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Vector3.cs
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Vector3.cs
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// MIT License - Copyright (C) The Mono.Xna Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using System.Diagnostics;
using System.Text;
using System.Runtime.Serialization;
namespace Microsoft.Xna.Framework
{
/// <summary>
/// Describes a 3D-vector.
/// </summary>
#if XNADESIGNPROVIDED
[System.ComponentModel.TypeConverter(typeof(Microsoft.Xna.Framework.Design.Vector3TypeConverter))]
#endif
[DataContract]
[DebuggerDisplay("{DebugDisplayString,nq}")]
public struct Vector3 : IEquatable<Vector3>
{
#region Private Fields
private static readonly Vector3 zero = new Vector3(0f, 0f, 0f);
private static readonly Vector3 one = new Vector3(1f, 1f, 1f);
private static readonly Vector3 unitX = new Vector3(1f, 0f, 0f);
private static readonly Vector3 unitY = new Vector3(0f, 1f, 0f);
private static readonly Vector3 unitZ = new Vector3(0f, 0f, 1f);
private static readonly Vector3 up = new Vector3(0f, 1f, 0f);
private static readonly Vector3 down = new Vector3(0f, -1f, 0f);
private static readonly Vector3 right = new Vector3(1f, 0f, 0f);
private static readonly Vector3 left = new Vector3(-1f, 0f, 0f);
private static readonly Vector3 forward = new Vector3(0f, 0f, -1f);
private static readonly Vector3 backward = new Vector3(0f, 0f, 1f);
#endregion
#region Public Fields
/// <summary>
/// The x coordinate of this <see cref="Vector3"/>.
/// </summary>
[DataMember]
public float X;
/// <summary>
/// The y coordinate of this <see cref="Vector3"/>.
/// </summary>
[DataMember]
public float Y;
/// <summary>
/// The z coordinate of this <see cref="Vector3"/>.
/// </summary>
[DataMember]
public float Z;
#endregion
#region Public Properties
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 0, 0.
/// </summary>
public static Vector3 Zero
{
get { return zero; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 1, 1, 1.
/// </summary>
public static Vector3 One
{
get { return one; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 1, 0, 0.
/// </summary>
public static Vector3 UnitX
{
get { return unitX; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 1, 0.
/// </summary>
public static Vector3 UnitY
{
get { return unitY; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 0, 1.
/// </summary>
public static Vector3 UnitZ
{
get { return unitZ; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 1, 0.
/// </summary>
public static Vector3 Up
{
get { return up; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, -1, 0.
/// </summary>
public static Vector3 Down
{
get { return down; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 1, 0, 0.
/// </summary>
public static Vector3 Right
{
get { return right; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components -1, 0, 0.
/// </summary>
public static Vector3 Left
{
get { return left; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 0, -1.
/// </summary>
public static Vector3 Forward
{
get { return forward; }
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 0, 1.
/// </summary>
public static Vector3 Backward
{
get { return backward; }
}
#endregion
#region Internal Properties
internal string DebugDisplayString
{
get
{
return string.Concat(
this.X.ToString(), " ",
this.Y.ToString(), " ",
this.Z.ToString()
);
}
}
#endregion
#region Constructors
/// <summary>
/// Constructs a 3d vector with X, Y and Z from three values.
/// </summary>
/// <param name="x">The x coordinate in 3d-space.</param>
/// <param name="y">The y coordinate in 3d-space.</param>
/// <param name="z">The z coordinate in 3d-space.</param>
public Vector3(float x, float y, float z)
{
this.X = x;
this.Y = y;
this.Z = z;
}
/// <summary>
/// Constructs a 3d vector with X, Y and Z set to the same value.
/// </summary>
/// <param name="value">The x, y and z coordinates in 3d-space.</param>
public Vector3(float value)
{
this.X = value;
this.Y = value;
this.Z = value;
}
/// <summary>
/// Constructs a 3d vector with X, Y from <see cref="Vector2"/> and Z from a scalar.
/// </summary>
/// <param name="value">The x and y coordinates in 3d-space.</param>
/// <param name="z">The z coordinate in 3d-space.</param>
public Vector3(Vector2 value, float z)
{
this.X = value.X;
this.Y = value.Y;
this.Z = z;
}
#endregion
#region Public Methods
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <returns>The result of the vector addition.</returns>
public static Vector3 Add(Vector3 value1, Vector3 value2)
{
value1.X += value2.X;
value1.Y += value2.Y;
value1.Z += value2.Z;
return value1;
}
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and
/// <paramref name="value2"/>, storing the result of the
/// addition in <paramref name="result"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <param name="result">The result of the vector addition.</param>
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;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 3d-triangle.
/// </summary>
/// <param name="value1">The first vector of 3d-triangle.</param>
/// <param name="value2">The second vector of 3d-triangle.</param>
/// <param name="value3">The third vector of 3d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 3d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 3d-triangle.</param>
/// <returns>The cartesian translation of barycentric coordinates.</returns>
public static Vector3 Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2)
{
return new Vector3(
MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2));
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 3d-triangle.
/// </summary>
/// <param name="value1">The first vector of 3d-triangle.</param>
/// <param name="value2">The second vector of 3d-triangle.</param>
/// <param name="value3">The third vector of 3d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 3d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 3d-triangle.</param>
/// <param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
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);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The result of CatmullRom interpolation.</returns>
public static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount)
{
return new Vector3(
MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount));
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The result of CatmullRom interpolation as an output parameter.</param>
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);
}
/// <summary>
/// Round the members of this <see cref="Vector3"/> towards positive infinity.
/// </summary>
public void Ceiling()
{
X = (float)Math.Ceiling(X);
Y = (float)Math.Ceiling(Y);
Z = (float)Math.Ceiling(Z);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains members from another vector rounded towards positive infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <returns>The rounded <see cref="Vector3"/>.</returns>
public static Vector3 Ceiling(Vector3 value)
{
value.X = (float)Math.Ceiling(value.X);
value.Y = (float)Math.Ceiling(value.Y);
value.Z = (float)Math.Ceiling(value.Z);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains members from another vector rounded towards positive infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="result">The rounded <see cref="Vector3"/>.</param>
public static void Ceiling(ref Vector3 value, out Vector3 result)
{
result.X = (float)Math.Ceiling(value.X);
result.Y = (float)Math.Ceiling(value.Y);
result.Z = (float)Math.Ceiling(value.Z);
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <returns>The clamped value.</returns>
public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max)
{
return new Vector3(
MathHelper.Clamp(value1.X, min.X, max.X),
MathHelper.Clamp(value1.Y, min.Y, max.Y),
MathHelper.Clamp(value1.Z, min.Z, max.Z));
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <param name="result">The clamped value as an output parameter.</param>
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);
}
/// <summary>
/// Computes the cross product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <returns>The cross product of two vectors.</returns>
public static Vector3 Cross(Vector3 vector1, Vector3 vector2)
{
Cross(ref vector1, ref vector2, out vector1);
return vector1;
}
/// <summary>
/// Computes the cross product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <param name="result">The cross product of two vectors as an output parameter.</param>
public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result)
{
var x = vector1.Y * vector2.Z - vector2.Y * vector1.Z;
var y = -(vector1.X * vector2.Z - vector2.X * vector1.Z);
var z = vector1.X * vector2.Y - vector2.X * vector1.Y;
result.X = x;
result.Y = y;
result.Z = z;
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The distance between two vectors.</returns>
public static float Distance(Vector3 value1, Vector3 value2)
{
float result;
DistanceSquared(ref value1, ref value2, out result);
return (float)Math.Sqrt(result);
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The distance between two vectors as an output parameter.</param>
public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result)
{
DistanceSquared(ref value1, ref value2, out result);
result = (float)Math.Sqrt(result);
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The squared distance between two vectors.</returns>
public static float DistanceSquared(Vector3 value1, Vector3 value2)
{
return (value1.X - value2.X) * (value1.X - value2.X) +
(value1.Y - value2.Y) * (value1.Y - value2.Y) +
(value1.Z - value2.Z) * (value1.Z - value2.Z);
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The squared distance between two vectors as an output parameter.</param>
public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result)
{
result = (value1.X - value2.X) * (value1.X - value2.X) +
(value1.Y - value2.Y) * (value1.Y - value2.Y) +
(value1.Z - value2.Z) * (value1.Z - value2.Z);
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by the components of another <see cref="Vector3"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Divisor <see cref="Vector3"/>.</param>
/// <returns>The result of dividing the vectors.</returns>
public static Vector3 Divide(Vector3 value1, Vector3 value2)
{
value1.X /= value2.X;
value1.Y /= value2.Y;
value1.Z /= value2.Z;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public static Vector3 Divide(Vector3 value1, float divider)
{
float factor = 1 / divider;
value1.X *= factor;
value1.Y *= factor;
value1.Z *= factor;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
public static void Divide(ref Vector3 value1, float divider, out Vector3 result)
{
float factor = 1 / divider;
result.X = value1.X * factor;
result.Y = value1.Y * factor;
result.Z = value1.Z * factor;
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by the components of another <see cref="Vector3"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Divisor <see cref="Vector3"/>.</param>
/// <param name="result">The result of dividing the vectors as an output parameter.</param>
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;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The dot product of two vectors.</returns>
public static float Dot(Vector3 value1, Vector3 value2)
{
return value1.X * value2.X + value1.Y * value2.Y + value1.Z * value2.Z;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The dot product of two vectors as an output parameter.</param>
public static void Dot(ref Vector3 value1, ref Vector3 value2, out float result)
{
result = value1.X * value2.X + value1.Y * value2.Y + value1.Z * value2.Z;
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Object"/>.
/// </summary>
/// <param name="obj">The <see cref="Object"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public override bool Equals(object obj)
{
if (!(obj is Vector3))
return false;
var other = (Vector3)obj;
return X == other.X &&
Y == other.Y &&
Z == other.Z;
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Vector3"/>.
/// </summary>
/// <param name="other">The <see cref="Vector3"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public bool Equals(Vector3 other)
{
return X == other.X &&
Y == other.Y &&
Z == other.Z;
}
/// <summary>
/// Round the members of this <see cref="Vector3"/> towards negative infinity.
/// </summary>
public void Floor()
{
X = (float)Math.Floor(X);
Y = (float)Math.Floor(Y);
Z = (float)Math.Floor(Z);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains members from another vector rounded towards negative infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <returns>The rounded <see cref="Vector3"/>.</returns>
public static Vector3 Floor(Vector3 value)
{
value.X = (float)Math.Floor(value.X);
value.Y = (float)Math.Floor(value.Y);
value.Z = (float)Math.Floor(value.Z);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains members from another vector rounded towards negative infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="result">The rounded <see cref="Vector3"/>.</param>
public static void Floor(ref Vector3 value, out Vector3 result)
{
result.X = (float)Math.Floor(value.X);
result.Y = (float)Math.Floor(value.Y);
result.Z = (float)Math.Floor(value.Z);
}
/// <summary>
/// Gets the hash code of this <see cref="Vector3"/>.
/// </summary>
/// <returns>Hash code of this <see cref="Vector3"/>.</returns>
public override int GetHashCode() {
unchecked
{
var hashCode = X.GetHashCode();
hashCode = (hashCode * 397) ^ Y.GetHashCode();
hashCode = (hashCode * 397) ^ Z.GetHashCode();
return hashCode;
}
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The hermite spline interpolation vector.</returns>
public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount)
{
return new Vector3(MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount),
MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount),
MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount));
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The hermite spline interpolation vector as an output parameter.</param>
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);
}
/// <summary>
/// Returns the length of this <see cref="Vector3"/>.
/// </summary>
/// <returns>The length of this <see cref="Vector3"/>.</returns>
public float Length()
{
return (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
}
/// <summary>
/// Returns the squared length of this <see cref="Vector3"/>.
/// </summary>
/// <returns>The squared length of this <see cref="Vector3"/>.</returns>
public float LengthSquared()
{
return (X * X) + (Y * Y) + (Z * Z);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount)
{
return new Vector3(
MathHelper.Lerp(value1.X, value2.X, amount),
MathHelper.Lerp(value1.Y, value2.Y, amount),
MathHelper.Lerp(value1.Z, value2.Z, amount));
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
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);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains linear interpolation of the specified vectors.
/// Uses <see cref="MathHelper.LerpPrecise"/> on MathHelper for the interpolation.
/// Less efficient but more precise compared to <see cref="Vector3.Lerp(Vector3, Vector3, float)"/>.
/// See remarks section of <see cref="MathHelper.LerpPrecise"/> on MathHelper for more info.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public static Vector3 LerpPrecise(Vector3 value1, Vector3 value2, float amount)
{
return new Vector3(
MathHelper.LerpPrecise(value1.X, value2.X, amount),
MathHelper.LerpPrecise(value1.Y, value2.Y, amount),
MathHelper.LerpPrecise(value1.Z, value2.Z, amount));
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains linear interpolation of the specified vectors.
/// Uses <see cref="MathHelper.LerpPrecise"/> on MathHelper for the interpolation.
/// Less efficient but more precise compared to <see cref="Vector3.Lerp(ref Vector3, ref Vector3, float, out Vector3)"/>.
/// See remarks section of <see cref="MathHelper.LerpPrecise"/> on MathHelper for more info.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
public static void LerpPrecise(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
{
result.X = MathHelper.LerpPrecise(value1.X, value2.X, amount);
result.Y = MathHelper.LerpPrecise(value1.Y, value2.Y, amount);
result.Z = MathHelper.LerpPrecise(value1.Z, value2.Z, amount);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector3"/> with maximal values from the two vectors.</returns>
public static Vector3 Max(Vector3 value1, Vector3 value2)
{
return new Vector3(
MathHelper.Max(value1.X, value2.X),
MathHelper.Max(value1.Y, value2.Y),
MathHelper.Max(value1.Z, value2.Z));
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector3"/> with maximal values from the two vectors as an output parameter.</param>
public static void Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
{
result.X = MathHelper.Max(value1.X, value2.X);
result.Y = MathHelper.Max(value1.Y, value2.Y);
result.Z = MathHelper.Max(value1.Z, value2.Z);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector3"/> with minimal values from the two vectors.</returns>
public static Vector3 Min(Vector3 value1, Vector3 value2)
{
return new Vector3(
MathHelper.Min(value1.X, value2.X),
MathHelper.Min(value1.Y, value2.Y),
MathHelper.Min(value1.Z, value2.Z));
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector3"/> with minimal values from the two vectors as an output parameter.</param>
public static void Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
{
result.X = MathHelper.Min(value1.X, value2.X);
result.Y = MathHelper.Min(value1.Y, value2.Y);
result.Z = MathHelper.Min(value1.Z, value2.Z);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <returns>The result of the vector multiplication.</returns>
public static Vector3 Multiply(Vector3 value1, Vector3 value2)
{
value1.X *= value2.X;
value1.Y *= value2.Y;
value1.Z *= value2.Z;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a multiplication of <see cref="Vector3"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <returns>The result of the vector multiplication with a scalar.</returns>
public static Vector3 Multiply(Vector3 value1, float scaleFactor)
{
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
value1.Z *= scaleFactor;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a multiplication of <see cref="Vector3"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <param name="result">The result of the multiplication with a scalar as an output parameter.</param>
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;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <param name="result">The result of the vector multiplication as an output parameter.</param>
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;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <returns>The result of the vector inversion.</returns>
public static Vector3 Negate(Vector3 value)
{
value = new Vector3(-value.X, -value.Y, -value.Z);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="result">The result of the vector inversion as an output parameter.</param>
public static void Negate(ref Vector3 value, out Vector3 result)
{
result.X = -value.X;
result.Y = -value.Y;
result.Z = -value.Z;
}
/// <summary>
/// Turns this <see cref="Vector3"/> to a unit vector with the same direction.
/// </summary>
public void Normalize()
{
float factor = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
factor = 1f / factor;
X *= factor;
Y *= factor;
Z *= factor;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <returns>Unit vector.</returns>
public static Vector3 Normalize(Vector3 value)
{
float factor = (float)Math.Sqrt((value.X * value.X) + (value.Y * value.Y) + (value.Z * value.Z));
factor = 1f / factor;
return new Vector3(value.X * factor, value.Y * factor, value.Z * factor);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="result">Unit vector as an output parameter.</param>
public static void Normalize(ref Vector3 value, out Vector3 result)
{
float factor = (float)Math.Sqrt((value.X * value.X) + (value.Y * value.Y) + (value.Z * value.Z));
factor = 1f / factor;
result.X = value.X * factor;
result.Y = value.Y * factor;
result.Z = value.Z * factor;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains reflect vector of the given vector and normal.
/// </summary>
/// <param name="vector">Source <see cref="Vector3"/>.</param>
/// <param name="normal">Reflection normal.</param>
/// <returns>Reflected vector.</returns>
public static Vector3 Reflect(Vector3 vector, Vector3 normal)
{
// I is the original array
// N is the normal of the incident plane
// R = I - (2 * N * ( DotProduct[ I,N] ))
Vector3 reflectedVector;
// inline the dotProduct here instead of calling method
float dotProduct = ((vector.X * normal.X) + (vector.Y * normal.Y)) + (vector.Z * normal.Z);
reflectedVector.X = vector.X - (2.0f * normal.X) * dotProduct;
reflectedVector.Y = vector.Y - (2.0f * normal.Y) * dotProduct;
reflectedVector.Z = vector.Z - (2.0f * normal.Z) * dotProduct;
return reflectedVector;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains reflect vector of the given vector and normal.
/// </summary>
/// <param name="vector">Source <see cref="Vector3"/>.</param>
/// <param name="normal">Reflection normal.</param>
/// <param name="result">Reflected vector as an output parameter.</param>
public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result)
{
// I is the original array
// N is the normal of the incident plane
// R = I - (2 * N * ( DotProduct[ I,N] ))
// inline the dotProduct here instead of calling method
float dotProduct = ((vector.X * normal.X) + (vector.Y * normal.Y)) + (vector.Z * normal.Z);
result.X = vector.X - (2.0f * normal.X) * dotProduct;
result.Y = vector.Y - (2.0f * normal.Y) * dotProduct;
result.Z = vector.Z - (2.0f * normal.Z) * dotProduct;
}
/// <summary>
/// Round the members of this <see cref="Vector3"/> towards the nearest integer value.
/// </summary>
public void Round()
{
X = (float)Math.Round(X);
Y = (float)Math.Round(Y);
Z = (float)Math.Round(Z);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains members from another vector rounded to the nearest integer value.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <returns>The rounded <see cref="Vector3"/>.</returns>
public static Vector3 Round(Vector3 value)
{
value.X = (float)Math.Round(value.X);
value.Y = (float)Math.Round(value.Y);
value.Z = (float)Math.Round(value.Z);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains members from another vector rounded to the nearest integer value.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="result">The rounded <see cref="Vector3"/>.</param>
public static void Round(ref Vector3 value, out Vector3 result)
{
result.X = (float)Math.Round(value.X);
result.Y = (float)Math.Round(value.Y);
result.Z = (float)Math.Round(value.Z);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <returns>Cubic interpolation of the specified vectors.</returns>
public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount)
{
return new Vector3(
MathHelper.SmoothStep(value1.X, value2.X, amount),
MathHelper.SmoothStep(value1.Y, value2.Y, amount),
MathHelper.SmoothStep(value1.Z, value2.Z, amount));
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
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);
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains subtraction of on <see cref="Vector3"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <returns>The result of the vector subtraction.</returns>
public static Vector3 Subtract(Vector3 value1, Vector3 value2)
{
value1.X -= value2.X;
value1.Y -= value2.Y;
value1.Z -= value2.Z;