TrueSync-Math/TrueSync-Math/Math/TSVector4.cs

756 lines
28 KiB
C#

/* Copyright (C) <2009-2011> <Thorben Linneweber, Jitter Physics>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
using System;
namespace TrueSync
{
/// <summary>
/// A vector structure.
/// </summary>
[Serializable]
public struct TSVector4
{
private static FP ZeroEpsilonSq = TSMath.Epsilon;
internal static TSVector4 InternalZero;
/// <summary>The X component of the vector.</summary>
public FP x;
/// <summary>The Y component of the vector.</summary>
public FP y;
/// <summary>The Z component of the vector.</summary>
public FP z;
/// <summary>The W component of the vector.</summary>
public FP w;
#region Static readonly variables
/// <summary>
/// A vector with components (0,0,0,0);
/// </summary>
public static readonly TSVector4 zero;
/// <summary>
/// A vector with components (1,1,1,1);
/// </summary>
public static readonly TSVector4 one;
/// <summary>
/// A vector with components
/// (FP.MinValue,FP.MinValue,FP.MinValue);
/// </summary>
public static readonly TSVector4 MinValue;
/// <summary>
/// A vector with components
/// (FP.MaxValue,FP.MaxValue,FP.MaxValue);
/// </summary>
public static readonly TSVector4 MaxValue;
#endregion
#region Private static constructor
static TSVector4()
{
one = new TSVector4(1, 1, 1, 1);
zero = new TSVector4(0, 0, 0, 0);
MinValue = new TSVector4(FP.MinValue);
MaxValue = new TSVector4(FP.MaxValue);
InternalZero = zero;
}
#endregion
public static TSVector4 Abs(TSVector4 other)
{
return new TSVector4(FP.Abs(other.x), FP.Abs(other.y), FP.Abs(other.z), FP.Abs(other.z));
}
/// <summary>
/// Gets the squared length of the vector.
/// </summary>
/// <returns>Returns the squared length of the vector.</returns>
public FP sqrMagnitude
{
get
{
return (((this.x * this.x) + (this.y * this.y)) + (this.z * this.z) + (this.w * this.w));
}
}
/// <summary>
/// Gets the length of the vector.
/// </summary>
/// <returns>Returns the length of the vector.</returns>
public FP magnitude
{
get
{
FP num = sqrMagnitude;
return FP.Sqrt(num);
}
}
public static TSVector4 ClampMagnitude(TSVector4 vector, FP maxLength)
{
return Normalize(vector) * maxLength;
}
/// <summary>
/// Gets a normalized version of the vector.
/// </summary>
/// <returns>Returns a normalized version of the vector.</returns>
public TSVector4 normalized
{
get
{
TSVector4 result = new TSVector4(this.x, this.y, this.z, this.w);
result.Normalize();
return result;
}
}
/// <summary>
/// Constructor initializing a new instance of the structure
/// </summary>
/// <param name="x">The X component of the vector.</param>
/// <param name="y">The Y component of the vector.</param>
/// <param name="z">The Z component of the vector.</param>
/// <param name="w">The W component of the vector.</param>
public TSVector4(int x, int y, int z, int w)
{
this.x = (FP)x;
this.y = (FP)y;
this.z = (FP)z;
this.w = (FP)w;
}
public TSVector4(FP x, FP y, FP z, FP w)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
/// <summary>
/// Multiplies each component of the vector by the same components of the provided vector.
/// </summary>
public void Scale(TSVector4 other)
{
this.x = x * other.x;
this.y = y * other.y;
this.z = z * other.z;
this.w = w * other.w;
}
/// <summary>
/// Sets all vector component to specific values.
/// </summary>
/// <param name="x">The X component of the vector.</param>
/// <param name="y">The Y component of the vector.</param>
/// <param name="z">The Z component of the vector.</param>
/// <param name="w">The W component of the vector.</param>
public void Set(FP x, FP y, FP z, FP w)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
/// <summary>
/// Constructor initializing a new instance of the structure
/// </summary>
/// <param name="xyz">All components of the vector are set to xyz</param>
public TSVector4(FP xyzw)
{
this.x = xyzw;
this.y = xyzw;
this.z = xyzw;
this.w = xyzw;
}
public static TSVector4 Lerp(TSVector4 from, TSVector4 to, FP percent)
{
return from + (to - from) * percent;
}
/// <summary>
/// Builds a string from the JVector.
/// </summary>
/// <returns>A string containing all three components.</returns>
#region public override string ToString()
public override string ToString()
{
return string.Format("({0:f1}, {1:f1}, {2:f1}, {3:f1})", x.AsFloat(), y.AsFloat(), z.AsFloat(), w.AsFloat());
}
#endregion
/// <summary>
/// Tests if an object is equal to this vector.
/// </summary>
/// <param name="obj">The object to test.</param>
/// <returns>Returns true if they are euqal, otherwise false.</returns>
#region public override bool Equals(object obj)
public override bool Equals(object obj)
{
if (!(obj is TSVector4)) return false;
TSVector4 other = (TSVector4)obj;
return (((x == other.x) && (y == other.y)) && (z == other.z) && (w == other.w));
}
#endregion
/// <summary>
/// Multiplies each component of the vector by the same components of the provided vector.
/// </summary>
public static TSVector4 Scale(TSVector4 vecA, TSVector4 vecB)
{
TSVector4 result;
result.x = vecA.x * vecB.x;
result.y = vecA.y * vecB.y;
result.z = vecA.z * vecB.z;
result.w = vecA.w * vecB.w;
return result;
}
/// <summary>
/// Tests if two JVector are equal.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <returns>Returns true if both values are equal, otherwise false.</returns>
#region public static bool operator ==(JVector value1, JVector value2)
public static bool operator ==(TSVector4 value1, TSVector4 value2)
{
return (((value1.x == value2.x) && (value1.y == value2.y)) && (value1.z == value2.z) && (value1.w == value2.w));
}
#endregion
/// <summary>
/// Tests if two JVector are not equal.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <returns>Returns false if both values are equal, otherwise true.</returns>
#region public static bool operator !=(JVector value1, JVector value2)
public static bool operator !=(TSVector4 value1, TSVector4 value2)
{
if ((value1.x == value2.x) && (value1.y == value2.y) && (value1.z == value2.z))
{
return (value1.w != value2.w);
}
return true;
}
#endregion
/// <summary>
/// Gets a vector with the minimum x,y and z values of both vectors.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <returns>A vector with the minimum x,y and z values of both vectors.</returns>
#region public static JVector Min(JVector value1, JVector value2)
public static TSVector4 Min(TSVector4 value1, TSVector4 value2)
{
TSVector4 result;
TSVector4.Min(ref value1, ref value2, out result);
return result;
}
/// <summary>
/// Gets a vector with the minimum x,y and z values of both vectors.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <param name="result">A vector with the minimum x,y and z values of both vectors.</param>
public static void Min(ref TSVector4 value1, ref TSVector4 value2, out TSVector4 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;
result.w = (value1.w < value2.w) ? value1.w : value2.w;
}
#endregion
/// <summary>
/// Gets a vector with the maximum x,y and z values of both vectors.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <returns>A vector with the maximum x,y and z values of both vectors.</returns>
#region public static JVector Max(JVector value1, JVector value2)
public static TSVector4 Max(TSVector4 value1, TSVector4 value2)
{
TSVector4 result;
TSVector4.Max(ref value1, ref value2, out result);
return result;
}
public static FP Distance(TSVector4 v1, TSVector4 v2)
{
return FP.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z) + (v1.w - v2.w) * (v1.w - v2.w));
}
/// <summary>
/// Gets a vector with the maximum x,y and z values of both vectors.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <param name="result">A vector with the maximum x,y and z values of both vectors.</param>
public static void Max(ref TSVector4 value1, ref TSVector4 value2, out TSVector4 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;
result.w = (value1.w > value2.w) ? value1.w : value2.w;
}
#endregion
/// <summary>
/// Sets the length of the vector to zero.
/// </summary>
#region public void MakeZero()
public void MakeZero()
{
x = FP.Zero;
y = FP.Zero;
z = FP.Zero;
w = FP.Zero;
}
#endregion
/// <summary>
/// Checks if the length of the vector is zero.
/// </summary>
/// <returns>Returns true if the vector is zero, otherwise false.</returns>
#region public bool IsZero()
public bool IsZero()
{
return (this.sqrMagnitude == FP.Zero);
}
/// <summary>
/// Checks if the length of the vector is nearly zero.
/// </summary>
/// <returns>Returns true if the vector is nearly zero, otherwise false.</returns>
public bool IsNearlyZero()
{
return (this.sqrMagnitude < ZeroEpsilonSq);
}
#endregion
/// <summary>
/// Transforms a vector by the given matrix.
/// </summary>
/// <param name="position">The vector to transform.</param>
/// <param name="matrix">The transform matrix.</param>
/// <returns>The transformed vector.</returns>
#region public static JVector Transform(JVector position, JMatrix matrix)
public static TSVector4 Transform(TSVector4 position, TSMatrix4x4 matrix)
{
TSVector4 result;
TSVector4.Transform(ref position, ref matrix, out result);
return result;
}
public static TSVector4 Transform(TSVector position, TSMatrix4x4 matrix)
{
TSVector4 result;
TSVector4.Transform(ref position, ref matrix, out result);
return result;
}
/// <summary>
/// Transforms a vector by the given matrix.
/// </summary>
/// <param name="vector">The vector to transform.</param>
/// <param name="matrix">The transform matrix.</param>
/// <param name="result">The transformed vector.</param>
public static void Transform(ref TSVector vector, ref TSMatrix4x4 matrix, out TSVector4 result)
{
result.x = vector.x * matrix.M11 + vector.y * matrix.M12 + vector.z * matrix.M13 + matrix.M14;
result.y = vector.x * matrix.M21 + vector.y * matrix.M22 + vector.z * matrix.M23 + matrix.M24;
result.z = vector.x * matrix.M31 + vector.y * matrix.M32 + vector.z * matrix.M33 + matrix.M34;
result.w = vector.x * matrix.M41 + vector.y * matrix.M42 + vector.z * matrix.M43 + matrix.M44;
}
public static void Transform(ref TSVector4 vector, ref TSMatrix4x4 matrix, out TSVector4 result)
{
result.x = vector.x * matrix.M11 + vector.y * matrix.M12 + vector.z * matrix.M13 + vector.w * matrix.M14;
result.y = vector.x * matrix.M21 + vector.y * matrix.M22 + vector.z * matrix.M23 + vector.w * matrix.M24;
result.z = vector.x * matrix.M31 + vector.y * matrix.M32 + vector.z * matrix.M33 + vector.w * matrix.M34;
result.w = vector.x * matrix.M41 + vector.y * matrix.M42 + vector.z * matrix.M43 + vector.w * matrix.M44;
}
#endregion
/// <summary>
/// Calculates the dot product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <returns>Returns the dot product of both vectors.</returns>
#region public static FP Dot(JVector vector1, JVector vector2)
public static FP Dot(TSVector4 vector1, TSVector4 vector2)
{
return TSVector4.Dot(ref vector1, ref vector2);
}
/// <summary>
/// Calculates the dot product of both vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <returns>Returns the dot product of both vectors.</returns>
public static FP Dot(ref TSVector4 vector1, ref TSVector4 vector2)
{
return ((vector1.x * vector2.x) + (vector1.y * vector2.y)) + (vector1.z * vector2.z) + (vector1.w * vector2.w);
}
#endregion
/// <summary>
/// Adds two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The sum of both vectors.</returns>
#region public static void Add(JVector value1, JVector value2)
public static TSVector4 Add(TSVector4 value1, TSVector4 value2)
{
TSVector4 result;
TSVector4.Add(ref value1, ref value2, out result);
return result;
}
/// <summary>
/// Adds to vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The sum of both vectors.</param>
public static void Add(ref TSVector4 value1, ref TSVector4 value2, out TSVector4 result)
{
result.x = value1.x + value2.x;
result.y = value1.y + value2.y;
result.z = value1.z + value2.z;
result.w = value1.w + value2.w;
}
#endregion
/// <summary>
/// Divides a vector by a factor.
/// </summary>
/// <param name="value1">The vector to divide.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <returns>Returns the scaled vector.</returns>
public static TSVector4 Divide(TSVector4 value1, FP scaleFactor)
{
TSVector4 result;
TSVector4.Divide(ref value1, scaleFactor, out result);
return result;
}
/// <summary>
/// Divides a vector by a factor.
/// </summary>
/// <param name="value1">The vector to divide.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <param name="result">Returns the scaled vector.</param>
public static void Divide(ref TSVector4 value1, FP scaleFactor, out TSVector4 result)
{
result.x = value1.x / scaleFactor;
result.y = value1.y / scaleFactor;
result.z = value1.z / scaleFactor;
result.w = value1.w / scaleFactor;
}
/// <summary>
/// Subtracts two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The difference of both vectors.</returns>
#region public static JVector Subtract(JVector value1, JVector value2)
public static TSVector4 Subtract(TSVector4 value1, TSVector4 value2)
{
TSVector4 result;
TSVector4.Subtract(ref value1, ref value2, out result);
return result;
}
/// <summary>
/// Subtracts to vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The difference of both vectors.</param>
public static void Subtract(ref TSVector4 value1, ref TSVector4 value2, out TSVector4 result)
{
result.x = value1.x - value2.x;
result.y = value1.y - value2.y;
result.z = value1.z - value2.z;
result.w = value1.w - value2.w;
}
#endregion
/// <summary>
/// Gets the hashcode of the vector.
/// </summary>
/// <returns>Returns the hashcode of the vector.</returns>
#region public override int GetHashCode()
public override int GetHashCode()
{
return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
}
#endregion
/// <summary>
/// Inverses the direction of the vector.
/// </summary>
#region public static JVector Negate(JVector value)
public void Negate()
{
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
this.w = -this.w;
}
/// <summary>
/// Inverses the direction of a vector.
/// </summary>
/// <param name="value">The vector to inverse.</param>
/// <returns>The negated vector.</returns>
public static TSVector4 Negate(TSVector4 value)
{
TSVector4 result;
TSVector4.Negate(ref value, out result);
return result;
}
/// <summary>
/// Inverses the direction of a vector.
/// </summary>
/// <param name="value">The vector to inverse.</param>
/// <param name="result">The negated vector.</param>
public static void Negate(ref TSVector4 value, out TSVector4 result)
{
result.x = -value.x;
result.y = -value.y;
result.z = -value.z;
result.w = -value.w;
}
#endregion
/// <summary>
/// Normalizes the given vector.
/// </summary>
/// <param name="value">The vector which should be normalized.</param>
/// <returns>A normalized vector.</returns>
#region public static JVector Normalize(JVector value)
public static TSVector4 Normalize(TSVector4 value)
{
TSVector4 result;
TSVector4.Normalize(ref value, out result);
return result;
}
/// <summary>
/// Normalizes this vector.
/// </summary>
public void Normalize()
{
FP num2 = ((this.x * this.x) + (this.y * this.y)) + (this.z * this.z) + (this.w * this.w);
FP num = FP.One / FP.Sqrt(num2);
this.x *= num;
this.y *= num;
this.z *= num;
this.w *= num;
}
/// <summary>
/// Normalizes the given vector.
/// </summary>
/// <param name="value">The vector which should be normalized.</param>
/// <param name="result">A normalized vector.</param>
public static void Normalize(ref TSVector4 value, out TSVector4 result)
{
FP num2 = ((value.x * value.x) + (value.y * value.y)) + (value.z * value.z) + (value.w * value.w);
FP num = FP.One / FP.Sqrt(num2);
result.x = value.x * num;
result.y = value.y * num;
result.z = value.z * num;
result.w = value.w * num;
}
#endregion
#region public static void Swap(ref JVector vector1, ref JVector vector2)
/// <summary>
/// Swaps the components of both vectors.
/// </summary>
/// <param name="vector1">The first vector to swap with the second.</param>
/// <param name="vector2">The second vector to swap with the first.</param>
public static void Swap(ref TSVector4 vector1, ref TSVector4 vector2)
{
FP temp;
temp = vector1.x;
vector1.x = vector2.x;
vector2.x = temp;
temp = vector1.y;
vector1.y = vector2.y;
vector2.y = temp;
temp = vector1.z;
vector1.z = vector2.z;
vector2.z = temp;
temp = vector1.w;
vector1.w = vector2.w;
vector2.w = temp;
}
#endregion
/// <summary>
/// Multiply a vector with a factor.
/// </summary>
/// <param name="value1">The vector to multiply.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <returns>Returns the multiplied vector.</returns>
#region public static JVector Multiply(JVector value1, FP scaleFactor)
public static TSVector4 Multiply(TSVector4 value1, FP scaleFactor)
{
TSVector4 result;
TSVector4.Multiply(ref value1, scaleFactor, out result);
return result;
}
/// <summary>
/// Multiply a vector with a factor.
/// </summary>
/// <param name="value1">The vector to multiply.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <param name="result">Returns the multiplied vector.</param>
public static void Multiply(ref TSVector4 value1, FP scaleFactor, out TSVector4 result)
{
result.x = value1.x * scaleFactor;
result.y = value1.y * scaleFactor;
result.z = value1.z * scaleFactor;
result.w = value1.w * scaleFactor;
}
#endregion
/// <summary>
/// Calculates the dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>Returns the dot product of both.</returns>
#region public static FP operator *(JVector value1, JVector value2)
public static FP operator *(TSVector4 value1, TSVector4 value2)
{
return TSVector4.Dot(ref value1, ref value2);
}
#endregion
/// <summary>
/// Multiplies a vector by a scale factor.
/// </summary>
/// <param name="value1">The vector to scale.</param>
/// <param name="value2">The scale factor.</param>
/// <returns>Returns the scaled vector.</returns>
#region public static JVector operator *(JVector value1, FP value2)
public static TSVector4 operator *(TSVector4 value1, FP value2)
{
TSVector4 result;
TSVector4.Multiply(ref value1, value2, out result);
return result;
}
#endregion
/// <summary>
/// Multiplies a vector by a scale factor.
/// </summary>
/// <param name="value2">The vector to scale.</param>
/// <param name="value1">The scale factor.</param>
/// <returns>Returns the scaled vector.</returns>
#region public static JVector operator *(FP value1, JVector value2)
public static TSVector4 operator *(FP value1, TSVector4 value2)
{
TSVector4 result;
TSVector4.Multiply(ref value2, value1, out result);
return result;
}
#endregion
/// <summary>
/// Subtracts two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The difference of both vectors.</returns>
#region public static JVector operator -(JVector value1, JVector value2)
public static TSVector4 operator -(TSVector4 value1, TSVector4 value2)
{
TSVector4 result; TSVector4.Subtract(ref value1, ref value2, out result);
return result;
}
#endregion
/// <summary>
/// Adds two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The sum of both vectors.</returns>
#region public static JVector operator +(JVector value1, JVector value2)
public static TSVector4 operator +(TSVector4 value1, TSVector4 value2)
{
TSVector4 result; TSVector4.Add(ref value1, ref value2, out result);
return result;
}
#endregion
/// <summary>
/// Divides a vector by a factor.
/// </summary>
/// <param name="value1">The vector to divide.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <returns>Returns the scaled vector.</returns>
public static TSVector4 operator /(TSVector4 value1, FP value2)
{
TSVector4 result;
TSVector4.Divide(ref value1, value2, out result);
return result;
}
public TSVector2 ToTSVector2()
{
return new TSVector2(this.x, this.y);
}
public TSVector ToTSVector()
{
return new TSVector(this.x, this.y, this.z);
}
}
}