#region Using Statements using System; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework { public struct Vector3 : IEquatable { #region Private Static Fields private static Vector3 zero = new Vector3(0f, 0f, 0f); private static Vector3 one = new Vector3(1f, 1f, 1f); private static Vector3 left = new Vector3(-1f, 0f, 0f); private static Vector3 right = new Vector3(1f, 0f, 0f); private static Vector3 up = new Vector3(0f, 1f, 0f); private static Vector3 down = new Vector3(0f, -1f, 0f); private static Vector3 forward = new Vector3(0f, 0f, -1f); private static Vector3 backward = new Vector3(0f, 0f, 1f); private static Vector3 unitX = new Vector3(1f, 0f, 0f); private static Vector3 unitY = new Vector3(0f, 1f, 0f); private static Vector3 unitZ = new Vector3(0f, 0f, 1f); #endregion Private Fields #region Public Fields public float X; public float Y; public float Z; #endregion #region Public Static Properties public static Vector3 Zero { get { return zero; } } public static Vector3 One { get { return one; } } public static Vector3 Left { get { return left; } } public static Vector3 Right { get { return right; } } public static Vector3 Up { get { return up; } } public static Vector3 Down { get { return down; } } public static Vector3 Forward { get { return forward; } } public static Vector3 Backward { get { return backward; } } public static Vector3 UnitX { get { return unitX; } } public static Vector3 UnitY { get { return unitY; } } public static Vector3 UnitZ { get { return unitZ; } } #endregion #region Constructors public Vector3(float value) { this.X = value; this.Y = value; this.Z = value; } public Vector3(float x, float y, float z) { this.X = x; this.Y = y; this.Z = z; } public Vector3(Vector2 value, float z) { this.X = value.X; this.Y = value.Y; this.Z = z; } #endregion #region Public Static Methods public static Vector3 Add(Vector3 value1, Vector3 value2) { Vector3 result; Add(ref value1, ref value2, out result); return result; } public static void Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result) { result.X = value1.X + value2.X; result.Y = value1.Y + value2.Y; result.Z = value1.Z + value2.Z; } public static Vector3 Subtract(Vector3 value1, Vector3 value2) { Vector3 result; Subtract(ref value1, ref value2, out result); return result; } public static void Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result) { result.X = value1.X - value2.X; result.Y = value1.Y - value2.Y; result.Z = value1.Z - value2.Z; } public static Vector3 Multiply(Vector3 value1, float scaleFactor) { Vector3 result; Multiply(ref value1, scaleFactor, out result); return result; } public static void Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result) { result.X = value1.X * scaleFactor; result.Y = value1.Y * scaleFactor; result.Z = value1.Z * scaleFactor; } public static Vector3 Multiply(Vector3 value1, Vector3 value2) { Vector3 result; Multiply(ref value1, ref value2, out result); return result; } public static void Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result) { result.X = value1.X * value2.X; result.Y = value1.Y * value2.Y; result.Z = value1.Z * value2.Z; } public static Vector3 Divide(Vector3 value1, float value2) { Vector3 result; Divide(ref value1, value2, out result); return result; } public static void Divide(ref Vector3 value1, float value2, out Vector3 result) { float divFactor = 1f / value2; result.X = value1.X * divFactor; result.Y = value1.Y * divFactor; result.Z = value1.Z * divFactor; } public static Vector3 Divide(Vector3 value1, Vector3 value2) { Vector3 result; Divide(ref value1, ref value2, out result); return result; } public static void Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result) { result.X = value1.X / value2.X; result.Y = value1.Y / value2.Y; result.Z = value1.Z / value2.Z; } public static float Dot(Vector3 vector1, Vector3 vector2) { float result; Dot(ref vector1, ref vector2, out result); return result; } public static void Dot(ref Vector3 vector1, ref Vector3 vector2, out float result) { result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z; } public static Vector3 Cross(Vector3 vector1, Vector3 vector2) { Vector3 result; Cross(ref vector1, ref vector2, out result); return result; } public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result) { result.X = vector1.Y * vector2.Z - vector1.Z * vector2.Y; result.Y = vector1.Z * vector2.X - vector1.X * vector2.Z; result.Z = vector1.X * vector2.Y - vector1.Y * vector2.X; } public static Vector3 Normalize(Vector3 value) { Vector3 result; Normalize(ref value, out result); return result; } public static void Normalize(ref Vector3 value, out Vector3 result) { float divFactor = 1f / value.Length(); result.X = value.X * divFactor; result.Y = value.Y * divFactor; result.Z = value.Z * divFactor; } public static float Distance(Vector3 value1, Vector3 value2) { float result; Distance(ref value1, ref value2, out result); return result; } public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result) { Vector3 resultVector; Subtract(ref value1, ref value2, out resultVector); result = resultVector.Length(); } public static float DistanceSquared(Vector3 value1, Vector3 value2) { float result; DistanceSquared(ref value1, ref value2, out result); return result; } public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result) { Vector3 resultVector; Subtract(ref value1, ref value2, out resultVector); result = resultVector.LengthSquared(); } public static Vector3 Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2) { Vector3 result; Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out result); return result; } public static void Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result) { result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2); result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2); result.Z = MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2); } public static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount) { Vector3 result; CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out result); return result; } public static void CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result) { result.X = MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount); result.Y = MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount); result.Z = MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount); } public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max) { Vector3 result; Clamp(ref value1, ref min, ref max, out result); return result; } public static void Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result) { result.X = MathHelper.Clamp(value1.X, min.X, max.X); result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y); result.Z = MathHelper.Clamp(value1.Z, min.Z, max.Z); } public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) { Vector3 result; Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result); return result; } public static void Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result) { result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount); result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount); result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount); } public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount) { Vector3 result; Lerp(ref value1, ref value2, amount, out result); return result; } public static void Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) { result.X = MathHelper.Lerp(value1.X, value2.X, amount); result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount); result.Z = MathHelper.Lerp(value1.Z, value2.Z, amount); } public static Vector3 Max(Vector3 value1, Vector3 value2) { Vector3 result; Max(ref value1, ref value2, out result); return result; } public static void Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result) { result.X = value1.X > value2.X ? value1.X : value2.X; result.Y = value1.Y > value2.Y ? value1.Y : value2.Y; result.Z = value1.Z > value2.Z ? value1.Z : value2.Z; } public static Vector3 Min(Vector3 value1, Vector3 value2) { Vector3 result; Min(ref value1, ref value2, out result); return result; } public static void Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result) { result.X = value1.X < value2.X ? value1.X : value2.X; result.Y = value1.Y < value2.Y ? value1.Y : value2.Y; result.Z = value1.Z < value2.Z ? value1.Z : value2.Z; } public static Vector3 Negate(Vector3 value) { Vector3 result; Negate(ref value, out result); return result; } public static void Negate(ref Vector3 value, out Vector3 result) { result.X = -value.X; result.Y = -value.Y; result.Z = -value.Z; } public static Vector3 Reflect(Vector3 vector, Vector3 normal) { Vector3 result; Vector3.Reflect(ref vector, ref normal, out result); return result; } public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result) { float scaleFactor = Vector3.Dot(vector, normal) * 2; Vector3 tmp; Multiply(ref normal, scaleFactor, out tmp); Subtract(ref vector, ref tmp, out result); } public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount) { Vector3 result; Vector3.SmoothStep(ref value1, ref value2, amount, out result); return result; } public static void SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) { result.X = MathHelper.SmoothStep(value1.X, value2.X, amount); result.Y = MathHelper.SmoothStep(value1.Y, value2.Y, amount); result.Z = MathHelper.SmoothStep(value1.Z, value2.Z, amount); } #region Transformations public static Vector3 Transform(Vector3 position, Matrix matrix) { Vector3 result; Transform(ref position, ref matrix, out result); return result; } //source: XNI public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result) { result.X = (position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41; result.Y = (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42; result.Z = (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43; } public static Vector3 Transform(Vector3 value, Quaternion quaternion) { Vector3 result; Transform(ref value, ref quaternion, out result); return result; } public static void Transform(ref Vector3 value, ref Quaternion rotation, out Vector3 result) { float x = 2* (rotation.Y * value.Z - rotation.Z * value.Y); float y = 2* (rotation.Z * value.X - rotation.X * value.Z); float z = 2* (rotation.X * value.Y - rotation.Y * value.X); result.X = value.X + x * rotation.W + (rotation.Y * z - rotation.Z * y); result.Y = value.Y + y * rotation.W + (rotation.Z * x - rotation.X * z); result.Z = value.Z + z * rotation.W + (rotation.X * y - rotation.Y * x); } public static void Transform(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray) { for (int i = 0; i < sourceArray.Length; i++) Transform(ref sourceArray[i], ref matrix, out destinationArray[i]); } public static void Transform(Vector3[] sourceArray, ref Quaternion rotation, Vector3[] destinationArray) { for (int i = 0; i < sourceArray.Length; i++) Transform(ref sourceArray[i], ref rotation, out destinationArray[i]); } public static void Transform(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length) { length += sourceIndex; for (int i = sourceIndex; i < length; i++, destinationIndex++) Transform(ref sourceArray[i], ref matrix, out destinationArray[destinationIndex]); } public static void Transform(Vector3[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector3[] destinationArray, int destinationIndex, int length) { length += sourceIndex; for (int i = sourceIndex; i < length; i++, destinationIndex++) Transform(ref sourceArray[i], ref rotation, out destinationArray[destinationIndex]); } public static Vector3 TransformNormal(Vector3 normal, Matrix matrix) { Vector3 result; TransformNormal(ref normal, ref matrix, out result); return result; } public static void TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result) { result.X = (normal.X * matrix.M11) + (normal.Y * matrix.M21) + (normal.Z * matrix.M31); result.Y = (normal.X * matrix.M12) + (normal.Y * matrix.M22) + (normal.Z * matrix.M32); result.Z = (normal.X * matrix.M13) + (normal.Y * matrix.M23) + (normal.Z * matrix.M33); } public static void TransformNormal(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray) { for (int i = 0; i < sourceArray.Length; i++) TransformNormal(ref sourceArray[i], ref matrix, out destinationArray[i]); } public static void TransformNormal(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length) { length += sourceIndex; for (int i = sourceIndex; i < length; i++, destinationIndex++) TransformNormal(ref sourceArray[i], ref matrix, out destinationArray[destinationIndex]); } #endregion #endregion #region Operator Overloading public static Vector3 operator +(Vector3 value1, Vector3 value2) { Vector3 result = new Vector3(); result.X = value1.X + value2.X; result.Y = value1.Y + value2.Y; result.Z = value1.Z + value2.Z; return result; } public static Vector3 operator /(Vector3 value1, float divider) { Vector3 result = new Vector3(); float divFactor = 1f / divider; result.X = value1.X * divFactor; result.Y = value1.Y * divFactor; result.Z = value1.Z * divFactor; return result; } public static Vector3 operator /(Vector3 value1, Vector3 value2) { Vector3 result = new Vector3(); result.X = value1.X / value2.X; result.Y = value1.Y / value2.Y; result.Z = value1.Z / value2.Z; return result; } public static bool operator ==(Vector3 value1, Vector3 value2) { return value1.Equals(value2); } public static bool operator !=(Vector3 value1, Vector3 value2) { return !value1.Equals(value2); } public static Vector3 operator *(Vector3 value, float scaleFactor) { Vector3 result = new Vector3(); result.X = value.X * scaleFactor; result.Y = value.Y * scaleFactor; result.Z = value.Z * scaleFactor; return result; } public static Vector3 operator *(float scaleFactor, Vector3 value) { Vector3 result = new Vector3(); result.X = value.X * scaleFactor; result.Y = value.Y * scaleFactor; result.Z = value.Z * scaleFactor; return result; } public static Vector3 operator *(Vector3 value1, Vector3 value2) { Vector3 result = new Vector3(); result.X = value1.X * value2.X; result.Y = value1.Y * value2.Y; result.Z = value1.Z * value2.Z; return result; } public static Vector3 operator -(Vector3 value1, Vector3 value2) { Vector3 result = new Vector3(); result.X = value1.X - value2.X; result.Y = value1.Y - value2.Y; result.Z = value1.Z - value2.Z; return result; } public static Vector3 operator -(Vector3 value) { Vector3 result = new Vector3(); result.X = value.X; result.Y = value.Y; result.Z = value.Z; return result; } #endregion #region Public Methods public float Length() { return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); } public float LengthSquared() { return this.X * this.X + this.Y * this.Y + this.Z * this.Z; } public void Normalize() { float divFactor = 1f / this.Length(); this.X = this.X * divFactor; this.Y = this.Y * divFactor; this.Z = this.Z * divFactor; } public override int GetHashCode() { return this.X.GetHashCode() + this.Y.GetHashCode() + this.Z.GetHashCode(); } public override string ToString() { var currentCulture = System.Globalization.CultureInfo.CurrentCulture; return string.Format(currentCulture, "{{X:{0} Y:{1} Z:{2}}}", new object[] { this.X.ToString(currentCulture), this.Y.ToString(currentCulture), this.Z.ToString(currentCulture) }); } #endregion #region IEquatable implementation public override bool Equals(Object obj) { return (obj is Vector3) ? this.Equals((Vector3)obj) : false; } public bool Equals(Vector3 other) { return this.X == other.X && this.Y == other.Y && this.Z == other.Z; } #endregion } }