Files
LightlessClient/LightlessSync/ThirdParty/Nanomesh/Base/Vector3F.cs
defnotken 72a62b7449
All checks were successful
Tag and Release Lightless / tag-and-release (push) Successful in 2m9s
2.1.0 (#123)
# Patchnotes 2.1.0
The changes in this update are more than just "patches". With a new UI, a new feature, and a bunch of bug fixes, improvements and a new member on the dev team, we thought this was more of a minor update.

We would like to introduce @tsubasahane of MareCN to the team! We’re happy to work with them to bring Lightless and its features to the CN client as well as having another talented dev bring features and ideas to us. Speaking of which:

# Location Sharing (Big shout out to @tsubasahane for bringing this feature)

- Are you TIRED of scrambling to find the address of the venue you're in to share with your friends? We are introducing Location Sharing! An optional feature where you can share your location with direct pairs temporarily [30 minutes, 1 hour, 3 hours] minutes or until you turn it off for them. That's up to you! [#125](<#125>)  [#49](<Lightless-Sync/LightlessServer#49>)
- To share your location with a pair, click the three dots beside the pair and choose a duration to share with them. [#125](<#125>)  [#49](<Lightless-Sync/LightlessServer#49>)
- To view the location of someone who's shared with you, simply hover over the globe icon! [#125](<#125>)  [#49](<Lightless-Sync/LightlessServer#49>)

[1]

# Model Optimization (Mesh Decimating)
 - This new option can automatically “simplify” incoming character meshes to help performance by reducing triangle counts. You choose how strong the reduction is (default/recommended is 80%). [#131](<#131>)
 - Decimation only kicks in when a mesh is above a certain triangle threshold, and only for the items that qualify for it and you selected for. [#131](<#131>)
 - Hair meshes is always excluded, since simplifying hair meshes is very prone to breaking.
 - You can find everything under Settings → Performance → Model Optimization. [#131](<#131>)
+ ** IF YOU HAVE USED DECIMATION IN TESTING, PLEASE CLEAR YOUR CACHE  **

[2]

# Animation (PAP) Validation (Safer animations)
 - Lightless now checks your currently animations to see if they work with your local skeleton/bone mod. If an animation matches, it’s included in what gets sent to other players. If it doesn’t, Lightless will skip it and write a warning to your log showing how many were skipped due to skeleton changes. Its defaulted to Unsafe (off). turn it on if you experience crashes from others users. [#131](<#131>)
 - Lightless also does the same kind of check for incoming animation files, to make sure they match the body/skeleton they were sent with. [#131](<#131>)
 - Because these checks can sometimes be a little picky, you can adjust how strict they are in Settings -> General -> Animation & Bones to reduce false positives. [#131](<#131>)

# UI Changes (Thanks to @kyuwu for UI Changes)
- The top part of the main screen has gotten a makeover. You can adjust the colors of the gradiant in the Color settings of Lightless. [#127](<#127>)

[3]

- Settings have gotten some changes as well to make this change more universal, and will use the same color settings. [#127](<#127>)
- The particle effects of the gradient are toggleable in 'Settings -> UI -> Behavior' [#127](<#127>)
- Instead of showing download/upload on bottom of Main UI, it will show VRAM usage and triangles with their optimization options next to it [#138](<#138>)

# LightFinder / ShellFinder
- UI Changes that follow our new design follow the color codes for the Gradient top as the main screen does.  [#127](<#127>)

[4]

Co-authored-by: defnotken <itsdefnotken@gmail.com>
Co-authored-by: azyges <aaaaaa@aaa.aaa>
Co-authored-by: cake <admin@cakeandbanana.nl>
Co-authored-by: Tsubasa <tsubasa@noreply.git.lightless-sync.org>
Co-authored-by: choco <choco@patat.nl>
Co-authored-by: celine <aaa@aaa.aaa>
Co-authored-by: celine <celine@noreply.git.lightless-sync.org>
Co-authored-by: Tsubasahane <wozaiha@gmail.com>
Co-authored-by: cake <cake@noreply.git.lightless-sync.org>
Reviewed-on: #123
2026-01-20 19:43:00 +00:00

173 lines
5.8 KiB
C#

using System;
namespace Nanomesh
{
public readonly struct Vector3F : IEquatable<Vector3F>, IInterpolable<Vector3F>
{
public readonly float x;
public readonly float y;
public readonly float z;
public Vector3F(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
public Vector3F(float x, float y)
{
this.x = x;
this.y = y;
z = 0F;
}
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 Vector3F index!");
}
}
}
public override int GetHashCode()
{
return Vector3FComparer.Default.GetHashCode(this);
//return x.GetHashCode() ^ (y.GetHashCode() << 2) ^ (z.GetHashCode() >> 2);
}
public override bool Equals(object other)
{
if (!(other is Vector3F))
{
return false;
}
return Equals((Vector3F)other);
}
public bool Equals(Vector3F other)
{
return Vector3FComparer.Default.Equals(this, other);
//return x == other.x && y == other.y && z == other.z;
}
public static Vector3F operator +(in Vector3F a, in Vector3F b) { return new Vector3F(a.x + b.x, a.y + b.y, a.z + b.z); }
public static Vector3F operator -(in Vector3F a, in Vector3F b) { return new Vector3F(a.x - b.x, a.y - b.y, a.z - b.z); }
public static Vector3F operator -(in Vector3F a) { return new Vector3F(-a.x, -a.y, -a.z); }
public static Vector3F operator *(in Vector3F a, float d) { return new Vector3F(a.x * d, a.y * d, a.z * d); }
public static Vector3F operator *(float d, in Vector3F a) { return new Vector3F(a.x * d, a.y * d, a.z * d); }
public static Vector3 operator *(double d, in Vector3F a) { return new Vector3(a.x * d, a.y * d, a.z * d); }
public static Vector3F operator /(in Vector3F a, float d) { return new Vector3F(MathUtils.DivideSafe(a.x, d), MathUtils.DivideSafe(a.y, d), MathUtils.DivideSafe(a.z, d)); }
public static bool operator ==(in Vector3F lhs, in Vector3F rhs)
{
float diff_x = lhs.x - rhs.x;
float diff_y = lhs.y - rhs.y;
float diff_z = lhs.z - rhs.z;
float sqrmag = diff_x * diff_x + diff_y * diff_y + diff_z * diff_z;
return sqrmag < MathUtils.EpsilonFloat;
}
public static bool operator !=(in Vector3F lhs, in Vector3F rhs)
{
return !(lhs == rhs);
}
public static Vector3F Cross(in Vector3F lhs, in Vector3F rhs)
{
return new Vector3F(
lhs.y * rhs.z - lhs.z * rhs.y,
lhs.z * rhs.x - lhs.x * rhs.z,
lhs.x * rhs.y - lhs.y * rhs.x);
}
public static float Dot(in Vector3F lhs, in Vector3F rhs)
{
return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z;
}
public static Vector3F Normalize(in Vector3F value)
{
float mag = Magnitude(value);
return value / mag;
}
public Vector3F Normalized => Vector3F.Normalize(this);
public static float Distance(in Vector3F a, in Vector3F b)
{
float diff_x = a.x - b.x;
float diff_y = a.y - b.y;
float diff_z = a.z - b.z;
return MathF.Sqrt(diff_x * diff_x + diff_y * diff_y + diff_z * diff_z);
}
public static float Magnitude(in Vector3F vector)
{
return MathF.Sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
}
public float SqrMagnitude => x * x + y * y + z * z;
public static Vector3F Min(in Vector3F lhs, in Vector3F rhs)
{
return new Vector3F(MathF.Min(lhs.x, rhs.x), MathF.Min(lhs.y, rhs.y), MathF.Min(lhs.z, rhs.z));
}
public static Vector3F Max(in Vector3F lhs, in Vector3F rhs)
{
return new Vector3F(MathF.Max(lhs.x, rhs.x), MathF.Max(lhs.y, rhs.y), MathF.Max(lhs.z, rhs.z));
}
public static readonly Vector3F zeroVector = new Vector3F(0f, 0f, 0f);
public static readonly Vector3F oneVector = new Vector3F(1f, 1f, 1f);
public static readonly Vector3F positiveInfinityVector = new Vector3F(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
public static readonly Vector3F negativeInfinityVector = new Vector3F(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
public static Vector3F Zero => zeroVector;
public static Vector3F One => oneVector;
public static Vector3F PositiveInfinity => positiveInfinityVector;
public static Vector3F NegativeInfinity => negativeInfinityVector;
public static float AngleRadians(in Vector3F from, in Vector3F to)
{
float denominator = MathF.Sqrt(from.SqrMagnitude * to.SqrMagnitude);
if (denominator < 1e-15F)
{
return 0F;
}
float dot = MathF.Clamp(Dot(from, to) / denominator, -1F, 1F);
return MathF.Acos(dot);
}
public static float AngleDegrees(in Vector3F from, in Vector3F to)
{
return AngleRadians(from, to) / MathF.PI * 180f;
}
public override string ToString()
{
return $"{x}, {y}, {z}";
}
public Vector3F Interpolate(Vector3F other, double ratio) => (ratio * this + (1 - ratio) * other).Normalized;
}
}