1 | using System;
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2 |
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3 | namespace Oni
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4 | {
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5 | internal struct Vector3 : IEquatable<Vector3>
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6 | {
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7 | public float X;
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8 | public float Y;
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9 | public float Z;
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10 |
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11 | public Vector3(float all)
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12 | {
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13 | X = all;
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14 | Y = all;
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15 | Z = all;
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16 | }
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17 |
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18 | public Vector3(float x, float y, float z)
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19 | {
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20 | X = x;
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21 | Y = y;
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22 | Z = z;
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23 | }
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24 |
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25 | public Vector3(float[] values, int index = 0)
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26 | {
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27 | int i = index * 3;
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28 |
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29 | X = values[i + 0];
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30 | Y = values[i + 1];
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31 | Z = values[i + 2];
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32 | }
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33 |
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34 | public void CopyTo(float[] values, int index = 0)
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35 | {
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36 | values[index + 0] = X;
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37 | values[index + 1] = Y;
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38 | values[index + 2] = Z;
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39 | }
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40 |
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41 | public Vector2 XZ => new Vector2(X, Z);
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42 |
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43 | public static Vector3 operator +(Vector3 v1, Vector3 v2)
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44 | {
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45 | v1.X += v2.X;
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46 | v1.Y += v2.Y;
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47 | v1.Z += v2.Z;
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48 |
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49 | return v1;
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50 | }
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51 |
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52 | public static Vector3 operator -(Vector3 v1, Vector3 v2)
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53 | {
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54 | v1.X -= v2.X;
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55 | v1.Y -= v2.Y;
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56 | v1.Z -= v2.Z;
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57 |
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58 | return v1;
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59 | }
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60 |
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61 | public static Vector3 operator -(Vector3 v)
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62 | {
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63 | v.X = -v.X;
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64 | v.Y = -v.Y;
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65 | v.Z = -v.Z;
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66 |
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67 | return v;
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68 | }
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69 |
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70 | public static Vector3 operator *(Vector3 v, float s)
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71 | {
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72 | v.X *= s;
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73 | v.Y *= s;
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74 | v.Z *= s;
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75 |
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76 | return v;
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77 | }
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78 |
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79 | public static Vector3 operator *(float s, Vector3 v)
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80 | {
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81 | v.X *= s;
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82 | v.Y *= s;
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83 | v.Z *= s;
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84 |
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85 | return v;
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86 | }
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87 |
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88 | public static Vector3 operator *(Vector3 v1, Vector3 v2) => new Vector3
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89 | {
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90 | X = v1.X * v2.X,
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91 | Y = v1.Y * v2.Y,
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92 | Z = v1.Z * v2.Z,
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93 | };
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94 |
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95 | public static Vector3 operator /(Vector3 v, float s) => v * (1.0f / s);
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96 |
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97 | public static Vector3 operator /(Vector3 v1, Vector3 v2) => new Vector3
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98 | {
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99 | X = v1.X /= v2.X,
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100 | Y = v1.Y /= v2.Y,
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101 | Z = v1.Z /= v2.Z
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102 | };
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103 |
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104 | public static void Add(ref Vector3 v1, ref Vector3 v2, out Vector3 r)
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105 | {
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106 | r.X = v1.X + v2.X;
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107 | r.Y = v1.Y + v2.Y;
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108 | r.Z = v1.Z + v2.Z;
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109 | }
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110 |
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111 | public static void Substract(ref Vector3 v1, ref Vector3 v2, out Vector3 r)
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112 | {
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113 | r.X = v1.X - v2.X;
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114 | r.Y = v1.Y - v2.Y;
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115 | r.Z = v1.Z - v2.Z;
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116 | }
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117 |
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118 | public static void Multiply(ref Vector3 v, float f, out Vector3 r)
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119 | {
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120 | r.X = v.X * f;
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121 | r.Y = v.Y * f;
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122 | r.Z = v.Z * f;
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123 | }
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124 |
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125 | public void Scale(float scale)
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126 | {
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127 | X *= scale;
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128 | Y *= scale;
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129 | Z *= scale;
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130 | }
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131 |
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132 | public static Vector3 Clamp(Vector3 v, Vector3 min, Vector3 max)
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133 | {
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134 | Vector3 r;
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135 |
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136 | float x = v.X;
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137 | x = (x > max.X) ? max.X : x;
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138 | x = (x < min.X) ? min.X : x;
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139 |
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140 | float y = v.Y;
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141 | y = (y > max.Y) ? max.Y : y;
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142 | y = (y < min.Y) ? min.Y : y;
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143 |
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144 | float z = v.Z;
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145 | z = (z > max.Z) ? max.Z : z;
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146 | z = (z < min.Z) ? min.Z : z;
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147 |
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148 | r.X = x;
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149 | r.Y = y;
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150 | r.Z = z;
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151 |
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152 | return r;
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153 | }
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154 |
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155 | public static Vector3 Cross(Vector3 v1, Vector3 v2)
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156 | {
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157 | return new Vector3(
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158 | v1.Y * v2.Z - v1.Z * v2.Y,
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159 | v1.Z * v2.X - v1.X * v2.Z,
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160 | v1.X * v2.Y - v1.Y * v2.X);
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161 | }
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162 |
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163 | public static void Cross(ref Vector3 v1, ref Vector3 v2, out Vector3 r)
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164 | {
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165 | r = new Vector3(
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166 | v1.Y * v2.Z - v1.Z * v2.Y,
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167 | v1.Z * v2.X - v1.X * v2.Z,
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168 | v1.X * v2.Y - v1.Y * v2.X);
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169 | }
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170 |
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171 | public static float Dot(Vector3 v1, Vector3 v2)
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172 | {
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173 | return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z;
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174 | }
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175 |
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176 | public static float Dot(ref Vector3 v1, ref Vector3 v2) => v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z;
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177 |
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178 | public float Dot(ref Vector3 v) => X * v.X + Y * v.Y + Z * v.Z;
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179 |
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180 | public static Vector3 Transform(Vector3 v, Quaternion q)
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181 | {
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182 | Quaternion vq = new Quaternion(v, 0.0f);
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183 | q = q * vq * Quaternion.Conjugate(q);
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184 | return new Vector3(q.X, q.Y, q.Z);
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185 | }
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186 |
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187 | public static Vector3 Transform(Vector3 v, ref Matrix m)
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188 | {
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189 | return new Vector3(
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190 | v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31 + m.M41,
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191 | v.X * m.M12 + v.Y * m.M22 + v.Z * m.M32 + m.M42,
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192 | v.X * m.M13 + v.Y * m.M23 + v.Z * m.M33 + m.M43);
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193 | }
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194 |
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195 | public static void Transform(ref Vector3 v, ref Matrix m, out Vector3 r)
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196 | {
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197 | r.X = v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31 + m.M41;
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198 | r.Y = v.X * m.M12 + v.Y * m.M22 + v.Z * m.M32 + m.M42;
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199 | r.Z = v.X * m.M13 + v.Y * m.M23 + v.Z * m.M33 + m.M43;
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200 | }
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201 |
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202 | public static Vector3 TransformNormal(Vector3 v, ref Matrix m)
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203 | {
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204 | return new Vector3(
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205 | v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31,
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206 | v.X * m.M12 + v.Y * m.M22 + v.Z * m.M32,
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207 | v.X * m.M13 + v.Y * m.M23 + v.Z * m.M33);
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208 | }
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209 |
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210 | public static void Transform(Vector3[] v, ref Matrix m, Vector3[] r)
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211 | {
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212 | for (int i = 0; i < v.Length; i++)
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213 | {
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214 | float x = v[i].X;
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215 | float y = v[i].Y;
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216 | float z = v[i].Z;
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217 |
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218 | r[i].X = x * m.M11 + y * m.M21 + z * m.M31 + m.M41;
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219 | r[i].Y = x * m.M12 + y * m.M22 + z * m.M32 + m.M42;
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220 | r[i].Z = x * m.M13 + y * m.M23 + z * m.M33 + m.M43;
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221 | }
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222 | }
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223 |
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224 | public static Vector3[] Transform(Vector3[] v, ref Matrix m)
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225 | {
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226 | var r = new Vector3[v.Length];
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227 | Transform(v, ref m, r);
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228 | return r;
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229 | }
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230 |
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231 | public static void TransformNormal(Vector3[] v, ref Matrix m, Vector3[] r)
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232 | {
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233 | for (int i = 0; i < v.Length; i++)
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234 | {
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235 | float x = v[i].X;
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236 | float y = v[i].Y;
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237 | float z = v[i].Z;
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238 |
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239 | r[i].X = x * m.M11 + y * m.M21 + z * m.M31;
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240 | r[i].Y = x * m.M12 + y * m.M22 + z * m.M32;
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241 | r[i].Z = x * m.M13 + y * m.M23 + z * m.M33;
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242 | }
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243 | }
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244 |
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245 | public static Vector3[] TransformNormal(Vector3[] v, ref Matrix m)
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246 | {
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247 | var r = new Vector3[v.Length];
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248 | TransformNormal(v, ref m, r);
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249 | return r;
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250 | }
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251 |
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252 | public static Vector3 Min(Vector3 v1, Vector3 v2)
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253 | {
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254 | if (v2.X < v1.X)
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255 | v1.X = v2.X;
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256 |
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257 | if (v2.Y < v1.Y)
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258 | v1.Y = v2.Y;
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259 |
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260 | if (v2.Z < v1.Z)
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261 | v1.Z = v2.Z;
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262 |
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263 | return v1;
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264 | }
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265 |
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266 | public static void Min(ref Vector3 v1, ref Vector3 v2, out Vector3 r)
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267 | {
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268 | r.X = (v1.X < v2.X) ? v1.X : v2.X;
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269 | r.Y = (v1.Y < v2.Y) ? v1.Y : v2.Y;
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270 | r.Z = (v1.Z < v2.Z) ? v1.Z : v2.Z;
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271 | }
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272 |
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273 | public static Vector3 Max(Vector3 v1, Vector3 v2)
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274 | {
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275 | if (v2.X > v1.X)
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276 | v1.X = v2.X;
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277 |
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278 | if (v2.Y > v1.Y)
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279 | v1.Y = v2.Y;
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280 |
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281 | if (v2.Z > v1.Z)
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282 | v1.Z = v2.Z;
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283 |
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284 | return v1;
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285 | }
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286 |
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287 | public static void Max(ref Vector3 v1, ref Vector3 v2, out Vector3 r)
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288 | {
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289 | r.X = (v1.X > v2.X) ? v1.X : v2.X;
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290 | r.Y = (v1.Y > v2.Y) ? v1.Y : v2.Y;
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291 | r.Z = (v1.Z > v2.Z) ? v1.Z : v2.Z;
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292 | }
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293 |
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294 | public static Vector3 Normalize(Vector3 v) => v * (1.0f / v.Length());
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295 |
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296 | public void Normalize()
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297 | {
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298 | float k = 1.0f / Length();
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299 |
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300 | X *= k;
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301 | Y *= k;
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302 | Z *= k;
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303 | }
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304 |
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305 | public float LengthSquared() => X * X + Y * Y + Z * Z;
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306 |
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307 | public float Length() => FMath.Sqrt(LengthSquared());
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308 |
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309 | public static float Distance(Vector3 v1, Vector3 v2) => FMath.Sqrt((v2 - v1).LengthSquared());
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310 |
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311 | public static float DistanceSquared(Vector3 v1, Vector3 v2) => (v2 - v1).LengthSquared();
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312 |
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313 | public static Vector3 Lerp(Vector3 v1, Vector3 v2, float amount) => v1 + (v2 - v1) * amount;
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314 |
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315 | public static bool EqualsEps(Vector3 v1, Vector3 v2)
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316 | {
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317 | Vector3 d = v2 - v1;
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318 |
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319 | float dx = Math.Abs(d.X);
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320 | float dy = Math.Abs(d.Y);
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321 | float dz = Math.Abs(d.Z);
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322 |
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323 | return (dx < 0.0001f && dy < 0.0001f && dz < 0.0001f);
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324 | }
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325 |
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326 | public static bool operator ==(Vector3 v1, Vector3 v2) => v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z;
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327 | public static bool operator !=(Vector3 v1, Vector3 v2) => v1.X != v2.X || v1.Y != v2.Y || v1.Z != v2.Z;
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328 |
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329 | public bool Equals(Vector3 other) => X == other.X && Y == other.Y && Z == other.Z;
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330 | public override bool Equals(object obj) => obj is Vector3 && Equals((Vector3)obj);
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331 | public override int GetHashCode() => X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode();
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332 |
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333 | public override string ToString() => $"{{{X} {Y} {Z}}}";
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334 |
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335 | private static Vector3 zero = new Vector3();
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336 | private static Vector3 one = new Vector3(1.0f);
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337 | private static Vector3 up = new Vector3(0.0f, 1.0f, 0.0f);
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338 | private static Vector3 down = new Vector3(0.0f, -1.0f, 0.0f);
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339 | private static Vector3 right = new Vector3(1.0f, 0.0f, 0.0f);
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340 | private static Vector3 left = new Vector3(-1.0f, 0.0f, 0.0f);
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341 | private static Vector3 backward = new Vector3(0.0f, 0.0f, 1.0f);
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342 | private static Vector3 forward = new Vector3(0.0f, 0.0f, -1.0f);
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343 |
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344 | public static Vector3 Zero => zero;
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345 | public static Vector3 One => one;
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346 | public static Vector3 Up => up;
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347 | public static Vector3 Down => down;
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348 | public static Vector3 Left => left;
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349 | public static Vector3 Right => right;
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350 | public static Vector3 Backward => backward;
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351 | public static Vector3 Forward => forward;
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352 | public static Vector3 UnitX => right;
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353 | public static Vector3 UnitY => up;
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354 | public static Vector3 UnitZ => backward;
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355 |
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356 | public float this[int i]
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357 | {
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358 | get
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359 | {
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360 | if (i == 1)
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361 | return Y;
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362 | else if (i < 1)
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363 | return X;
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364 | else
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365 | return Z;
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366 | }
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367 | }
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368 | }
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369 | }
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