995a40e8ef
Added dummy MSBuild project and solution to get tooling help when editing these files.
481 lines
12 KiB
C#
481 lines
12 KiB
C#
// file: core/math/vector3.h
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// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
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// file: core/math/vector3.cpp
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/variant_call.cpp
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// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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namespace Godot
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct Vector3 : IEquatable<Vector3>
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{
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public enum Axis
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{
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X = 0,
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Y,
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Z
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}
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public real_t x;
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public real_t y;
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public real_t z;
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public real_t this[int index]
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{
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get
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{
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switch (index)
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{
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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switch (index)
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{
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case 0:
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x = value;
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return;
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case 1:
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y = value;
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return;
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case 2:
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z = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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}
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internal void Normalize()
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{
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real_t length = Length();
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if (length == 0f)
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{
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x = y = z = 0f;
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}
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else
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{
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x /= length;
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y /= length;
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z /= length;
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}
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}
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public Vector3 Abs()
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{
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return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
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}
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public real_t AngleTo(Vector3 to)
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{
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return Mathf.Atan2(Cross(to).Length(), Dot(to));
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}
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public Vector3 Bounce(Vector3 n)
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{
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return -Reflect(n);
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}
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public Vector3 Ceil()
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{
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return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z));
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}
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public Vector3 Cross(Vector3 b)
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{
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return new Vector3
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(
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y * b.z - z * b.y,
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z * b.x - x * b.z,
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x * b.y - y * b.x
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);
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}
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public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t t)
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{
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var p0 = preA;
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var p1 = this;
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var p2 = b;
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var p3 = postB;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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return 0.5f * (
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p1 * 2.0f + (-p0 + p2) * t +
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(2.0f * p0 - 5.0f * p1 + 4f * p2 - p3) * t2 +
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(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
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);
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}
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public real_t DistanceSquaredTo(Vector3 b)
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{
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return (b - this).LengthSquared();
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}
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public real_t DistanceTo(Vector3 b)
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{
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return (b - this).Length();
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}
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public real_t Dot(Vector3 b)
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{
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return x * b.x + y * b.y + z * b.z;
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}
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public Vector3 Floor()
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{
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return new Vector3(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z));
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}
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public Vector3 Inverse()
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{
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return new Vector3(1.0f / x, 1.0f / y, 1.0f / z);
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}
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public bool IsNormalized()
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{
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return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
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}
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public real_t Length()
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{
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real_t x2 = x * x;
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real_t y2 = y * y;
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real_t z2 = z * z;
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return Mathf.Sqrt(x2 + y2 + z2);
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}
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public real_t LengthSquared()
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{
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real_t x2 = x * x;
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real_t y2 = y * y;
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real_t z2 = z * z;
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return x2 + y2 + z2;
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}
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public Vector3 LinearInterpolate(Vector3 b, real_t t)
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{
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return new Vector3
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(
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x + t * (b.x - x),
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y + t * (b.y - y),
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z + t * (b.z - z)
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);
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}
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public Axis MaxAxis()
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{
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return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
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}
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public Axis MinAxis()
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{
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return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
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}
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public Vector3 Normalized()
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{
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var v = this;
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v.Normalize();
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return v;
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}
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public Basis Outer(Vector3 b)
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{
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return new Basis(
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new Vector3(x * b.x, x * b.y, x * b.z),
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new Vector3(y * b.x, y * b.y, y * b.z),
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new Vector3(z * b.x, z * b.y, z * b.z)
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);
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}
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public Vector3 Project(Vector3 onNormal)
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{
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return onNormal * (Dot(onNormal) / onNormal.LengthSquared());
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}
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public Vector3 Reflect(Vector3 n)
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{
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#if DEBUG
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if (!n.IsNormalized())
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throw new ArgumentException(String.Format("{0} is not normalized", n), nameof(n));
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#endif
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return 2.0f * n * Dot(n) - this;
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}
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public Vector3 Round()
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{
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return new Vector3(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z));
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}
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public Vector3 Rotated(Vector3 axis, real_t phi)
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{
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return new Basis(axis, phi).Xform(this);
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}
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public void Set(real_t x, real_t y, real_t 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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public void Set(Vector3 v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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public Vector3 Slerp(Vector3 b, real_t t)
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{
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real_t theta = AngleTo(b);
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return Rotated(Cross(b), theta * t);
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}
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public Vector3 Slide(Vector3 n)
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{
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return this - n * Dot(n);
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}
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public Vector3 Snapped(Vector3 by)
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{
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return new Vector3
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(
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Mathf.Stepify(x, by.x),
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Mathf.Stepify(y, by.y),
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Mathf.Stepify(z, by.z)
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);
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}
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public Basis ToDiagonalMatrix()
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{
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return new Basis(
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x, 0f, 0f,
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0f, y, 0f,
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0f, 0f, z
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);
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}
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// Constants
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private static readonly Vector3 _zero = new Vector3(0, 0, 0);
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private static readonly Vector3 _one = new Vector3(1, 1, 1);
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private static readonly Vector3 _negOne = new Vector3(-1, -1, -1);
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private static readonly Vector3 _inf = new Vector3(Mathf.Inf, Mathf.Inf, Mathf.Inf);
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private static readonly Vector3 _up = new Vector3(0, 1, 0);
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private static readonly Vector3 _down = new Vector3(0, -1, 0);
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private static readonly Vector3 _right = new Vector3(1, 0, 0);
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private static readonly Vector3 _left = new Vector3(-1, 0, 0);
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private static readonly Vector3 _forward = new Vector3(0, 0, -1);
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private static readonly Vector3 _back = new Vector3(0, 0, 1);
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public static Vector3 Zero { get { return _zero; } }
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public static Vector3 One { get { return _one; } }
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public static Vector3 NegOne { get { return _negOne; } }
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public static Vector3 Inf { get { return _inf; } }
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public static Vector3 Up { get { return _up; } }
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public static Vector3 Down { get { return _down; } }
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public static Vector3 Right { get { return _right; } }
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public static Vector3 Left { get { return _left; } }
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public static Vector3 Forward { get { return _forward; } }
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public static Vector3 Back { get { return _back; } }
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// Constructors
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public Vector3(real_t x, real_t y, real_t 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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public Vector3(Vector3 v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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public static Vector3 operator +(Vector3 left, Vector3 right)
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{
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left.x += right.x;
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left.y += right.y;
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left.z += right.z;
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return left;
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}
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public static Vector3 operator -(Vector3 left, Vector3 right)
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{
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left.x -= right.x;
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left.y -= right.y;
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left.z -= right.z;
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return left;
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}
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public static Vector3 operator -(Vector3 vec)
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{
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vec.x = -vec.x;
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vec.y = -vec.y;
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vec.z = -vec.z;
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return vec;
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}
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public static Vector3 operator *(Vector3 vec, real_t scale)
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{
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vec.x *= scale;
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vec.y *= scale;
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vec.z *= scale;
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return vec;
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}
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public static Vector3 operator *(real_t scale, Vector3 vec)
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{
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vec.x *= scale;
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vec.y *= scale;
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vec.z *= scale;
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return vec;
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}
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public static Vector3 operator *(Vector3 left, Vector3 right)
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{
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left.x *= right.x;
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left.y *= right.y;
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left.z *= right.z;
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return left;
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}
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public static Vector3 operator /(Vector3 vec, real_t scale)
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{
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vec.x /= scale;
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vec.y /= scale;
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vec.z /= scale;
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return vec;
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}
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public static Vector3 operator /(Vector3 left, Vector3 right)
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{
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left.x /= right.x;
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left.y /= right.y;
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left.z /= right.z;
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return left;
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}
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public static bool operator ==(Vector3 left, Vector3 right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Vector3 left, Vector3 right)
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{
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return !left.Equals(right);
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}
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public static bool operator <(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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{
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if (left.y == right.y)
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return left.z < right.z;
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return left.y < right.y;
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}
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return left.x < right.x;
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}
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public static bool operator >(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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{
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if (left.y == right.y)
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return left.z > right.z;
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return left.y > right.y;
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}
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return left.x > right.x;
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}
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public static bool operator <=(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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{
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if (left.y == right.y)
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return left.z <= right.z;
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return left.y < right.y;
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}
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return left.x < right.x;
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}
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public static bool operator >=(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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{
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if (left.y == right.y)
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return left.z >= right.z;
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return left.y > right.y;
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}
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return left.x > right.x;
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}
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public override bool Equals(object obj)
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{
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if (obj is Vector3)
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{
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return Equals((Vector3)obj);
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}
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return false;
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}
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public bool Equals(Vector3 other)
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{
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return x == other.x && y == other.y && z == other.z;
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}
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public override int GetHashCode()
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{
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return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
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}
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public override string ToString()
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{
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return String.Format("({0}, {1}, {2})", new object[]
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{
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x.ToString(),
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y.ToString(),
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z.ToString()
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});
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}
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public string ToString(string format)
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{
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return String.Format("({0}, {1}, {2})", new object[]
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{
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x.ToString(format),
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y.ToString(format),
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z.ToString(format)
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});
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}
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}
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}
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