using System.Runtime.InteropServices; namespace KKdBaseLib { [StructLayout(LayoutKind.Explicit)] public struct Vec3 { [FieldOffset(0x00)] public float X; [FieldOffset(0x04)] public float Y; [FieldOffset(0x08)] public float Z; public Vec3(float val) { X = val; Y = val; Z = val; } public Vec3(float X, float Y) { this.X = X; this.Y = Y; Z = 0.0f; } public Vec3(float X, float Y, float Z) { this.X = X; this.Y = Y; this.Z = Z; } public Vec3(Vec2 vec) { X = vec.X; Y = vec.Y; Z = 0.0f; } public Vec3(Vec2 vec, float Z) { X = vec.X; Y = vec.Y; this.Z = Z; } public Vec3(Vec4 vec) { X = vec.X; Y = vec.Y; Z = vec.Z; } public Vec2 XY => new Vec2(X, Y); public float Length => (X * X + Y * Y + Z * Z).Sqrt(); public float LengthSquared => X * X + Y * Y + Z * Z; public Vec3 Normalized => this = Length == 0.0f ? new Vec3() : this * (1.0f / Length); public static Vec3 operator +(Vec3 left, Vec3 right) { left.X += right.X; left.Y += right.Y; left.Z += right.Z; return left; } public static Vec3 operator -(Vec3 left, Vec3 right) { left.X -= right.X; left.Y -= right.Y; left.Z -= right.Z; return left; } public static Vec3 operator -(Vec3 vec) { vec.X = -vec.X; vec.Y = -vec.Y; vec.Z = -vec.Z; return vec; } public static Vec3 operator *( Vec3 vec, float scale) { vec.X *= scale ; vec.Y *= scale ; vec.Z *= scale ; return vec; } public static Vec3 operator *(float scale, Vec3 vec) { vec.X *= scale ; vec.Y *= scale ; vec.Z *= scale ; return vec; } public static Vec3 operator *( Vec3 vec, Vec3 scale) { vec.X *= scale.X; vec.Y *= scale.Y; vec.Z *= scale.Z; return vec; } public static Vec3 operator /( Vec3 vec, float scale) { vec.X /= scale ; vec.Y /= scale ; vec.Z /= scale ; return vec; } public static Vec3 operator /( Vec3 vec, Vec3 scale) { vec.X /= scale.X; vec.Y /= scale.Y; vec.Z /= scale.Z; return vec; } public static bool operator ==(Vec3 A, Vec3 B) => A.X == B.X && A.Y == B.Y && A.Z == B.Z; public static bool operator !=(Vec3 A, Vec3 B) => A.X != B.X || A.Y != B.Y || A.Z != B.Z; public static Vec3 operator *(Vec3 vec, Mat3 mat) => new Vec3(vec.X * mat.Row0.X + vec.Y * mat.Row1.X + vec.Z * mat.Row2.X, vec.X * mat.Row0.Y + vec.Y * mat.Row1.Y + vec.Z * mat.Row2.Y, vec.X * mat.Row0.Z + vec.Y * mat.Row1.Z + vec.Z * mat.Row2.Z); public static float Distance (Vec3 left, Vec3 right) => ((right.X - left.X) * (right.X - left.X) + (right.Y - left.Y) * (right.Y - left.Y) + (right.Z - left.Z) * (right.Z - left.Z)).Sqrt(); public static float DistanceSquared(Vec3 left, Vec3 right) => (right.X - left.X) * (right.X - left.X) + (right.Y - left.Y) * (right.Y - left.Y) + (right.Z - left.Z) * (right.Z - left.Z); public static float Dot(Vec3 left, Vec3 right) => left.X * right.X + left.Y * right.Y + left.Z * right.Z; public static Vec3 Cross(Vec3 left, Vec3 right) => new Vec3 { X = left.Y * right.Z - left.Z * right.Y, Y = left.Z * right.X - left.X * right.Z, Z = left.X * right.Y - left.Y * right.X, }; public static Vec3 Lerp(Vec3 a, Vec3 b, float blend) => new Vec3 { X = blend * (b.X - a.X) + a.X, Y = blend * (b.Y - a.Y) + a.Y, Z = blend * (b.Z - a.Z) + a.Z }; public static Vec3 Lerp(Vec3 a, Vec3 b, Vec3 blend) => new Vec3 { X = blend.X * (b.X - a.X) + a.X, Y = blend.Y * (b.Y - a.Y) + a.Y, Z = blend.Z * (b.Z - a.Z) + a.Z }; public Vec3 Round( ) => new Vec3 { X = X.Round( ), Y = Y.Round( ), Z = Z.Round( ) }; public Vec3 Round(int d) => new Vec3 { X = X.Round(d), Y = Y.Round(d), Z = Z.Round(d) }; public bool Equals(Vec3 other) => X == other.X && Y == other.Y && Z == other.Z; public override bool Equals(object obj) => base.Equals(obj); public override int GetHashCode() => base.GetHashCode(); public override string ToString() => $"({X}; {Y}; {Z})"; public string ToString(int d) => $"({X.Round(d)}; {Y.Round(d)}; {Z.Round(d)})"; } }