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-rw-r--r--modules/mono/glue/Managed/Files/Vector3.cs481
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
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+++ b/modules/mono/glue/Managed/Files/Vector3.cs
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+// 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)
+ });
+ }
+ }
+}