78 lines
4.0 KiB
C#
78 lines
4.0 KiB
C#
namespace KKdBaseLib
|
|
{
|
|
public struct Vector3
|
|
{
|
|
public float X;
|
|
public float Y;
|
|
public float Z;
|
|
|
|
public Vector3(float X, float Y, float Z)
|
|
{ this.X = X; this.Y = Y; this.Z = Z; }
|
|
|
|
public float Length => (X * X + Y * Y + Z * Z).Sqrt();
|
|
public Vector3 Normalized => this = Length == 0 ? new Vector3() : this / Length;
|
|
|
|
public static Vector3 operator +(Vector3 left, Vector3 right)
|
|
{ left.X += right.X; left.Y += right.Y; left.Z += right.Z; return left; }
|
|
public static Vector3 operator -(Vector3 left, Vector3 right)
|
|
{ left.X -= right.X; left.Y -= right.Y; left.Z -= right.Z; return left; }
|
|
public static Vector3 operator -(Vector3 vec)
|
|
{ vec.X = -vec.X; vec.Y = -vec.Y; vec.Z = -vec.Z; return vec; }
|
|
public static Vector3 operator *(Vector3 vec, float scale)
|
|
{ vec.X *= scale ; vec.Y *= scale ; vec.Z *= scale ; return vec; }
|
|
public static Vector3 operator *( float scale, Vector3 vec)
|
|
{ vec.X *= scale ; vec.Y *= scale ; vec.Z *= scale ; return vec; }
|
|
public static Vector3 operator *(Vector3 vec, Vector3 scale)
|
|
{ vec.X *= scale.X; vec.Y *= scale.Y; vec.Z *= scale.Z; return vec; }
|
|
public static Vector3 operator /(Vector3 vec, float scale)
|
|
{ vec.X /= scale ; vec.Y /= scale ; vec.Z /= scale ; return vec; }
|
|
public static Vector3 operator /(Vector3 vec, Vector3 scale)
|
|
{ vec.X /= scale.X; vec.Y /= scale.Y; vec.Z /= scale.Z; return vec; }
|
|
public static bool operator ==(Vector3 A, Vector3 B) => A.X == B.X && A.Y == B.Y && A.Z == B.Z;
|
|
public static bool operator !=(Vector3 A, Vector3 B) => A.X != B.X || A.Y != B.Y || A.Z != B.Z;
|
|
|
|
public static double Distance (Vector3 left, Vector3 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 double DistanceSquared(Vector3 left, Vector3 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 double Dot(Vector3 left, Vector3 right) =>
|
|
left.X * right.X + left.Y * right.Y + left.Z * right.Z;
|
|
public static Vector3 Cross(Vector3 left, Vector3 right) =>
|
|
new Vector3 { 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 Vector3 Lerp(Vector3 a, Vector3 b, float blend) =>
|
|
new Vector3 { 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 Vector3 Lerp(Vector3 a, Vector3 b, Vector3 blend) =>
|
|
new Vector3 { 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 Vector3 Round( ) =>
|
|
new Vector3 { X = X.Round( ), Y = Y.Round( ), Z = Z.Round( ) };
|
|
public Vector3 Round(int d) =>
|
|
new Vector3 { X = X.Round(d), Y = Y.Round(d), Z = Z.Round(d) };
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
unchecked
|
|
{
|
|
int hashCode = X.GetHashCode();
|
|
hashCode = (hashCode * 397) ^ Y.GetHashCode();
|
|
hashCode = (hashCode * 397) ^ Z.GetHashCode();
|
|
return hashCode;
|
|
}
|
|
}
|
|
public override bool Equals(object obj) =>
|
|
obj is Vector3 vec ? Equals(vec) : false;
|
|
public bool Equals(Vector3 other) =>
|
|
X == other.X && Y == other.Y && Z == other.Z;
|
|
|
|
public override string ToString() => $"({X}; {Y}, {Z})";
|
|
public string ToString(int d) => $"({X.Round(d)}; {Y.Round(d)}, {Z.Round(d)})";
|
|
}
|
|
}
|