value1.X + value2.X;
- result.Y = value1.Y + value2.Y;
- result.Z = value1.Z + value2.Z;
- }
- public static Vector3 Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2)
- {
- return new Vector3(
- MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
- MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
- MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2));
- }
- public static void Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result)
- {
- result = new Vector3(
- MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
- MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
- MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2));
- }
- public static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount)
- {
- return new Vector3(
- MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
- MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
- MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount));
- }
- public static void CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result)
- {
- result = new Vector3(
- MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
- MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
- MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount));
- }
- public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max)
- {
- return new Vector3(
- MathHelper.Clamp(value1.X, min.X, max.X),
- MathHelper.Clamp(value1.Y, min.Y, max.Y),
- MathHelper.Clamp(value1.Z, min.Z, max.Z));
- }
- public static void Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result)
- {
- result = new Vector3(
- MathHelper.Clamp(value1.X, min.X, max.X),
- MathHelper.Clamp(value1.Y, min.Y, max.Y),
- MathHelper.Clamp(value1.Z, min.Z, max.Z));
- }
- public static Vector3 Cross(Vector3 vector1, Vector3 vector2)
- {
- Cross(ref vector1, ref vector2, out vector1);
- return vector1;
- }
- public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result)
- {
- result = new Vector3(vector1.Y * vector2.Z - vector2.Y * vector1.Z,
- -(vector1.X * vector2.Z - vector2.X * vector1.Z),
- vector1.X * vector2.Y - vector2.X * vector1.Y);
- }
- public static float Distance(Vector3 vector1, Vector3 vector2)
- {
- float result;
- DistanceSquared(ref vector1, ref vector2, out result);
- return (float)Math.Sqrt(result);
- }
- public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result)
- {
- DistanceSquared(ref value1, ref value2, out result);
- result = (float)Math.Sqrt(result);
- }
- public static float DistanceSquared(Vector3 value1, Vector3 value2)
- {
- float result;
- DistanceSquared(ref value1, ref value2, out result);
- return result;
- }
- public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result)
- {
- result = (value1.X - value2.X) * (value1.X - value2.X) +
- (value1.Y - value2.Y) * (value1.Y - value2.Y) +
- (value1.Z - value2.Z) * (value1.Z - value2.Z);
- }
- public static Vector3 Divide(Vector3 value1, Vector3 value2)
- {
- value1.X /= value2.X;
- value1.Y /= value2.Y;
- value1.Z /= value2.Z;
- return value1;
- }
- public static Vector3 Divide(Vector3 value1, float value2)
- {
- float factor = 1 / value2;
- value1.X *= factor;
- value1.Y *= factor;
- value1.Z *= factor;
- return value1;
- }
- public static void Divide(ref Vector3 value1, float divisor, out Vector3 result)
- {
- float factor = 1 / divisor;
- result.X = value1.X * factor;
- result.Y = value1.Y * factor;
- result.Z = value1.Z * factor;
- }
- public static void Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
- {
- result.X = value1.X / value2.X;
- result.Y = value1.Y / value2.Y;
- result.Z = value1.Z / value2.Z;
- }
- public static float Dot(Vector3 vector1, Vector3 vector2)
- {
- return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z;
- }
- public static void Dot(ref Vector3 vector1, ref Vector3 vector2, out float result)
- {
- result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z;
- }
- public override bool Equals(object obj)
- {
- return (obj is Vector3) ? this == (Vector3)obj : false;
- }
- public bool Equals(Vector3 other)
- {
- return this == other;
- }
- public override int GetHashCode()
- {
- return (int)(this.X + this.Y + this.Z);
- }
- public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount)
- {
- Vector3 result = new Vector3();
- Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
- return result;
- }
- public static void Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result)
- {
- result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
- result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
- result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
- }
- public float Length()
- {
- float result;
- DistanceSquared(ref this, ref zero, out result);
- return (float)Math.Sqrt(result);
- }
- public float LengthSquared()
- {
- float result;
- DistanceSquared(ref this, ref zero, out result);
- return result;
- }
- public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount)
- {
- return new Vector3(
- MathHelper.Lerp(value1.X, value2.X, amount),
- MathHelper.Lerp(value1.Y, value2.Y, amount),
- MathHelper.Lerp(value1.Z, value2.Z, amount));
- }
- public static void Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
- {
- result = new Vector3(
- MathHelper.Lerp(value1.X, value2.X, amount),
- MathHelper.Lerp(value1.Y, value2.Y, amount),
- MathHelper.Lerp(value1.Z, value2.Z, amount));
- }
-
- public static Vector3 Max(Vector3 value1, Vector3 value2)
- {
- return new Vector3(
- MathHelper.Max(value1.X, value2.X),
- MathHelper.Max(value1.Y, value2.Y),
- MathHelper.Max(value1.Z, value2.Z));
- }
- public static void Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
- {
- result = new Vector3(
- MathHelper.Max(value1.X, value2.X),
- MathHelper.Max(value1.Y, value2.Y),
- MathHelper.Max(value1.Z, value2.Z));
- }
- public static Vector3 Min(Vector3 value1, Vector3 value2)
- {
- return new Vector3(
- MathHelper.Min(value1.X, value2.X),
- MathHelper.Min(value1.Y, value2.Y),
- MathHelper.Min(value1.Z, value2.Z));
- }
- public static void Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
- {
- result = new Vector3(
- MathHelper.Min(value1.X, value2.X),
- MathHelper.Min(value1.Y, value2.Y),
- MathHelper.Min(value1.Z, value2.Z));
- }
- public static Vector3 Multiply(Vector3 value1, Vector3 value2)
- {
- value1.X *= value2.X;
- value1.Y *= value2.Y;
- value1.Z *= value2.Z;
- return value1;
- }
- public static Vector3 Multiply(Vector3 value1, float scaleFactor)
- {
- value1.X *= scaleFactor;
- value1.Y *= scaleFactor;
- value1.Z *= scaleFactor;
- return value1;
- }
- public static void Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result)
- {
- result.X = value1.X * scaleFactor;
- result.Y = value1.Y * scaleFactor;
- result.Z = value1.Z * scaleFactor;
- }
- public static void Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
- {
- result.X = value1.X * value2.X;
- result.Y = value1.Y * value2.Y;
- result.Z = value1.Z * value2.Z;
- }
- public static Vector3 Negate(Vector3 value)
- {
- value = new Vector3(-value.X, -value.Y, -value.Z);
- return value;
- }
- public static void Negate(ref Vector3 value, out Vector3 result)
- {
- result = new Vector3(-value.X, -value.Y, -value.Z);
- }
- public void Normalize()
- {
- Normalize(ref this, out this);
- }
- public static Vector3 Normalize(Vector3 vector)
- {
- Normalize(ref vector, out vector);
- return vector;
- }
- public static void Normalize(ref Vector3 value, out Vector3 result)
- {
- float factor;
- Distance(ref value, ref zero, out factor);
- factor = 1f / factor;
- result.X = value.X * factor;
- result.Y = value.Y * factor;
- result.Z = value.Z * factor;
- }
- public static Vector3 Reflect(Vector3 vector, Vector3 normal)
- {
- // I is the original array
- // N is the normal of the incident plane
- // R = I - (2 * N * ( DotProduct[ I,N] ))
- Vector3 reflectedVector;
- // inline the dotProduct here instead of calling method
- float dotProduct = ((vector.X * normal.X) + (vector.Y * normal.Y)) + (vector.Z * normal.Z);
- reflectedVector.X = vector.X - (2.0f * normal.X) * dotProduct;
- reflectedVector.Y = vector.Y - (2.0f * normal.Y) * dotProduct;
- reflectedVector.Z = vector.Z - (2.0f * normal.Z) * dotProduct;
- return reflectedVector;
- }
- public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result)
- {
- // I is the original array
- // N is the normal of the incident plane
- // R = I - (2 * N * ( DotProduct[ I,N] ))
- // inline the dotProduct here instead of calling method
- float dotProduct = ((vector.X * normal.X) + (vector.Y * normal.Y)) + (vector.Z * normal.Z);
- result.X = vector.X - (2.0f * normal.X) * dotProduct;
- result.Y = vector.Y - (2.0f * normal.Y) * dotProduct;
- result.Z = vector.Z - (2.0f * normal.Z) * dotProduct;
- }
-
- public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount)
- {
- return new Vector3(
- MathHelper.SmoothStep(value1.X, value2.X, amount),
- MathHelper.SmoothStep(value1.Y, value2.Y, amount),
- MathHelper.SmoothStep(value1.Z, value2.Z, amount));
- }
- public static void SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
- {
- result = new Vector3(
- MathHelper.SmoothStep(value1.X, value2.X, amount),
- MathHelper.SmoothStep(value1.Y, value2.Y, amount),
- MathHelper.SmoothStep(value1.Z, value2.Z, amount));
- }
- public static Vector3 Subtract(Vector3 value1, Vector3 value2)
- {
- value1.X -= value2.X;
- value1.Y -= value2.Y;
- value1.Z -= value2.Z;
- return value1;
- }
- public static void Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
- {
- result.X = value1.X - value2.X;
- result.Y = value1.Y - value2.Y;
- result.Z = value1.Z - value2.Z;
- }
- public override string ToString()
- {
- StringBuilder sb = new StringBuilder(32);
- sb.Append("{X:");
- sb.Append(this.X);
- sb.Append(" Y:");
- sb.Append(this.Y);
- sb.Append(" Z:");
- sb.Append(this.Z);
- sb.Append("}");
- return sb.ToString();
- }
- public static Vector3 Transform(Vector3 position, Matrix matrix)
- {
- Transform(ref position, ref matrix, out position);
- return position;
- }
- public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result)
- {
- result = new Vector3((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41,
- (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42,
- (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43);
- }
- public static void Transform(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray)
- {
- Debug.Assert(destinationArray.Length >= sourceArray.Length, "The destination array is smaller than the source array.");
- // TODO: Are there options on some platforms to implement a vectorized version of this?
- for (var i = 0; i < sourceArray.Length; i++)
- {
- var position = sourceArray[i];
- destinationArray[i] =
- new Vector3(
- (position.X*matrix.M11) + (position.Y*matrix.M21) + (position.Z*matrix.M31) + matrix.M41,
- (position.X*matrix.M12) + (position.Y*matrix.M22) + (position.Z*matrix.M32) + matrix.M42,
- (position.X*matrix.M13) + (position.Y*matrix.M23) + (position.Z*matrix.M33) + matrix.M43);
- }
- }
- /// <summary>
- /// Transforms a vector by a quaternion rotation.
- /// </summary>
- /// <param name="vec">The vector to transform.</param>
- /// <param name="quat">The quaternion to rotate the vector by.</param>
- /// <returns>The result of the operation.</returns>
- public static Vector3 Transform(Vector3 vec, Quaternion quat)
- {
- Vector3 result;
- Transform(ref vec, ref quat, out result);
- return result;
- }
- /// <summary>
- /// Transforms a vector by a quaternion rotation.
- /// </summary>
- /// <param name="vec">The vector to transform.</param>
- /// <param name="quat">The quaternion to rotate the vector by.</param>
- /// <param name="result">The result of the operation.</param>
- // public static void Transform(ref Vector3 vec, ref Quaternion quat, out Vector3 result)
- // {
- // // Taken from the OpentTK implementation of Vector3
- // // Since vec.W == 0, we can optimize quat * vec * quat^-1 as follows:
- // // vec + 2.0 * cross(quat.xyz, cross(quat.xyz, vec) + quat.w * vec)
- // Vector3 xyz = quat.Xyz, temp, temp2;
- // Vector3.Cross(ref xyz, ref vec, out temp);
- // Vector3.Multiply(ref vec, quat.W, out temp2);
- // Vector3.Add(ref temp, ref temp2, out temp);
- // Vector3.Cross(ref xyz, ref temp, out temp);
- // Vector3.Multiply(ref temp, 2, out temp);
- // Vector3.Add(ref vec, ref temp, out result);
- // }
- /// <summary>
- /// Transforms a vector by a quaternion rotation.
- /// </summary>
- /// <param name="vec">The vector to transform.</param>
- /// <param name="quat">The quaternion to rotate the vector by.</param>
- /// <param name="result">The result of the operation.</param>
- public static void Transform(ref Vector3 value, ref Quaternion rotation, out Vector3 result)
- {
- float x = 2 * (rotation.Y * value.Z - rotation.Z * value.Y);
- float y = 2 * (rotation.Z * value.X - rotation.X * value.Z);
- float z = 2 * (rotation.X * value.Y - rotation.Y * value.X);
- result.X = value.X + x * rotation.W + (rotation.Y * z - rotation.Z * y);
- result.Y = value.Y + y * rotation.W + (rotation.Z * x - rotation.X * z);
- result.Z = value.Z + z * rotation.W + (rotation.X * y - rotation.Y * x);
- }
- /// <summary>
- /// Transforms an array of vectors by a quaternion rotation.
- /// </summary>
- /// <param name="sourceArray">The vectors to transform</param>
- /// <param name="rotation">The quaternion to rotate the vector by.</param>
- /// <param name="destinationArray">The result of the operation.</param>
- public static void Transform(Vector3[] sourceArray, ref Quaternion rotation, Vector3[] destinationArray)
- {
- Debug.Assert(destinationArray.Length >= sourceArray.Length, "The destination array is smaller than the source array.");
- // TODO: Are there options on some platforms to implement a vectorized version of this?
- for (var i = 0; i < sourceArray.Length; i++)
- {
- var position = sourceArray[i];
- float x = 2 * (rotation.Y * position.Z - rotation.Z * position.Y);
- float y = 2 * (rotation.Z * position.X - rotation.X * position.Z);
- float z = 2 * (rotation.X * position.Y - rotation.Y * position.X);
- destinationArray[i] =
- new Vector3(
- position.X + x * rotation.W + (rotation.Y * z - rotation.Z * y),
- position.Y + y * rotation.W + (rotation.Z * x - rotation.X * z),
- position.Z + z * rotation.W + (rotation.X * y - rotation.Y * x));
- }
- }
- public static Vector3 TransformNormal(Vector3 normal, Matrix matrix)
- {
- TransformNormal(ref normal, ref matrix, out normal);
- return normal;
- }
- public static void TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result)
- {
- result = new Vector3((normal.X * matrix.M11) + (normal.Y * matrix.M21) + (normal.Z * matrix.M31),
- (normal.X * matrix.M12) + (normal.Y * matrix.M22) + (normal.Z * matrix.M32),
- (normal.X * matrix.M13) + (normal.Y * matrix.M23) + (normal.Z * matrix.M33));
- }
- #endregion Public methods
- #region Operators
- public static bool operator ==(Vector3 value1, Vector3 value2)
- {
- return value1.X == value2.X
- && value1.Y == value2.Y
- && value1.Z == value2.Z;
- }
- public static bool operator !=(Vector3 value1, Vector3 value2)
- {
- return !(value1 == value2);
- }
- public static Vector3 operator +(Vector3 value1, Vector3 value2)
- {
- value1.X += value2.X;
- value1.Y += value2.Y;
- value1.Z += value2.Z;
- return value1;
- }
- public static Vector3 operator -(Vector3 value)
- {
- value = new Vector3(-value.X, -value.Y, -value.Z);
- return value;
- }
- public static Vector3 operator -(Vector3 value1, Vector3 value2)
- {
- value1.X -= value2.X;
- value1.Y -= value2.Y;
- value1.Z -= value2.Z;
- return value1;
- }
- public static Vector3 operator *(Vector3 value1, Vector3 value2)
- {
- value1.X *= value2.X;
- value1.Y *= value2.Y;
- value1.Z *= value2.Z;
- return value1;
- }
- public static Vector3 operator *(Vector3 value, float scaleFactor)
- {
- value.X *= scaleFactor;
- value.Y *= scaleFactor;
- value.Z *= scaleFactor;
- return value;
- }
- public static Vector3 operator *(float scaleFactor, Vector3 value)
- {
- value.X *= scaleFactor;
- value.Y *= scaleFactor;
- value.Z *= scaleFactor;
- return value;
- }
- public static Vector3 operator /(Vector3 value1, Vector3 value2)
- {
- value1.X /= value2.X;
- value1.Y /= value2.Y;
- value1.Z /= value2.Z;
- return value1;
- }
- public static Vector3 operator /(Vector3 value, float divider)
- {
- float factor = 1 / divider;
- value.X *= factor;
- value.Y *= factor;
- value.Z *= factor;
- return value;
- }
- #endregion
- }
- }