Co-authored-by: azyges <aaaaaa@aaa.aaa> Co-authored-by: cake <admin@cakeandbanana.nl> Co-authored-by: defnotken <itsdefnotken@gmail.com> Reviewed-on: #131
467 lines
15 KiB
C#
467 lines
15 KiB
C#
#region License
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/*
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MIT License
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Copyright(c) 2017-2018 Mattias Edlund
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion
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using System;
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using System.Globalization;
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namespace MeshDecimator.Math
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{
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/// <summary>
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/// A double precision 4D vector.
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/// </summary>
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public struct Vector4d : IEquatable<Vector4d>
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{
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#region Static Read-Only
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/// <summary>
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/// The zero vector.
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/// </summary>
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public static readonly Vector4d zero = new Vector4d(0, 0, 0, 0);
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#endregion
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#region Consts
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/// <summary>
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/// The vector epsilon.
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/// </summary>
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public const double Epsilon = double.Epsilon;
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#endregion
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#region Fields
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/// <summary>
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/// The x component.
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/// </summary>
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public double x;
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/// <summary>
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/// The y component.
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/// </summary>
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public double y;
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/// <summary>
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/// The z component.
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/// </summary>
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public double z;
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/// <summary>
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/// The w component.
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/// </summary>
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public double w;
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#endregion
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#region Properties
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/// <summary>
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/// Gets the magnitude of this vector.
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/// </summary>
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public double Magnitude
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{
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get { return System.Math.Sqrt(x * x + y * y + z * z + w * w); }
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}
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/// <summary>
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/// Gets the squared magnitude of this vector.
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/// </summary>
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public double MagnitudeSqr
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{
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get { return (x * x + y * y + z * z + w * w); }
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}
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/// <summary>
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/// Gets a normalized vector from this vector.
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/// </summary>
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public Vector4d Normalized
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{
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get
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{
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Vector4d result;
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Normalize(ref this, out result);
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return result;
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}
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}
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/// <summary>
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/// Gets or sets a specific component by index in this vector.
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/// </summary>
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/// <param name="index">The component index.</param>
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public double this[int index]
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{
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get
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{
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switch (index)
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{
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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case 3:
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return w;
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default:
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throw new IndexOutOfRangeException("Invalid Vector4d index!");
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}
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}
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set
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{
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switch (index)
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{
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case 0:
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x = value;
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break;
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case 1:
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y = value;
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break;
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case 2:
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z = value;
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break;
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case 3:
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w = value;
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break;
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default:
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throw new IndexOutOfRangeException("Invalid Vector4d index!");
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}
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}
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}
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#endregion
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#region Constructor
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/// <summary>
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/// Creates a new vector with one value for all components.
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/// </summary>
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/// <param name="value">The value.</param>
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public Vector4d(double value)
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{
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this.x = value;
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this.y = value;
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this.z = value;
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this.w = value;
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}
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/// <summary>
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/// Creates a new vector.
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/// </summary>
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/// <param name="x">The x value.</param>
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/// <param name="y">The y value.</param>
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/// <param name="z">The z value.</param>
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/// <param name="w">The w value.</param>
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public Vector4d(double x, double y, double z, double w)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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}
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#endregion
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#region Operators
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/// <summary>
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/// Adds two vectors.
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/// </summary>
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/// <param name="a">The first vector.</param>
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/// <param name="b">The second vector.</param>
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/// <returns>The resulting vector.</returns>
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public static Vector4d operator +(Vector4d a, Vector4d b)
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{
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return new Vector4d(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
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}
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/// <summary>
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/// Subtracts two vectors.
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/// </summary>
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/// <param name="a">The first vector.</param>
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/// <param name="b">The second vector.</param>
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/// <returns>The resulting vector.</returns>
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public static Vector4d operator -(Vector4d a, Vector4d b)
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{
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return new Vector4d(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
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}
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/// <summary>
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/// Scales the vector uniformly.
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/// </summary>
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/// <param name="a">The vector.</param>
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/// <param name="d">The scaling value.</param>
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/// <returns>The resulting vector.</returns>
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public static Vector4d operator *(Vector4d a, double d)
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{
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return new Vector4d(a.x * d, a.y * d, a.z * d, a.w * d);
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}
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/// <summary>
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/// Scales the vector uniformly.
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/// </summary>
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/// <param name="d">The scaling value.</param>
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/// <param name="a">The vector.</param>
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/// <returns>The resulting vector.</returns>
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public static Vector4d operator *(double d, Vector4d a)
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{
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return new Vector4d(a.x * d, a.y * d, a.z * d, a.w * d);
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}
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/// <summary>
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/// Divides the vector with a float.
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/// </summary>
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/// <param name="a">The vector.</param>
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/// <param name="d">The dividing float value.</param>
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/// <returns>The resulting vector.</returns>
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public static Vector4d operator /(Vector4d a, double d)
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{
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return new Vector4d(a.x / d, a.y / d, a.z / d, a.w / d);
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}
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/// <summary>
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/// Subtracts the vector from a zero vector.
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/// </summary>
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/// <param name="a">The vector.</param>
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/// <returns>The resulting vector.</returns>
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public static Vector4d operator -(Vector4d a)
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{
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return new Vector4d(-a.x, -a.y, -a.z, -a.w);
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}
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/// <summary>
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/// Returns if two vectors equals eachother.
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/// </summary>
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/// <param name="lhs">The left hand side vector.</param>
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/// <param name="rhs">The right hand side vector.</param>
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/// <returns>If equals.</returns>
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public static bool operator ==(Vector4d lhs, Vector4d rhs)
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{
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return (lhs - rhs).MagnitudeSqr < Epsilon;
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}
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/// <summary>
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/// Returns if two vectors don't equal eachother.
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/// </summary>
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/// <param name="lhs">The left hand side vector.</param>
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/// <param name="rhs">The right hand side vector.</param>
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/// <returns>If not equals.</returns>
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public static bool operator !=(Vector4d lhs, Vector4d rhs)
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{
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return (lhs - rhs).MagnitudeSqr >= Epsilon;
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}
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/// <summary>
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/// Implicitly converts from a single-precision vector into a double-precision vector.
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/// </summary>
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/// <param name="v">The single-precision vector.</param>
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public static implicit operator Vector4d(Vector4 v)
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{
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return new Vector4d(v.x, v.y, v.z, v.w);
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}
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/// <summary>
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/// Implicitly converts from an integer vector into a double-precision vector.
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/// </summary>
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/// <param name="v">The integer vector.</param>
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public static implicit operator Vector4d(Vector4i v)
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{
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return new Vector4d(v.x, v.y, v.z, v.w);
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}
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#endregion
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#region Public Methods
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#region Instance
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/// <summary>
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/// Set x, y and z components of an existing vector.
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/// </summary>
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/// <param name="x">The x value.</param>
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/// <param name="y">The y value.</param>
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/// <param name="z">The z value.</param>
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/// <param name="w">The w value.</param>
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public void Set(double x, double y, double z, double w)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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}
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/// <summary>
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/// Multiplies with another vector component-wise.
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/// </summary>
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/// <param name="scale">The vector to multiply with.</param>
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public void Scale(ref Vector4d scale)
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{
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x *= scale.x;
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y *= scale.y;
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z *= scale.z;
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w *= scale.w;
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}
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/// <summary>
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/// Normalizes this vector.
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/// </summary>
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public void Normalize()
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{
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double mag = this.Magnitude;
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if (mag > Epsilon)
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{
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x /= mag;
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y /= mag;
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z /= mag;
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w /= mag;
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}
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else
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{
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x = y = z = w = 0;
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}
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}
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/// <summary>
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/// Clamps this vector between a specific range.
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/// </summary>
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/// <param name="min">The minimum component value.</param>
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/// <param name="max">The maximum component value.</param>
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public void Clamp(double min, double max)
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{
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if (x < min) x = min;
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else if (x > max) x = max;
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if (y < min) y = min;
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else if (y > max) y = max;
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if (z < min) z = min;
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else if (z > max) z = max;
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if (w < min) w = min;
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else if (w > max) w = max;
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}
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#endregion
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#region Object
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/// <summary>
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/// Returns a hash code for this vector.
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/// </summary>
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/// <returns>The hash code.</returns>
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public override int GetHashCode()
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{
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return x.GetHashCode() ^ y.GetHashCode() << 2 ^ z.GetHashCode() >> 2 ^ w.GetHashCode() >> 1;
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}
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/// <summary>
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/// Returns if this vector is equal to another one.
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/// </summary>
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/// <param name="other">The other vector to compare to.</param>
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/// <returns>If equals.</returns>
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public override bool Equals(object other)
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{
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if (!(other is Vector4d))
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{
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return false;
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}
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Vector4d vector = (Vector4d)other;
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return (x == vector.x && y == vector.y && z == vector.z && w == vector.w);
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}
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/// <summary>
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/// Returns if this vector is equal to another one.
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/// </summary>
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/// <param name="other">The other vector to compare to.</param>
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/// <returns>If equals.</returns>
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public bool Equals(Vector4d other)
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{
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return (x == other.x && y == other.y && z == other.z && w == other.w);
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}
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/// <summary>
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/// Returns a nicely formatted string for this vector.
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/// </summary>
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/// <returns>The string.</returns>
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public override string ToString()
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{
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return string.Format("({0}, {1}, {2}, {3})",
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x.ToString("F1", CultureInfo.InvariantCulture),
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y.ToString("F1", CultureInfo.InvariantCulture),
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z.ToString("F1", CultureInfo.InvariantCulture),
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w.ToString("F1", CultureInfo.InvariantCulture));
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}
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/// <summary>
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/// Returns a nicely formatted string for this vector.
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/// </summary>
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/// <param name="format">The float format.</param>
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/// <returns>The string.</returns>
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public string ToString(string format)
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{
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return string.Format("({0}, {1}, {2}, {3})",
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x.ToString(format, CultureInfo.InvariantCulture),
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y.ToString(format, CultureInfo.InvariantCulture),
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z.ToString(format, CultureInfo.InvariantCulture),
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w.ToString(format, CultureInfo.InvariantCulture));
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}
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#endregion
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#region Static
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/// <summary>
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/// Dot Product of two vectors.
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/// </summary>
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/// <param name="lhs">The left hand side vector.</param>
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/// <param name="rhs">The right hand side vector.</param>
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public static double Dot(ref Vector4d lhs, ref Vector4d rhs)
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{
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return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z + lhs.w * rhs.w;
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}
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/// <summary>
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/// Performs a linear interpolation between two vectors.
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/// </summary>
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/// <param name="a">The vector to interpolate from.</param>
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/// <param name="b">The vector to interpolate to.</param>
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/// <param name="t">The time fraction.</param>
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/// <param name="result">The resulting vector.</param>
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public static void Lerp(ref Vector4d a, ref Vector4d b, double t, out Vector4d result)
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{
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result = new Vector4d(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t);
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}
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/// <summary>
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/// Multiplies two vectors component-wise.
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/// </summary>
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/// <param name="a">The first vector.</param>
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/// <param name="b">The second vector.</param>
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/// <param name="result">The resulting vector.</param>
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public static void Scale(ref Vector4d a, ref Vector4d b, out Vector4d result)
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{
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result = new Vector4d(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
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}
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/// <summary>
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/// Normalizes a vector.
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/// </summary>
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/// <param name="value">The vector to normalize.</param>
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/// <param name="result">The resulting normalized vector.</param>
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public static void Normalize(ref Vector4d value, out Vector4d result)
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{
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double mag = value.Magnitude;
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if (mag > Epsilon)
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{
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result = new Vector4d(value.x / mag, value.y / mag, value.z / mag, value.w / mag);
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}
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else
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{
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result = Vector4d.zero;
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}
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}
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#endregion
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#endregion
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}
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} |