#region License /* MIT License Copyright(c) 2017-2018 Mattias Edlund Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #endregion using System; using System.Globalization; namespace MeshDecimator.Math { /// /// A single precision 3D vector. /// public struct Vector3 : IEquatable { #region Static Read-Only /// /// The zero vector. /// public static readonly Vector3 zero = new Vector3(0, 0, 0); #endregion #region Consts /// /// The vector epsilon. /// public const float Epsilon = 9.99999944E-11f; #endregion #region Fields /// /// The x component. /// public float x; /// /// The y component. /// public float y; /// /// The z component. /// public float z; #endregion #region Properties /// /// Gets the magnitude of this vector. /// public float Magnitude { get { return (float)System.Math.Sqrt(x * x + y * y + z * z); } } /// /// Gets the squared magnitude of this vector. /// public float MagnitudeSqr { get { return (x * x + y * y + z * z); } } /// /// Gets a normalized vector from this vector. /// public Vector3 Normalized { get { Vector3 result; Normalize(ref this, out result); return result; } } /// /// Gets or sets a specific component by index in this vector. /// /// The component index. public float this[int index] { get { switch (index) { case 0: return x; case 1: return y; case 2: return z; default: throw new IndexOutOfRangeException("Invalid Vector3 index!"); } } set { switch (index) { case 0: x = value; break; case 1: y = value; break; case 2: z = value; break; default: throw new IndexOutOfRangeException("Invalid Vector3 index!"); } } } #endregion #region Constructor /// /// Creates a new vector with one value for all components. /// /// The value. public Vector3(float value) { this.x = value; this.y = value; this.z = value; } /// /// Creates a new vector. /// /// The x value. /// The y value. /// The z value. public Vector3(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } /// /// Creates a new vector from a double precision vector. /// /// The double precision vector. public Vector3(Vector3d vector) { this.x = (float)vector.x; this.y = (float)vector.y; this.z = (float)vector.z; } #endregion #region Operators /// /// Adds two vectors. /// /// The first vector. /// The second vector. /// The resulting vector. public static Vector3 operator +(Vector3 a, Vector3 b) { return new Vector3(a.x + b.x, a.y + b.y, a.z + b.z); } /// /// Subtracts two vectors. /// /// The first vector. /// The second vector. /// The resulting vector. public static Vector3 operator -(Vector3 a, Vector3 b) { return new Vector3(a.x - b.x, a.y - b.y, a.z - b.z); } /// /// Scales the vector uniformly. /// /// The vector. /// The scaling value. /// The resulting vector. public static Vector3 operator *(Vector3 a, float d) { return new Vector3(a.x * d, a.y * d, a.z * d); } /// /// Scales the vector uniformly. /// /// The scaling value. /// The vector. /// The resulting vector. public static Vector3 operator *(float d, Vector3 a) { return new Vector3(a.x * d, a.y * d, a.z * d); } /// /// Divides the vector with a float. /// /// The vector. /// The dividing float value. /// The resulting vector. public static Vector3 operator /(Vector3 a, float d) { return new Vector3(a.x / d, a.y / d, a.z / d); } /// /// Subtracts the vector from a zero vector. /// /// The vector. /// The resulting vector. public static Vector3 operator -(Vector3 a) { return new Vector3(-a.x, -a.y, -a.z); } /// /// Returns if two vectors equals eachother. /// /// The left hand side vector. /// The right hand side vector. /// If equals. public static bool operator ==(Vector3 lhs, Vector3 rhs) { return (lhs - rhs).MagnitudeSqr < Epsilon; } /// /// Returns if two vectors don't equal eachother. /// /// The left hand side vector. /// The right hand side vector. /// If not equals. public static bool operator !=(Vector3 lhs, Vector3 rhs) { return (lhs - rhs).MagnitudeSqr >= Epsilon; } /// /// Explicitly converts from a double-precision vector into a single-precision vector. /// /// The double-precision vector. public static explicit operator Vector3(Vector3d v) { return new Vector3((float)v.x, (float)v.y, (float)v.z); } /// /// Implicitly converts from an integer vector into a single-precision vector. /// /// The integer vector. public static implicit operator Vector3(Vector3i v) { return new Vector3(v.x, v.y, v.z); } #endregion #region Public Methods #region Instance /// /// Set x, y and z components of an existing vector. /// /// The x value. /// The y value. /// The z value. public void Set(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } /// /// Multiplies with another vector component-wise. /// /// The vector to multiply with. public void Scale(ref Vector3 scale) { x *= scale.x; y *= scale.y; z *= scale.z; } /// /// Normalizes this vector. /// public void Normalize() { float mag = this.Magnitude; if (mag > Epsilon) { x /= mag; y /= mag; z /= mag; } else { x = y = z = 0; } } /// /// Clamps this vector between a specific range. /// /// The minimum component value. /// The maximum component value. public void Clamp(float min, float max) { if (x < min) x = min; else if (x > max) x = max; if (y < min) y = min; else if (y > max) y = max; if (z < min) z = min; else if (z > max) z = max; } #endregion #region Object /// /// Returns a hash code for this vector. /// /// The hash code. public override int GetHashCode() { return x.GetHashCode() ^ y.GetHashCode() << 2 ^ z.GetHashCode() >> 2; } /// /// Returns if this vector is equal to another one. /// /// The other vector to compare to. /// If equals. public override bool Equals(object other) { if (!(other is Vector3)) { return false; } Vector3 vector = (Vector3)other; return (x == vector.x && y == vector.y && z == vector.z); } /// /// Returns if this vector is equal to another one. /// /// The other vector to compare to. /// If equals. public bool Equals(Vector3 other) { return (x == other.x && y == other.y && z == other.z); } /// /// Returns a nicely formatted string for this vector. /// /// The string. public override string ToString() { return string.Format("({0}, {1}, {2})", x.ToString("F1", CultureInfo.InvariantCulture), y.ToString("F1", CultureInfo.InvariantCulture), z.ToString("F1", CultureInfo.InvariantCulture)); } /// /// Returns a nicely formatted string for this vector. /// /// The float format. /// The string. public string ToString(string format) { return string.Format("({0}, {1}, {2})", x.ToString(format, CultureInfo.InvariantCulture), y.ToString(format, CultureInfo.InvariantCulture), z.ToString(format, CultureInfo.InvariantCulture)); } #endregion #region Static /// /// Dot Product of two vectors. /// /// The left hand side vector. /// The right hand side vector. public static float Dot(ref Vector3 lhs, ref Vector3 rhs) { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z; } /// /// Cross Product of two vectors. /// /// The left hand side vector. /// The right hand side vector. /// The resulting vector. public static void Cross(ref Vector3 lhs, ref Vector3 rhs, out Vector3 result) { result = new Vector3(lhs.y * rhs.z - lhs.z * rhs.y, lhs.z * rhs.x - lhs.x * rhs.z, lhs.x * rhs.y - lhs.y * rhs.x); } /// /// Calculates the angle between two vectors. /// /// The from vector. /// The to vector. /// The angle. public static float Angle(ref Vector3 from, ref Vector3 to) { Vector3 fromNormalized = from.Normalized; Vector3 toNormalized = to.Normalized; return (float)System.Math.Acos(MathHelper.Clamp(Vector3.Dot(ref fromNormalized, ref toNormalized), -1f, 1f)) * MathHelper.Rad2Deg; } /// /// Performs a linear interpolation between two vectors. /// /// The vector to interpolate from. /// The vector to interpolate to. /// The time fraction. /// The resulting vector. public static void Lerp(ref Vector3 a, ref Vector3 b, float t, out Vector3 result) { result = new Vector3(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t); } /// /// Multiplies two vectors component-wise. /// /// The first vector. /// The second vector. /// The resulting vector. public static void Scale(ref Vector3 a, ref Vector3 b, out Vector3 result) { result = new Vector3(a.x * b.x, a.y * b.y, a.z * b.z); } /// /// Normalizes a vector. /// /// The vector to normalize. /// The resulting normalized vector. public static void Normalize(ref Vector3 value, out Vector3 result) { float mag = value.Magnitude; if (mag > Epsilon) { result = new Vector3(value.x / mag, value.y / mag, value.z / mag); } else { result = Vector3.zero; } } /// /// Normalizes both vectors and makes them orthogonal to each other. /// /// The normal vector. /// The tangent. public static void OrthoNormalize(ref Vector3 normal, ref Vector3 tangent) { normal.Normalize(); Vector3 proj = normal * Vector3.Dot(ref tangent, ref normal); tangent -= proj; tangent.Normalize(); } #endregion #endregion } }