diff options
Diffstat (limited to 'modules/mono/glue/Managed/Files/Vector3.cs')
-rw-r--r-- | modules/mono/glue/Managed/Files/Vector3.cs | 481 |
1 files changed, 481 insertions, 0 deletions
diff --git a/modules/mono/glue/Managed/Files/Vector3.cs b/modules/mono/glue/Managed/Files/Vector3.cs new file mode 100644 index 0000000000..6fffe5e4d6 --- /dev/null +++ b/modules/mono/glue/Managed/Files/Vector3.cs @@ -0,0 +1,481 @@ +// file: core/math/vector3.h +// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0 +// file: core/math/vector3.cpp +// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451 +// file: core/variant_call.cpp +// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685 +using System; +using System.Runtime.InteropServices; +#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 = 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) + { + var p0 = preA; + var p1 = this; + var p2 = b; + var 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() + { + var 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 Project(Vector3 onNormal) + { + return onNormal * (Dot(onNormal) / onNormal.LengthSquared()); + } + + 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 Round() + { + return new Vector3(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z)); + } + + 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) + { + x = v.x; + y = v.y; + z = v.z; + } + + public Vector3 Slerp(Vector3 b, real_t t) + { + real_t theta = AngleTo(b); + return Rotated(Cross(b), theta * t); + } + + 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 + ); + } + + // Constants + 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 _inf = new Vector3(Mathf.Inf, Mathf.Inf, Mathf.Inf); + + 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 Inf { get { return _inf; } } + + 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) + { + x = v.x; + y = v.y; + 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; + 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; + 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; + 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; + 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[] + { + x.ToString(), + y.ToString(), + z.ToString() + }); + } + + public string ToString(string format) + { + return String.Format("({0}, {1}, {2})", new object[] + { + x.ToString(format), + y.ToString(format), + z.ToString(format) + }); + } + } +} |