2023-03-14 08:02:43 +03:00
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/*
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recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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2023-03-16 19:48:49 +03:00
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2023-03-27 19:01:50 +03:00
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using System;
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2023-05-14 10:57:57 +03:00
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using System.Runtime.CompilerServices;
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2023-05-20 05:02:59 +03:00
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using System.Security.Permissions;
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2023-03-27 19:01:50 +03:00
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2023-03-27 18:46:22 +03:00
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namespace DotRecast.Core
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2023-03-16 19:09:10 +03:00
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{
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2023-03-27 18:46:22 +03:00
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public struct Vector3f
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2023-03-16 19:48:49 +03:00
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{
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2023-04-29 13:48:19 +03:00
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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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2023-03-16 19:48:49 +03:00
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2023-03-29 18:59:00 +03:00
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public static Vector3f Zero { get; } = new Vector3f(0, 0, 0);
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2023-04-12 17:33:15 +03:00
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public static Vector3f Up { get; } = new Vector3f(0, 1, 0);
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2023-03-29 18:59:00 +03:00
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2023-03-28 18:03:33 +03:00
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public static Vector3f Of(float[] f)
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{
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2023-05-13 06:46:18 +03:00
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return Of(f, 0);
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}
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public static Vector3f Of(float[] f, int idx)
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{
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return Of(f[idx + 0], f[idx + 1], f[idx + 2]);
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2023-03-29 18:59:00 +03:00
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}
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public static Vector3f Of(float x, float y, float z)
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{
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return new Vector3f(x, y, z);
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2023-03-28 18:03:33 +03:00
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}
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2023-03-16 19:48:49 +03:00
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public Vector3f(float x, float y, float 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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2023-03-27 19:01:50 +03:00
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2023-05-20 05:02:59 +03:00
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public Vector3f(float f)
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{
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x = f;
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y = f;
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z = f;
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}
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2023-03-31 20:01:02 +03:00
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public Vector3f(float[] f)
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{
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x = f[0];
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y = f[1];
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z = f[2];
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}
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2023-03-27 19:01:50 +03:00
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public float this[int index]
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{
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get => GetElement(index);
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set => SetElement(index, value);
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}
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public float GetElement(int index)
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{
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switch (index)
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{
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case 0: return x;
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case 1: return y;
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case 2: return z;
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default: throw new IndexOutOfRangeException($"{index}");
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}
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}
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public void SetElement(int index, float value)
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{
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switch (index)
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{
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case 0:
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x = value;
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break;
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case 1:
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y = value;
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break;
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case 2:
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z = value;
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break;
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2023-03-28 17:08:24 +03:00
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2023-03-27 19:01:50 +03:00
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default: throw new IndexOutOfRangeException($"{index}-{value}");
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}
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}
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2023-05-19 16:56:12 +03:00
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2023-05-20 06:28:03 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Set(float a, float b, float c)
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{
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x = a;
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y = b;
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z = c;
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}
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2023-05-21 12:00:03 +03:00
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2023-05-20 06:33:51 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Set(float[] @in)
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{
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Set(@in, 0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Set(float[] @in, int i)
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{
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x = @in[i];
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y = @in[i + 1];
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z = @in[i + 2];
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}
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2023-05-20 06:28:03 +03:00
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2023-05-14 10:57:57 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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2023-05-18 02:25:57 +03:00
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public readonly float Length()
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{
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return (float)Math.Sqrt(x * x + y * y + z * z);
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}
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2023-05-19 16:56:12 +03:00
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2023-05-18 02:25:57 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly Vector3f Subtract(Vector3f right)
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{
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return new Vector3f(
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x - right.x,
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y - right.y,
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z - right.z
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);
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}
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2023-05-18 02:15:50 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly Vector3f Add(Vector3f v2)
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{
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return new Vector3f(
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x + v2.x,
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y + v2.y,
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z + v2.z
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);
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}
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2023-05-20 05:02:59 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly Vector3f Scale(float scale)
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{
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return new Vector3f(
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x * scale,
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y * scale,
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z * scale
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);
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}
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2023-05-14 11:09:37 +03:00
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/// Derives the dot product of two vectors on the xz-plane. (@p u . @p v)
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/// @param[in] u A vector [(x, y, z)]
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/// @param[in] v A vector [(x, y, z)]
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/// @return The dot product on the xz-plane.
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///
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/// The vectors are projected onto the xz-plane, so the y-values are
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/// ignored.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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2023-05-18 02:25:57 +03:00
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public readonly float Dot2D(Vector3f v)
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2023-05-14 11:09:37 +03:00
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{
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return x * v.x + z * v.z;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly float Dot2D(float[] v, int vi)
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2023-05-14 11:09:37 +03:00
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{
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return x * v[vi] + z * v[vi + 2];
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}
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2023-05-26 15:34:29 +03:00
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2023-05-08 17:12:11 +03:00
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public override bool Equals(object obj)
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{
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if (!(obj is Vector3f))
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return false;
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return Equals((Vector3f)obj);
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}
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2023-05-13 06:46:18 +03:00
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2023-05-08 17:12:11 +03:00
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public bool Equals(Vector3f other)
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{
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return x.Equals(other.x) &&
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y.Equals(other.y) &&
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z.Equals(other.z);
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}
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public override int GetHashCode()
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{
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int hash = x.GetHashCode();
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hash = RcHashCodes.CombineHashCodes(hash, y.GetHashCode());
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hash = RcHashCodes.CombineHashCodes(hash, z.GetHashCode());
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return hash;
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}
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2023-05-25 17:12:23 +03:00
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/// Normalizes the vector.
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/// @param[in,out] v The vector to normalize. [(x, y, z)]
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2023-05-17 08:30:41 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Normalize()
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{
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float d = (float)(1.0f / Math.Sqrt(RcMath.Sqr(x) + RcMath.Sqr(y) + RcMath.Sqr(z)));
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if (d != 0)
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{
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x *= d;
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y *= d;
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z *= d;
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}
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}
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2023-05-23 18:06:28 +03:00
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2023-05-22 18:07:12 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Min(float[] @in, int i)
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{
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x = Math.Min(x, @in[i]);
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y = Math.Min(y, @in[i + 1]);
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z = Math.Min(z, @in[i + 2]);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Max(float[] @in, int i)
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{
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x = Math.Max(x, @in[i]);
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y = Math.Max(y, @in[i + 1]);
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z = Math.Max(z, @in[i + 2]);
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}
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2023-05-17 08:30:41 +03:00
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2023-05-20 05:02:59 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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2023-03-31 18:28:54 +03:00
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public static bool operator ==(Vector3f left, Vector3f right)
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{
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2023-05-08 17:12:11 +03:00
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return left.Equals(right);
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2023-03-31 18:28:54 +03:00
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}
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2023-05-20 05:02:59 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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2023-03-31 18:28:54 +03:00
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public static bool operator !=(Vector3f left, Vector3f right)
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{
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2023-04-22 07:44:05 +03:00
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return !left.Equals(right);
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2023-03-31 18:28:54 +03:00
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}
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2023-05-14 10:57:57 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector3f operator -(Vector3f left, Vector3f right)
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{
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return left.Subtract(right);
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}
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2023-05-15 17:21:31 +03:00
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2023-05-18 02:15:50 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector3f operator +(Vector3f left, Vector3f right)
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{
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return left.Add(right);
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}
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2023-05-20 05:02:59 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector3f operator *(Vector3f left, Vector3f right)
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{
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return new Vector3f(
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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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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector3f operator *(Vector3f left, float right)
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{
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return left * new Vector3f(right);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector3f operator *(float left, Vector3f right)
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{
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return right * left;
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}
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2023-05-15 17:21:31 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector3f Cross(Vector3f v1, Vector3f v2)
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{
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return new Vector3f(
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(v1.y * v2.z) - (v1.z * v2.y),
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(v1.z * v2.x) - (v1.x * v2.z),
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(v1.x * v2.y) - (v1.y * v2.x)
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);
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}
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2023-05-15 17:25:50 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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2023-05-17 08:30:41 +03:00
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public static Vector3f Lerp(Vector3f v1, Vector3f v2, float t)
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2023-05-15 17:25:50 +03:00
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{
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2023-05-17 08:30:41 +03:00
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return new Vector3f(
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v1.x + (v2.x - v1.x) * t,
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v1.y + (v2.y - v1.y) * t,
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v1.z + (v2.z - v1.z) * t
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);
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2023-05-15 17:25:50 +03:00
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}
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2023-05-18 02:25:57 +03:00
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/// Returns the distance between two points.
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/// @param[in] v1 A point. [(x, y, z)]
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/// @param[in] v2 A point. [(x, y, z)]
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/// @return The distance between the two points.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Distance(Vector3f v1, Vector3f v2)
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{
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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return (float)Math.Sqrt(dx * dx + dy * dy + dz * dz);
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}
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2023-05-19 16:56:12 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dot(Vector3f v1, Vector3f v2)
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{
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return (v1.x * v2.x) + (v1.y * v2.y)
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+ (v1.z * v2.z);
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}
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2023-05-20 05:02:59 +03:00
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2023-05-26 15:34:29 +03:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dot(float[] v1, float[] v2)
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{
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return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dot(float[] v1, Vector3f v2)
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{
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return v1[0] * v2.x + v1[1] * v2.y + v1[2] * v2.z;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2023-05-20 05:02:59 +03:00
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float PerpXZ(Vector3f a, Vector3f b)
|
|
|
|
{
|
|
|
|
return (a.x * b.z) - (a.z * b.x);
|
|
|
|
}
|
2023-05-21 12:00:03 +03:00
|
|
|
|
|
|
|
/// Performs a scaled vector addition. (@p v1 + (@p v2 * @p s))
|
|
|
|
/// @param[out] dest The result vector. [(x, y, z)]
|
|
|
|
/// @param[in] v1 The base vector. [(x, y, z)]
|
|
|
|
/// @param[in] v2 The vector to scale and add to @p v1. [(x, y, z)]
|
|
|
|
/// @param[in] s The amount to scale @p v2 by before adding to @p v1.
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static Vector3f Mad(Vector3f v1, Vector3f v2, float s)
|
|
|
|
{
|
|
|
|
return new Vector3f()
|
|
|
|
{
|
|
|
|
x = v1.x + (v2.x * s),
|
|
|
|
y = v1.y + (v2.y * s),
|
|
|
|
z = v1.z + (v2.z * s),
|
|
|
|
};
|
|
|
|
}
|
2023-05-22 18:07:12 +03:00
|
|
|
|
|
|
|
/// Performs a linear interpolation between two vectors. (@p v1 toward @p
|
|
|
|
/// v2)
|
|
|
|
/// @param[out] dest The result vector. [(x, y, x)]
|
|
|
|
/// @param[in] v1 The starting vector.
|
|
|
|
/// @param[in] v2 The destination vector.
|
|
|
|
/// @param[in] t The interpolation factor. [Limits: 0 <= value <= 1.0]
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static Vector3f Lerp(float[] verts, int v1, int v2, float t)
|
|
|
|
{
|
|
|
|
return new Vector3f(
|
|
|
|
verts[v1 + 0] + (verts[v2 + 0] - verts[v1 + 0]) * t,
|
|
|
|
verts[v1 + 1] + (verts[v2 + 1] - verts[v1 + 1]) * t,
|
|
|
|
verts[v1 + 2] + (verts[v2 + 2] - verts[v1 + 2]) * t
|
|
|
|
);
|
|
|
|
}
|
2023-05-23 18:06:28 +03:00
|
|
|
|
|
|
|
|
|
|
|
/// Returns the distance between two points.
|
|
|
|
/// @param[in] v1 A point. [(x, y, z)]
|
|
|
|
/// @param[in] v2 A point. [(x, y, z)]
|
|
|
|
/// @return The distance between the two points.
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float DistSqr(Vector3f v1, float[] v2, int i)
|
|
|
|
{
|
|
|
|
float dx = v2[i] - v1.x;
|
|
|
|
float dy = v2[i + 1] - v1.y;
|
|
|
|
float dz = v2[i + 2] - v1.z;
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
|
|
}
|
|
|
|
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float DistSqr(Vector3f v1, Vector3f v2)
|
|
|
|
{
|
|
|
|
float dx = v2.x - v1.x;
|
|
|
|
float dy = v2.y - v1.y;
|
|
|
|
float dz = v2.z - v1.z;
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
|
|
}
|
|
|
|
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float DistSqr(float[] v, int i, int j)
|
|
|
|
{
|
|
|
|
float dx = v[i] - v[j];
|
|
|
|
float dy = v[i + 1] - v[j + 1];
|
|
|
|
float dz = v[i + 2] - v[j + 2];
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
|
|
}
|
|
|
|
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float DistSqr(float[] v1, float[] v2)
|
|
|
|
{
|
|
|
|
float dx = v2[0] - v1[0];
|
|
|
|
float dy = v2[1] - v1[1];
|
|
|
|
float dz = v2[2] - v1[2];
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Derives the distance between the specified points on the xz-plane.
|
|
|
|
/// @param[in] v1 A point. [(x, y, z)]
|
|
|
|
/// @param[in] v2 A point. [(x, y, z)]
|
|
|
|
/// @return The distance between the point on the xz-plane.
|
|
|
|
///
|
|
|
|
/// The vectors are projected onto the xz-plane, so the y-values are
|
|
|
|
/// ignored.
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float Dist2D(float[] v1, float[] v2)
|
|
|
|
{
|
|
|
|
float dx = v2[0] - v1[0];
|
|
|
|
float dz = v2[2] - v1[2];
|
|
|
|
return (float)Math.Sqrt(dx * dx + dz * dz);
|
|
|
|
}
|
|
|
|
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float Dist2D(Vector3f v1, Vector3f v2)
|
|
|
|
{
|
|
|
|
float dx = v2.x - v1.x;
|
|
|
|
float dz = v2.z - v1.z;
|
|
|
|
return (float)Math.Sqrt(dx * dx + dz * dz);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float Dist2DSqr(float[] v1, float[] v2)
|
|
|
|
{
|
|
|
|
float dx = v2[0] - v1[0];
|
|
|
|
float dz = v2[2] - v1[2];
|
|
|
|
return dx * dx + dz * dz;
|
|
|
|
}
|
|
|
|
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float Dist2DSqr(Vector3f v1, Vector3f v2)
|
|
|
|
{
|
|
|
|
float dx = v2.x - v1.x;
|
|
|
|
float dz = v2.z - v1.z;
|
|
|
|
return dx * dx + dz * dz;
|
|
|
|
}
|
|
|
|
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float Dist2DSqr(Vector3f p, float[] verts, int i)
|
|
|
|
{
|
|
|
|
float dx = verts[i] - p.x;
|
|
|
|
float dz = verts[i + 2] - p.z;
|
|
|
|
return dx * dx + dz * dz;
|
|
|
|
}
|
2023-05-26 15:34:29 +03:00
|
|
|
|
2023-05-25 17:12:23 +03:00
|
|
|
/// Derives the xz-plane 2D perp product of the two vectors. (uz*vx - ux*vz)
|
|
|
|
/// @param[in] u The LHV vector [(x, y, z)]
|
|
|
|
/// @param[in] v The RHV vector [(x, y, z)]
|
|
|
|
/// @return The dot product on the xz-plane.
|
|
|
|
///
|
|
|
|
/// The vectors are projected onto the xz-plane, so the y-values are
|
|
|
|
/// ignored.
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float Perp2D(Vector3f u, Vector3f v)
|
|
|
|
{
|
|
|
|
return u.z * v.x - u.x * v.z;
|
|
|
|
}
|
2023-05-26 15:34:29 +03:00
|
|
|
|
2023-05-25 17:12:23 +03:00
|
|
|
/// Derives the square of the scalar length of the vector. (len * len)
|
|
|
|
/// @param[in] v The vector. [(x, y, z)]
|
|
|
|
/// @return The square of the scalar length of the vector.
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static float LenSqr(Vector3f v)
|
|
|
|
{
|
|
|
|
return v.x * v.x + v.y * v.y + v.z * v.z;
|
|
|
|
}
|
|
|
|
|
2023-05-26 15:34:29 +03:00
|
|
|
|
2023-05-25 17:27:32 +03:00
|
|
|
/// Checks that the specified vector's components are all finite.
|
|
|
|
/// @param[in] v A point. [(x, y, z)]
|
|
|
|
/// @return True if all of the point's components are finite, i.e. not NaN
|
|
|
|
/// or any of the infinities.
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static bool IsFinite(Vector3f v)
|
|
|
|
{
|
|
|
|
return float.IsFinite(v.x) && float.IsFinite(v.y) && float.IsFinite(v.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Checks that the specified vector's 2D components are finite.
|
|
|
|
/// @param[in] v A point. [(x, y, z)]
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
|
|
public static bool IsFinite2D(Vector3f v)
|
|
|
|
{
|
|
|
|
return float.IsFinite(v.x) && float.IsFinite(v.z);
|
|
|
|
}
|
2023-05-26 15:34:29 +03:00
|
|
|
|
|
|
|
public static void Min(ref Vector3f a, float[] b, int i)
|
|
|
|
{
|
|
|
|
a.x = Math.Min(a.x, b[i + 0]);
|
|
|
|
a.y = Math.Min(a.y, b[i + 1]);
|
|
|
|
a.z = Math.Min(a.z, b[i + 2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Min(ref Vector3f a, Vector3f b)
|
|
|
|
{
|
|
|
|
a.x = Math.Min(a.x, b.x);
|
|
|
|
a.y = Math.Min(a.y, b.y);
|
|
|
|
a.z = Math.Min(a.z, b.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Max(ref Vector3f a, float[] b, int i)
|
|
|
|
{
|
|
|
|
a.x = Math.Max(a.x, b[i + 0]);
|
|
|
|
a.y = Math.Max(a.y, b[i + 1]);
|
|
|
|
a.z = Math.Max(a.z, b[i + 2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Max(ref Vector3f a, Vector3f b)
|
|
|
|
{
|
|
|
|
a.x = Math.Max(a.x, b.x);
|
|
|
|
a.y = Math.Max(a.y, b.y);
|
|
|
|
a.z = Math.Max(a.z, b.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Copy(ref Vector3f @out, float[] @in, int i)
|
|
|
|
{
|
|
|
|
Copy(ref @out, 0, @in, i);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Copy(float[] @out, int n, float[] @in, int m)
|
|
|
|
{
|
|
|
|
@out[n] = @in[m];
|
|
|
|
@out[n + 1] = @in[m + 1];
|
|
|
|
@out[n + 2] = @in[m + 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Copy(float[] @out, int n, Vector3f @in, int m)
|
|
|
|
{
|
|
|
|
@out[n] = @in[m];
|
|
|
|
@out[n + 1] = @in[m + 1];
|
|
|
|
@out[n + 2] = @in[m + 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Copy(ref Vector3f @out, int n, float[] @in, int m)
|
|
|
|
{
|
|
|
|
@out[n] = @in[m];
|
|
|
|
@out[n + 1] = @in[m + 1];
|
|
|
|
@out[n + 2] = @in[m + 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Add(ref Vector3f e0, Vector3f a, float[] verts, int i)
|
|
|
|
{
|
|
|
|
e0.x = a.x + verts[i];
|
|
|
|
e0.y = a.y + verts[i + 1];
|
|
|
|
e0.z = a.z + verts[i + 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public static void Sub(ref Vector3f e0, float[] verts, int i, int j)
|
|
|
|
{
|
|
|
|
e0.x = verts[i] - verts[j];
|
|
|
|
e0.y = verts[i + 1] - verts[j + 1];
|
|
|
|
e0.z = verts[i + 2] - verts[j + 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public static void Sub(ref Vector3f e0, Vector3f i, float[] verts, int j)
|
|
|
|
{
|
|
|
|
e0.x = i.x - verts[j];
|
|
|
|
e0.y = i.y - verts[j + 1];
|
|
|
|
e0.z = i.z - verts[j + 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public static void Cross(float[] dest, float[] v1, float[] v2)
|
|
|
|
{
|
|
|
|
dest[0] = v1[1] * v2[2] - v1[2] * v2[1];
|
|
|
|
dest[1] = v1[2] * v2[0] - v1[0] * v2[2];
|
|
|
|
dest[2] = v1[0] * v2[1] - v1[1] * v2[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Cross(float[] dest, Vector3f v1, Vector3f v2)
|
|
|
|
{
|
|
|
|
dest[0] = v1.y * v2.z - v1.z * v2.y;
|
|
|
|
dest[1] = v1.z * v2.x - v1.x * v2.z;
|
|
|
|
dest[2] = v1.x * v2.y - v1.y * v2.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Cross(ref Vector3f dest, Vector3f v1, Vector3f v2)
|
|
|
|
{
|
|
|
|
dest.x = v1.y * v2.z - v1.z * v2.y;
|
|
|
|
dest.y = v1.z * v2.x - v1.x * v2.z;
|
|
|
|
dest.z = v1.x * v2.y - v1.y * v2.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public static void Normalize(float[] v)
|
|
|
|
{
|
|
|
|
float d = (float)(1.0f / Math.Sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]));
|
|
|
|
v[0] *= d;
|
|
|
|
v[1] *= d;
|
|
|
|
v[2] *= d;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Normalize(ref Vector3f v)
|
|
|
|
{
|
|
|
|
float d = (float)(1.0f / Math.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z));
|
|
|
|
v.x *= d;
|
|
|
|
v.y *= d;
|
|
|
|
v.z *= d;
|
|
|
|
}
|
2023-03-14 08:02:43 +03:00
|
|
|
}
|
2023-05-08 17:12:11 +03:00
|
|
|
}
|