virtualx-engine/modules/mono/glue/cs_files/Vector3.cs
Aaron Franke 577f3ccaf9 Replace float with real_t, default Vectors, other misc C# improvements
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.

(cherry picked from commit ff97c97c93)
2018-04-14 23:20:03 +02:00

468 lines
12 KiB
C#

using System;
using System.Runtime.InteropServices;
// file: core/math/vector3.h
// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
// file: core/math/vector3.cpp
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/variant_call.cpp
// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
[StructLayout(LayoutKind.Sequential)]
public struct Vector3 : IEquatable<Vector3>
{
public enum Axis
{
X = 0,
Y,
Z
}
public real_t x;
public real_t y;
public real_t z;
public real_t this[int index]
{
get
{
switch (index)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
x = value;
return;
case 1:
y = value;
return;
case 2:
z = value;
return;
default:
throw new IndexOutOfRangeException();
}
}
}
internal void Normalize()
{
real_t length = this.Length();
if (length == 0f)
{
x = y = z = 0f;
}
else
{
x /= length;
y /= length;
z /= length;
}
}
public Vector3 Abs()
{
return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
}
public real_t AngleTo(Vector3 to)
{
return Mathf.Atan2(Cross(to).Length(), Dot(to));
}
public Vector3 Bounce(Vector3 n)
{
return -Reflect(n);
}
public Vector3 Ceil()
{
return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z));
}
public Vector3 Cross(Vector3 b)
{
return new Vector3
(
(y * b.z) - (z * b.y),
(z * b.x) - (x * b.z),
(x * b.y) - (y * b.x)
);
}
public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t t)
{
Vector3 p0 = preA;
Vector3 p1 = this;
Vector3 p2 = b;
Vector3 p3 = postB;
real_t t2 = t * t;
real_t t3 = t2 * t;
return 0.5f * (
(p1 * 2.0f) + (-p0 + p2) * t +
(2.0f * p0 - 5.0f * p1 + 4f * p2 - p3) * t2 +
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
);
}
public real_t DistanceSquaredTo(Vector3 b)
{
return (b - this).LengthSquared();
}
public real_t DistanceTo(Vector3 b)
{
return (b - this).Length();
}
public real_t Dot(Vector3 b)
{
return x * b.x + y * b.y + z * b.z;
}
public Vector3 Floor()
{
return new Vector3(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z));
}
public Vector3 Inverse()
{
return new Vector3(1.0f / x, 1.0f / y, 1.0f / z);
}
public bool IsNormalized()
{
return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
}
public real_t Length()
{
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return Mathf.Sqrt(x2 + y2 + z2);
}
public real_t LengthSquared()
{
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return x2 + y2 + z2;
}
public Vector3 LinearInterpolate(Vector3 b, real_t t)
{
return new Vector3
(
x + (t * (b.x - x)),
y + (t * (b.y - y)),
z + (t * (b.z - z))
);
}
public Axis MaxAxis()
{
return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
}
public Axis MinAxis()
{
return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
}
public Vector3 Normalized()
{
Vector3 v = this;
v.Normalize();
return v;
}
public Basis Outer(Vector3 b)
{
return new Basis(
new Vector3(x * b.x, x * b.y, x * b.z),
new Vector3(y * b.x, y * b.y, y * b.z),
new Vector3(z * b.x, z * b.y, z * b.z)
);
}
public Vector3 Reflect(Vector3 n)
{
#if DEBUG
if (!n.IsNormalized())
throw new ArgumentException(String.Format("{0} is not normalized", n), nameof(n));
#endif
return 2.0f * n * Dot(n) - this;
}
public Vector3 Rotated(Vector3 axis, real_t phi)
{
return new Basis(axis, phi).Xform(this);
}
public void Set(real_t x, real_t y, real_t z)
{
this.x = x;
this.y = y;
this.z = z;
}
public void Set(Vector3 v)
{
this.x = v.x;
this.y = v.y;
this.z = v.z;
}
public Vector3 Slide(Vector3 n)
{
return this - n * Dot(n);
}
public Vector3 Snapped(Vector3 by)
{
return new Vector3
(
Mathf.Stepify(x, by.x),
Mathf.Stepify(y, by.y),
Mathf.Stepify(z, by.z)
);
}
public Basis ToDiagonalMatrix()
{
return new Basis(
x, 0f, 0f,
0f, y, 0f,
0f, 0f, z
);
}
private static readonly Vector3 zero = new Vector3 (0, 0, 0);
private static readonly Vector3 one = new Vector3 (1, 1, 1);
private static readonly Vector3 negOne = new Vector3 (-1, -1, -1);
private static readonly Vector3 up = new Vector3 (0, 1, 0);
private static readonly Vector3 down = new Vector3 (0, -1, 0);
private static readonly Vector3 right = new Vector3 (1, 0, 0);
private static readonly Vector3 left = new Vector3 (-1, 0, 0);
private static readonly Vector3 forward = new Vector3 (0, 0, -1);
private static readonly Vector3 back = new Vector3 (0, 0, 1);
public static Vector3 Zero { get { return zero; } }
public static Vector3 One { get { return one; } }
public static Vector3 NegOne { get { return negOne; } }
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 Back { get { return back; } }
// Constructors
public Vector3(real_t x, real_t y, real_t z)
{
this.x = x;
this.y = y;
this.z = z;
}
public Vector3(Vector3 v)
{
this.x = v.x;
this.y = v.y;
this.z = v.z;
}
public static Vector3 operator +(Vector3 left, Vector3 right)
{
left.x += right.x;
left.y += right.y;
left.z += right.z;
return left;
}
public static Vector3 operator -(Vector3 left, Vector3 right)
{
left.x -= right.x;
left.y -= right.y;
left.z -= right.z;
return left;
}
public static Vector3 operator -(Vector3 vec)
{
vec.x = -vec.x;
vec.y = -vec.y;
vec.z = -vec.z;
return vec;
}
public static Vector3 operator *(Vector3 vec, real_t scale)
{
vec.x *= scale;
vec.y *= scale;
vec.z *= scale;
return vec;
}
public static Vector3 operator *(real_t scale, Vector3 vec)
{
vec.x *= scale;
vec.y *= scale;
vec.z *= scale;
return vec;
}
public static Vector3 operator *(Vector3 left, Vector3 right)
{
left.x *= right.x;
left.y *= right.y;
left.z *= right.z;
return left;
}
public static Vector3 operator /(Vector3 vec, real_t scale)
{
vec.x /= scale;
vec.y /= scale;
vec.z /= scale;
return vec;
}
public static Vector3 operator /(Vector3 left, Vector3 right)
{
left.x /= right.x;
left.y /= right.y;
left.z /= right.z;
return left;
}
public static bool operator ==(Vector3 left, Vector3 right)
{
return left.Equals(right);
}
public static bool operator !=(Vector3 left, Vector3 right)
{
return !left.Equals(right);
}
public static bool operator <(Vector3 left, Vector3 right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z < right.z;
else
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >(Vector3 left, Vector3 right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z > right.z;
else
return left.y > right.y;
}
return left.x > right.x;
}
public static bool operator <=(Vector3 left, Vector3 right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z <= right.z;
else
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >=(Vector3 left, Vector3 right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z >= right.z;
else
return left.y > right.y;
}
return left.x > right.x;
}
public override bool Equals(object obj)
{
if (obj is Vector3)
{
return Equals((Vector3)obj);
}
return false;
}
public bool Equals(Vector3 other)
{
return x == other.x && y == other.y && z == other.z;
}
public override int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(),
this.y.ToString(),
this.z.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(format),
this.y.ToString(format),
this.z.ToString(format)
});
}
}
}