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Vector3.cs
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#region License
// Copyright (c) 2009 Sander van Rossen
//
// 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.Diagnostics;
namespace RealtimeCSG
{
[DebuggerDisplay("{X} {Y} {Z}")]
public sealed class Vector3
{
public float X;
public float Y;
public float Z;
public bool IsValid()
{
return (!float.IsNaN(X) && !float.IsInfinity(X) &&
!float.IsNaN(Y) && !float.IsInfinity(Y) &&
!float.IsNaN(Z) && !float.IsInfinity(Z));
}
public Vector3()
{
}
public Vector3(Vector3 inVector)
{
X = inVector.X;
Y = inVector.Y;
Z = inVector.Z;
}
public Vector3(float inX, float inY, float inZ)
{
X = inX;
Y = inY;
Z = inZ;
}
public void Multiply(float scalar)
{
this.X *= scalar;
this.Y *= scalar;
this.Z *= scalar;
}
public static Vector3 operator *(float scalar, Vector3 vector)
{
return new Vector3((scalar * vector.X),
(scalar * vector.Y),
(scalar * vector.Z));
}
public static Vector3 operator *(Vector3 vector, float scalar)
{
return new Vector3((vector.X * scalar),
(vector.Y * scalar),
(vector.Z * scalar));
}
public static Vector3 operator -(Vector3 left, Vector3 right)
{
return new Vector3((left.X - right.X),
(left.Y - right.Y),
(left.Z - right.Z));
}
public static Vector3 operator +(Vector3 left, Vector3 right)
{
return new Vector3((left.X + right.X),
(left.Y + right.Y),
(left.Z + right.Z));
}
public float DotProduct(Vector3 right)
{
return (X * right.X) +
(Y * right.Y) +
(Z * right.Z);
}
public static float DotProduct(Vector3 left, Vector3 right)
{
return (left.X * right.X) +
(left.Y * right.Y) +
(left.Z * right.Z);
}
public static Vector3 CrossProduct(Vector3 left, Vector3 right)
{
return new Vector3((left.Y * right.Z) - (left.Z * right.Y),
(left.Z * right.X) - (left.X * right.Z),
(left.X * right.Y) - (left.Y * right.X));
}
public Vector3 CrossProduct(Vector3 right)
{
return new Vector3( (Y * right.Z) - (Z * right.Y),
(Z * right.X) - (X * right.Z),
(X * right.Y) - (Y * right.X));
}
public static Vector3 Add(Vector3 left, Vector3 right)
{
return new Vector3((left.X + right.X),
(left.Y + right.Y),
(left.Z + right.Z));
}
public static Vector3 Subtract(Vector3 left, Vector3 right)
{
return new Vector3((left.X - right.X),
(left.Y - right.Y),
(left.Z - right.Z));
}
public Vector3 Negated()
{
return new Vector3(-this.X,
-this.Y,
-this.Z);
}
}
}