Habe eigene Vektor-Implementationen hinzugefügt

master
mono 4 years ago
parent d17d609671
commit 3f536bd103

@ -51,7 +51,13 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="JuicyGraphics\math\doubleExtentions.cs" />
<Compile Include="JuicyGraphics\math\normalizeVectorException.cs" />
<Compile Include="JuicyGraphics\math\vec2.cs" />
<Compile Include="JuicyGraphics\math\vec3.cs" />
<Compile Include="JuicyGraphics\renderer\graphicalObjects\gridBackground.cs" />
<Compile Include="JuicyGraphics\renderer\stain.cs" />
<Compile Include="JuicyGraphics\renderer\stainGraphicTexture.cs" />
<Compile Include="SharpGL\Matrix.cs" />
<Compile Include="JuicyGraphics\renderer\camera2D.cs" />
<Compile Include="JuicyGraphics\renderer\iGraphicalObject.cs" />
@ -66,7 +72,7 @@
<Compile Include="JuicyGraphics\ui\mainForm.Designer.cs">
<DependentUpon>mainForm.cs</DependentUpon>
</Compile>
<Compile Include="JuicyGraphics\Program.cs" />
<Compile Include="JuicyGraphics\app.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="SharpGL\DIBSection.cs" />
<Compile Include="SharpGL\Enumerations\OpenGLEnumerations.cs" />
@ -124,8 +130,6 @@
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<ItemGroup>
<Folder Include="JuicyGraphics\math\" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

@ -1,11 +1,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace JuicyGraphics {
static class Program {
static class app {
/// <summary>
/// The main entry point for the application.
/// </summary>

@ -0,0 +1,58 @@
using System;
namespace JuicyGraphics.Mathematics {
public static class doubleExtension {
public static bool almostEqualsWithAbsTolerance(this double a, double b, double maxAbsoluteError) {
double diff = Math.Abs(a - b);
if (a.Equals(b)) {
return true;
}
return diff <= maxAbsoluteError;
}
public static bool almostEqualsWithAbsOrRelativeTolerance(
this double a,
double b,
double maxAbsoluteError,
double maxRelativeError) {
if (almostEqualsWithAbsTolerance(a, b, maxAbsoluteError)) {
return true;
}
double absA = Math.Abs(a);
double absB = Math.Abs(b);
double relativeError;
if (absB > absA) {
relativeError = Math.Abs((a - b) / b);
}
else {
relativeError = Math.Abs((a - b) / a);
}
return relativeError <= maxRelativeError;
}
public static bool almostEqualsWithAbsOrUlpsTolerance(
this double a,
double b,
double maxAbsoluteError,
long maxUlps) {
if (almostEqualsWithAbsTolerance(a, b, maxAbsoluteError)) {
return true;
}
long longA = BitConverter.DoubleToInt64Bits(a);
longA = longA < 0 ? (long)(0x8000000000000000 - (ulong)longA) : longA;
long longB = BitConverter.DoubleToInt64Bits(b);
longB = longB < 0 ? (long)(0x8000000000000000 - (ulong)longB) : longB;
long diff = Math.Abs(longA - longB);
return diff <= maxUlps;
}
}
}

@ -0,0 +1,23 @@
using System;
using System.Runtime.Serialization;
namespace JuicyGraphics.Exceptions {
[Serializable]
public class normalizeVectorException : Exception {
public normalizeVectorException() {
}
public normalizeVectorException(string message)
: base(message) {
}
public normalizeVectorException(string message, Exception innerException)
: base(message, innerException) {
}
protected normalizeVectorException(SerializationInfo info, StreamingContext context)
: base(info, context) {
}
}
}

@ -0,0 +1,637 @@
using System;
using System.ComponentModel;
using System.Xml.Serialization;
namespace JuicyGraphics.Mathematics {
using Exceptions;
[ImmutableObject(true), Serializable]
public struct vec2
: IComparable, IComparable<vec2>, IEquatable<vec2>, IFormattable {
private readonly double _x;
private readonly double _y;
public vec2(double x, double y) {
this._x = x;
this._y = y;
}
public vec2(double[] xy) {
if (xy.Length == 2) {
this._x = xy[0];
this._y = xy[1];
}
else {
throw new ArgumentException(TWO_COMPONENTS);
}
}
public vec2(vec2 v1) {
this._x = v1.x;
this._y = v1.y;
}
public double x {
get {
return _x;
}
}
public double y {
get {
return _y;
}
}
public vec2 xx {
get {
return new vec2(_x, _x);
}
}
public vec2 xy {
get {
return this;
}
}
public vec2 yx {
get {
return new vec2(_y, _x);
}
}
public vec2 yy {
get {
return new vec2(_y, _y);
}
}
public vec2 normal {
get {
return this.normalize();
}
}
public double magnitude {
get {
return Math.Sqrt(this.sumComponentSqrs());
}
}
[XmlIgnore]
public double[] array {
get {
return new[] { this.x, this.y };
}
}
public double this[int index] {
get {
switch (index) {
case 0:
return this._x;
case 1:
return this._y;
default:
throw new ArgumentException(TWO_COMPONENTS, "index");
}
}
}
public static vec2 operator +(vec2 v1, vec2 v2) {
return new vec2(
v1.x + v2.x,
v1.y + v2.y);
}
public static vec2 operator -(vec2 v1, vec2 v2) {
return new vec2(
v1.x - v2.x,
v1.y - v2.y);
}
public static vec2 operator *(vec2 v1, double s2) {
return
new vec2(
v1.x * s2,
v1.y * s2);
}
public static vec2 operator *(double s1, vec2 v2) {
return v2 * s1;
}
public static vec2 operator /(vec2 v1, double s2) {
return new vec2(
v1.x / s2,
v1.y / s2);
}
public static vec2 operator -(vec2 v1) {
return new vec2(
-v1.x,
-v1.y);
}
public static vec2 operator +(vec2 v1) {
return new vec2(
+v1.x,
+v1.y);
}
public static bool operator <(vec2 v1, vec2 v2) {
return v1.sumComponentSqrs() < v2.sumComponentSqrs();
}
public static bool operator >(vec2 v1, vec2 v2) {
return v1.sumComponentSqrs() > v2.sumComponentSqrs();
}
public static bool operator <=(vec2 v1, vec2 v2) {
return v1.sumComponentSqrs() <= v2.sumComponentSqrs();
}
public static bool operator >=(vec2 v1, vec2 v2) {
return v1.sumComponentSqrs() >= v2.sumComponentSqrs();
}
public static bool operator ==(vec2 v1, vec2 v2) {
return
v1.x == v2.x &&
v1.y == v2.y;
}
public static bool operator !=(vec2 v1, vec2 v2) {
return !(v1 == v2);
}
public static vec2 scale(vec2 vector, double magnitude) {
if (magnitude < 0) {
throw new ArgumentOutOfRangeException("magnitude", magnitude, NEGATIVE_magnitude);
}
if (vector == new vec2(0, 0)) {
throw new ArgumentException(ORIGIN_VECTOR_magnitude, "vector");
}
return vector * (magnitude / vector.magnitude);
}
public vec2 scale(double magnitude) {
return vec2.scale(this, magnitude);
}
public static double dotProduct(vec2 v1, vec2 v2) {
return
v1.x * v2.x +
v1.y * v2.y;
}
public double dotProduct(vec2 other) {
return dotProduct(this, other);
}
public static vec2 normalize(vec2 v1) {
if (double.IsInfinity(v1.magnitude)) {
v1 = normalizeSpecialCasesOrOrigional(v1);
if (v1.isNaN()) {
throw new normalizeVectorException(NORMALIZE_Inf);
}
}
if (v1.magnitude == 0) {
throw new normalizeVectorException(NORMALIZE_0);
}
if (v1.isNaN()) {
throw new normalizeVectorException(NORMALIZE_NaN);
}
return normalizeOrNaN(v1);
}
public static vec2 normalizeOrDefault(vec2 v1) {
v1 = normalizeSpecialCasesOrOrigional(v1);
if (v1.magnitude == 0) {
return origin;
}
if (v1.isNaN()) {
return NaN;
}
return normalizeOrNaN(v1);
}
public vec2 normalize() {
return normalize(this);
}
public vec2 normalizeOrDefault() {
return normalizeOrDefault(this);
}
private static vec2 normalizeOrNaN(vec2 v1) {
double inverse = 1 / v1.magnitude;
return new vec2(
v1.x * inverse,
v1.y * inverse);
}
private static vec2 normalizeSpecialCasesOrOrigional(vec2 v1) {
if (double.IsInfinity(v1.magnitude)) {
var x = v1.x == 0 ? 0 : v1.x == -0 ? -0 : double.IsPositiveInfinity(v1.x) ? 1 : double.IsNegativeInfinity(v1.x) ? -1 : double.NaN;
var y = v1.y == 0 ? 0 : v1.y == -0 ? -0 : double.IsPositiveInfinity(v1.y) ? 1 : double.IsNegativeInfinity(v1.y) ? -1 : double.NaN;
return new vec2(x, y);
}
return v1;
}
public static vec2 interpolate(vec2 v1, vec2 v2, double control, bool allowExtrapolation) {
if (!allowExtrapolation && (control > 1 || control < 0)) {
throw new ArgumentOutOfRangeException(
"control",
control,
INTERPOLATION_RANGE + "\n" + ARGUMENT_VALUE + control);
}
return new vec2(
v1.x * (1 - control) + v2.x * control,
v1.y * (1 - control) + v2.y * control);
}
public static vec2 interpolate(vec2 v1, vec2 v2, double control) {
return interpolate(v1, v2, control, false);
}
public vec2 interpolate(vec2 other, double control) {
return interpolate(this, other, control);
}
public vec2 interpolate(vec2 other, double control, bool allowExtrapolation) {
return interpolate(this, other, control);
}
public static double distance(vec2 v1, vec2 v2) {
return Math.Sqrt(
(v1.x - v2.x) * (v1.x - v2.x) +
(v1.y - v2.y) * (v1.y - v2.y));
}
public double distance(vec2 other) {
return distance(this, other);
}
public static double angle(vec2 v1, vec2 v2) {
if (v1 == v2) {
return 0;
}
return
Math.Acos(
Math.Min(1.0f, normalizeOrDefault(v1).dotProduct(normalizeOrDefault(v2))));
}
public double angle(vec2 other) {
return angle(this, other);
}
public static vec2 max(vec2 v1, vec2 v2) {
return v1 >= v2 ? v1 : v2;
}
public vec2 max(vec2 other) {
return max(this, other);
}
public static vec2 min(vec2 v1, vec2 v2) {
return v1 <= v2 ? v1 : v2;
}
public vec2 min(vec2 other) {
return min(this, other);
}
public static vec2 rotate(vec2 v1, double rad) {
double x = (v1.x * Math.Cos(rad)) - (v1.y * Math.Sin(rad));
double y = (v1.x * Math.Sin(rad)) + (v1.y * Math.Cos(rad));
return new vec2(x, y);
}
public vec2 rotate(double rad) {
return rotate(this, rad);
}
public static vec2 rotate(vec2 v1, double xOff, double yOff, double rad) {
double x = (v1.x * Math.Cos(rad)) - (v1.y * Math.Sin(rad)) + (xOff * (1 - Math.Cos(rad)) + yOff * Math.Sin(rad));
double y = (v1.x * Math.Sin(rad)) + (v1.y * Math.Cos(rad)) + (yOff * (1 - Math.Cos(rad)) - xOff * Math.Sin(rad));
return new vec2(x, y);
}
public vec2 rotate(double xOff, double yOff, double rad) {
return rotate(this, xOff, yOff, rad);
}
public static vec2 projection(vec2 v1, vec2 v2) {
return new vec2(v2 * (v1.dotProduct(v2) / Math.Pow(v2.magnitude, 2)));
}
public vec2 projection(vec2 direction) {
return projection(this, direction);
}
public static vec2 rejection(vec2 v1, vec2 v2) {
return v1 - v1.projection(v2);
}
public vec2 rejection(vec2 direction) {
return rejection(this, direction);
}
public vec2 reflection(vec2 reflector) {
this = vec2.reflection(this, reflector);
return this;
}
public static vec2 reflection(vec2 v1, vec2 v2) {
if (Math.Abs(Math.Abs(v1.angle(v2)) - Math.PI / 2) < Double.Epsilon) {
return -v1;
}
vec2 retval = new vec2(2 * v1.projection(v2) - v1);
return retval.scale(v1.magnitude);
}
public static Double abs(vec2 v1) {
return v1.magnitude;
}
public double abs() {
return this.magnitude;
}
public static double sumComponents(vec2 v1) {
return v1.x + v1.y;
}
public double sumComponents() {
return sumComponents(this);
}
public static double sumComponentSqrs(vec2 v1) {
vec2 v2 = sqrComponents(v1);
return v2.sumComponents();
}
public double sumComponentSqrs() {
return sumComponentSqrs(this);
}
public static vec2 powComponents(vec2 v1, double power) {
return new vec2(
Math.Pow(v1.x, power),
Math.Pow(v1.y, power));
}
public vec2 powComponents(double power) {
return powComponents(this, power);
}
public static vec2 sqrtComponents(vec2 v1) {
return new vec2(
Math.Sqrt(v1.x),
Math.Sqrt(v1.y));
}
public vec2 sqrtComponents() {
return sqrtComponents(this);
}
public static vec2 sqrComponents(vec2 v1) {
return new vec2(
v1.x * v1.x,
v1.y * v1.y);
}
public vec2 sqrComponents() {
return sqrComponents(this);
}
public static vec2 round(vec2 v1) {
return new vec2(Math.Round(v1.x), Math.Round(v1.y));
}
public static vec2 round(vec2 v1, int digits) {
return new vec2(Math.Round(v1.x, digits), Math.Round(v1.y, digits));
}
public static vec2 round(vec2 v1, MidpointRounding mode) {
return new vec2(Math.Round(v1.x, mode), Math.Round(v1.y, mode));
}
public static vec2 round(vec2 v1, int digits, MidpointRounding mode) {
return new vec2(Math.Round(v1.x, digits, mode), Math.Round(v1.y, digits, mode));
}
public vec2 round() {
return new vec2(Math.Round(this.x), Math.Round(this.y));
}
public vec2 round(int digits) {
return new vec2(Math.Round(this.x, digits), Math.Round(this.y, digits));
}
public vec2 round(MidpointRounding mode) {
return new vec2(Math.Round(this.x, mode), Math.Round(this.y, mode));
}
public vec2 round(int digits, MidpointRounding mode) {
return new vec2(Math.Round(this.x, digits, mode), Math.Round(this.y, digits, mode));
}
public override string ToString() {
return this.ToString(null, null);
}
public string ToVerbString() {
string output = null;
if (this.isUnitVector()) {
output += UNIT_VECTOR;
}
else {
output += POSITIONAL_VECTOR;
}
output += string.Format("( x={0}, y={1} )", this.x, this.y);
output += magnitude + this.magnitude;
return output;
}
public string ToString(string format, IFormatProvider formatProvider) {
if (format == null || format == "") {
return string.Format("({0}, {1})", this.x, this.y);
}
char firstChar = format[0];
string remainder = null;
if (format.Length > 1) {
remainder = format.Substring(1);
}
switch (firstChar) {
case 'x': return this.x.ToString(remainder, formatProvider);
case 'y': return this.y.ToString(remainder, formatProvider);
default:
return String.Format(
"({0}, {1})",
this.x.ToString(format, formatProvider),
this.y.ToString(format, formatProvider));
}
}
public override int GetHashCode() {
unchecked {
var hashCode = this.x.GetHashCode();
hashCode = (hashCode * 397) ^ this.y.GetHashCode();
return hashCode;
}
}
public override bool Equals(object other) {
if (other is vec2) {
return other.Equals(this);
}
else {
return false;
}
}
public bool Equals(object other, double tolerance) {
if (other is vec2) {
return this.Equals((vec2)other, tolerance);
}
return false;
}
public bool Equals(vec2 other) {
return
this.x.Equals(other.x) &&
this.y.Equals(other.y);
}
public bool Equals(vec2 other, double tolerance) {
return
this.x.almostEqualsWithAbsTolerance(other.x, tolerance) &&
this.y.almostEqualsWithAbsTolerance(other.y, tolerance);
}
public int CompareTo(vec2 other) {
if (this < other) {
return -1;
}
if (this > other) {
return 1;
}
return 0;
}
public int CompareTo(object other) {
if (other is vec2) {
return this.CompareTo((vec2)other);
}
throw new ArgumentException(
NON_VECTOR_COMPARISON + "\n" + ARGUMENT_TYPE + other.GetType().ToString(),
"other");
}
public int CompareTo(vec2 other, double tolerance) {
var bothInfinite = double.IsInfinity(this.sumComponentSqrs()) && double.IsInfinity(other.sumComponentSqrs());
if (this.Equals(other, tolerance) || bothInfinite) {
return 0;
}
if (this < other) {
return -1;
}
return 1;
}
public int CompareTo(object other, double tolerance) {
if (other is vec2) {
return this.CompareTo((vec2)other, tolerance);
}
throw new ArgumentException(
NON_VECTOR_COMPARISON + "\n" + ARGUMENT_TYPE + other.GetType().ToString(),
"other");
}
public static bool isUnitVector(vec2 v1, double tolerance) {
return v1.magnitude.almostEqualsWithAbsTolerance(1, tolerance);
}
public static bool isUnitVector(vec2 v1) {
return v1.magnitude == 1;
}
public bool isUnitVector() {
return isUnitVector(this);
}
public bool isUnitVector(double tolerance) {
return isUnitVector(this, tolerance);
}
public static bool isNaN(vec2 v1) {
return double.IsNaN(v1.x) || double.IsNaN(v1.y);
}
public bool isNaN() {
return isNaN(this);
}
public static readonly vec2 origin = new vec2(0, 0);
public static readonly vec2 right = new vec2(1, 0);
public static readonly vec2 left = new vec2(-1, 0);
public static readonly vec2 down = new vec2(0, 1);
public static readonly vec2 up = new vec2(0, -1);
private const string NORMALIZE_NaN = "Cannot normalize a vector when it's magnitude is NaN";
private const string NORMALIZE_0 = "Cannot normalize a vector when it's magnitude is zero";
private const string NORMALIZE_Inf = "Cannot normalize a vector when it's magnitude is infinite except under special conditions";
private const string TWO_COMPONENTS = "Array must contain exactly two components (x, y)";
private const string INTERPOLATION_RANGE = "Control parameter must be a value between 0 & 1";
private const string NON_VECTOR_COMPARISON = "Cannot compare a vec2 to a non-vec2";
private const string ARGUMENT_TYPE = "The argument provided is a type of ";
private const string ARGUMENT_VALUE = "The argument provided has a value of ";
private const string ARGUMENT_LENGTH = "The argument provided has a length of ";
private const string NEGATIVE_magnitude = "The magnitude of a vec2 must be a positive value, (i.e. greater than 0)";
private const string ORIGIN_VECTOR_magnitude = "Cannot change the magnitude of vec2(0, 0)";
private const string UNIT_VECTOR = "Unit vector composing of ";
private const string POSITIONAL_VECTOR = "Positional vector composing of ";
private const string MAGNITUDE = " of magnitude ";
public static readonly vec2 minValue = new vec2(Double.MinValue, Double.MinValue);
public static readonly vec2 maxValue = new vec2(Double.MaxValue, Double.MaxValue);
public static readonly vec2 epsilon = new vec2(Double.Epsilon, Double.Epsilon);
public static readonly vec2 zero = origin;
public static readonly vec2 NaN = new vec2(double.NaN, double.NaN);
}
}

@ -0,0 +1,956 @@
using System;
using System.ComponentModel;
using System.Xml.Serialization;
namespace JuicyGraphics.Mathematics {
using Exceptions;
[ImmutableObject(true), Serializable]
public struct vec3
: IComparable, IComparable<vec3>, IEquatable<vec3>, IFormattable {
private readonly double _x;
private readonly double _y;
private readonly double _z;
public vec3(double x, double y, double z) {
_x = x;
_y = y;
_z = z;
}
public vec3(double[] xyz) {
if (xyz.Length == 3) {
_x = xyz[0];
_y = xyz[1];
_z = xyz[2];
}
else {
throw new ArgumentException(THREE_COMPONENTS);
}
}
public vec3(vec3 v1) {
_x = v1.x;
_y = v1.y;
_z = v1.z;
}
public double x {
get {
return _x;
}
}
public double y {
get {
return _y;
}
}
public double z {
get {
return _z;
}
}
public vec2 xx {
get {
return new vec2(_x, _x);
}
}
public vec2 xy {
get {
return new vec2(_x, _y);
}
}
public vec2 yx {
get {
return new vec2(_y, _x);
}
}
public vec2 yy {
get {
return new vec2(_y, _y);
}
}
public vec3 xxx {
get {
return new vec3(_x, _x, _x);
}
}
public vec3 xxy {
get {
return new vec3(_x, _x, _y);
}
}
public vec3 xxz {
get {
return new vec3(_x, _x, _z);
}
}
public vec3 xyx {
get {
return new vec3(_x, _y, _x);
}
}
public vec3 xyy {
get {
return new vec3(_x, _y, _y);
}
}
public vec3 xyz {
get {
return new vec3(_x, _y, _z);
}
}
public vec3 xzx {
get {
return new vec3(_x, _z, _x);
}
}
public vec3 xzy {
get {
return new vec3(_x, _z, _y);
}
}
public vec3 xzz {
get {
return new vec3(_x, _z, _z);
}
}
public vec3 yxx {
get {
return new vec3(_y, _x, _x);
}
}
public vec3 yxy {
get {
return new vec3(_y, _x, _y);
}
}
public vec3 yxz {
get {
return new vec3(_y, _x, _z);
}
}
public vec3 yyx {
get {
return new vec3(_y, _y, _x);
}
}
public vec3 yyy {
get {
return new vec3(_y, _y, _y);
}
}
public vec3 yyz {
get {
return new vec3(_y, _y, _z);
}
}
public vec3 yzx {
get {
return new vec3(_y, _z, _x);
}
}
public vec3 yzy {
get {
return new vec3(_y, _z, _y);
}
}
public vec3 yzz {
get {
return new vec3(_y, _z, _z);
}
}
public vec3 zxx {
get {
return new vec3(_z, _x, _x);
}
}
public vec3 zxy {
get {
return new vec3(_z, _x, _y);
}
}
public vec3 zxz {
get {
return new vec3(_z, _x, _z);
}
}
public vec3 zyx {
get {
return new vec3(_z, _y, _x);
}
}
public vec3 zyy {
get {
return new vec3(_z, _y, _y);
}
}
public vec3 zyz {
get {
return new vec3(_z, _y, _z);
}
}
public vec3 zzx {
get {
return new vec3(_z, _z, _x);
}
}
public vec3 zzy {
get {
return new vec3(_z, _z, _y);
}
}
public vec3 zzz {
get {
return new vec3(_z, _z, _z);
}
}
public vec3 normal {
get {
return normalize();
}
}
public double magnitude {
get {
return Math.Sqrt(sumComponentSqrs());
}
}
[XmlIgnore]
public double[] array {
get {
return new[] { _x, _y, _z };
}
}
public double this[int index] {
get {
switch (index) {
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
throw new ArgumentException(THREE_COMPONENTS, "index");
}
}
}
public static vec3 operator +(vec3 v1, vec3 v2) {
return new vec3(
v1.x + v2.x,
v1.y + v2.y,
v1.z + v2.z);
}
public static vec3 operator -(vec3 v1, vec3 v2) {
return new vec3(
v1.x - v2.x,
v1.y - v2.y,
v1.z - v2.z);
}
public static vec3 operator *(vec3 v1, double s2) {
return
new vec3(
v1.x * s2,
v1.y * s2,
v1.z * s2);
}
public static vec3 operator *(double s1, vec3 v2) {
return v2 * s1;
}
public static vec3 operator /(vec3 v1, double s2) {
return new vec3(
v1.x / s2,
v1.y / s2,
v1.z / s2);
}
public static vec3 operator -(vec3 v1) {
return new vec3(
-v1.x,
-v1.y,
-v1.z);
}
public static vec3 operator +(vec3 v1) {
return new vec3(
+v1.x,
+v1.y,
+v1.z);
}
public static bool operator <(vec3 v1, vec3 v2) {
return v1.sumComponentSqrs() < v2.sumComponentSqrs();
}
public static bool operator >(vec3 v1, vec3 v2) {
return v1.sumComponentSqrs() > v2.sumComponentSqrs();
}
public static bool operator <=(vec3 v1, vec3 v2) {
return v1.sumComponentSqrs() <= v2.sumComponentSqrs();
}
public static bool operator >=(vec3 v1, vec3 v2) {
return v1.sumComponentSqrs() >= v2.sumComponentSqrs();
}
public static bool operator ==(vec3 v1, vec3 v2) {
return
v1.x == v2.x &&
v1.y == v2.y &&
v1.z == v2.z;
}
public static bool operator !=(vec3 v1, vec3 v2) {
return !(v1 == v2);
}
public static vec3 scale(vec3 vector, double magnitude) {
if (magnitude < 0) {
throw new ArgumentOutOfRangeException("magnitude", magnitude, NEGATIVE_magnitude);
}
if (vector == new vec3(0, 0, 0)) {
throw new ArgumentException(ORIGIN_VECTOR_magnitude, "vector");
}
return vector * (magnitude / vector.magnitude);
}
public vec3 scale(double magnitude) {
return vec3.scale(this, magnitude);
}
public static vec3 crossProduct(vec3 v1, vec3 v2) {
return
new vec3(
v1.y * v2.z - v1.z * v2.y,
v1.z * v2.x - v1.x * v2.z,
v1.x * v2.y - v1.y * v2.x);
}
public vec3 crossProduct(vec3 other) {
return crossProduct(this, other);
}
public static double dotProduct(vec3 v1, vec3 v2) {
return
v1.x * v2.x +
v1.y * v2.y +
v1.z * v2.z;
}
public double dotProduct(vec3 other) {
return dotProduct(this, other);
}
public static double mixedProduct(vec3 v1, vec3 v2, vec3 v3) {
return dotProduct(crossProduct(v1, v2), v3);
}
public double mixedProduct(vec3 other_v1, vec3 other_v2) {
return dotProduct(crossProduct(this, other_v1), other_v2);
}
public static vec3 normalize(vec3 v1) {
if (double.IsInfinity(v1.magnitude)) {
v1 = normalizeSpecialCasesOrOrigional(v1);
if (v1.isNaN()) {
throw new normalizeVectorException(NORMALIZE_Inf);
}
}
if (v1.magnitude == 0) {
throw new normalizeVectorException(NORMALIZE_0);
}
if (v1.isNaN()) {
throw new normalizeVectorException(NORMALIZE_NaN);
}
return normalizeOrNaN(v1);
}
public static vec3 normalizeOrDefault(vec3 v1) {
v1 = normalizeSpecialCasesOrOrigional(v1);
if (v1.magnitude == 0) {
return origin;
}
if (v1.isNaN()) {
return NaN;
}
return normalizeOrNaN(v1);
}
public vec3 normalize() {
return normalize(this);
}
public vec3 normalizeOrDefault() {
return normalizeOrDefault(this);
}
private static vec3 normalizeOrNaN(vec3 v1) {
double inverse = 1 / v1.magnitude;
return new vec3(
v1.x * inverse,
v1.y * inverse,
v1.z * inverse);
}
private static vec3 normalizeSpecialCasesOrOrigional(vec3 v1) {
if (double.IsInfinity(v1.magnitude)) {
var x = v1.x == 0 ? 0 : v1.x == -0 ? -0 : double.IsPositiveInfinity(v1.x) ? 1 : double.IsNegativeInfinity(v1.x) ? -1 : double.NaN;
var y = v1.y == 0 ? 0 : v1.y == -0 ? -0 : double.IsPositiveInfinity(v1.y) ? 1 : double.IsNegativeInfinity(v1.y) ? -1 : double.NaN;
var z = v1.z == 0 ? 0 : v1.z == -0 ? -0 : double.IsPositiveInfinity(v1.z) ? 1 : double.IsNegativeInfinity(v1.z) ? -1 : double.NaN;
return new vec3(x, y, z);
}
return v1;
}
public static vec3 interpolate(vec3 v1, vec3 v2, double control, bool allowExtrapolation) {
if (!allowExtrapolation && (control > 1 || control < 0)) {
throw new ArgumentOutOfRangeException(
"control",
control,
INTERPOLATION_RANGE + "\n" + ARGUMENT_VALUE + control);
}
return new vec3(
v1.x * (1 - control) + v2.x * control,
v1.y * (1 - control) + v2.y * control,
v1.z * (1 - control) + v2.z * control);
}
public static vec3 interpolate(vec3 v1, vec3 v2, double control) {
return interpolate(v1, v2, control, false);
}
public vec3 interpolate(vec3 other, double control) {
return interpolate(this, other, control);
}
public vec3 interpolate(vec3 other, double control, bool allowExtrapolation) {
return interpolate(this, other, control);
}
public static double distance(vec3 v1, vec3 v2) {
return Math.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));
}
public double distance(vec3 other) {
return distance(this, other);
}
public static double angle(vec3 v1, vec3 v2) {
if (v1 == v2) {
return 0;
}
return
Math.Acos(
Math.Min(1.0f, normalizeOrDefault(v1).dotProduct(normalizeOrDefault(v2))));
}
public double angle(vec3 other) {
return angle(this, other);
}
public static vec3 max(vec3 v1, vec3 v2) {
return v1 >= v2 ? v1 : v2;
}
public vec3 max(vec3 other) {
return max(this, other);
}
public static vec3 min(vec3 v1, vec3 v2) {
return v1 <= v2 ? v1 : v2;
}
public vec3 min(vec3 other) {
return min(this, other);
}
public static vec3 yaw(vec3 v1, double rad) {
return rotateY(v1, rad);
}
public vec3 yaw(double rad) {
return yaw(this, rad);
}
public static vec3 pitch(vec3 v1, double rad) {
return rotateX(v1, rad);
}
public vec3 pitch(double rad) {
return pitch(this, rad);
}
public static vec3 roll(vec3 v1, double rad) {
return rotateZ(v1, rad);
}
public vec3 roll(double rad) {
return roll(this, rad);
}
public static vec3 rotateX(vec3 v1, double rad) {
double x = v1.x;
double y = (v1.y * Math.Cos(rad)) - (v1.z * Math.Sin(rad));
double z = (v1.y * Math.Sin(rad)) + (v1.z * Math.Cos(rad));
return new vec3(x, y, z);
}
public vec3 rotateX(double rad) {
return rotateX(this, rad);
}
public static vec3 rotateY(vec3 v1, double rad) {
double x = (v1.z * Math.Sin(rad)) + (v1.x * Math.Cos(rad));
double y = v1.y;
double z = (v1.z * Math.Cos(rad)) - (v1.x * Math.Sin(rad));
return new vec3(x, y, z);
}
public vec3 rotateY(double rad) {
return rotateY(this, rad);
}
public static vec3 rotateZ(vec3 v1, double rad) {
double x = (v1.x * Math.Cos(rad)) - (v1.y * Math.Sin(rad));
double y = (v1.x * Math.Sin(rad)) + (v1.y * Math.Cos(rad));
double z = v1.z;
return new vec3(x, y, z);
}
public vec3 rotateZ(double rad) {
return rotateZ(this, rad);
}
public static vec3 rotateX(vec3 v1, double yOff, double zOff, double rad) {
double x = v1.x;
double y = (v1.y * Math.Cos(rad)) - (v1.z * Math.Sin(rad)) + (yOff * (1 - Math.Cos(rad)) + zOff * Math.Sin(rad));
double z = (v1.y * Math.Sin(rad)) + (v1.z * Math.Cos(rad)) + (zOff * (1 - Math.Cos(rad)) - yOff * Math.Sin(rad));
return new vec3(x, y, z);
}
public vec3 rotateX(double yOff, double zOff, double rad) {
return rotateX(this, yOff, zOff, rad);
}
public static vec3 rotateY(vec3 v1, double xOff, double zOff, double rad) {
double x = (v1.z * Math.Sin(rad)) + (v1.x * Math.Cos(rad)) + (xOff * (1 - Math.Cos(rad)) - zOff * Math.Sin(rad));
double y = v1.y;
double z = (v1.z * Math.Cos(rad)) - (v1.x * Math.Sin(rad)) + (zOff * (1 - Math.Cos(rad)) + xOff * Math.Sin(rad));
return new vec3(x, y, z);
}
public vec3 rotateY(double xOff, double zOff, double rad) {
return rotateY(this, xOff, zOff, rad);
}
public static vec3 rotateZ(vec3 v1, double xOff, double yOff, double rad) {
double x = (v1.x * Math.Cos(rad)) - (v1.y * Math.Sin(rad)) + (xOff * (1 - Math.Cos(rad)) + yOff * Math.Sin(rad));
double y = (v1.x * Math.Sin(rad)) + (v1.y * Math.Cos(rad)) + (yOff * (1 - Math.Cos(rad)) - xOff * Math.Sin(rad));
double z = v1.z;
return new vec3(x, y, z);
}
public vec3 rotateZ(double xOff, double yOff, double rad) {
return rotateZ(this, xOff, yOff, rad);
}
public static vec3 projection(vec3 v1, vec3 v2) {
return new vec3(v2 * (v1.dotProduct(v2) / Math.Pow(v2.magnitude, 2)));
}
public vec3 projection(vec3 direction) {
return projection(this, direction);
}
public static vec3 rejection(vec3 v1, vec3 v2) {
return v1 - v1.projection(v2);
}
public vec3 rejection(vec3 direction) {
return rejection(this, direction);
}
public vec3 reflection(vec3 reflector) {
this = vec3.reflection(this, reflector);
return this;
}
public static vec3 reflection(vec3 v1, vec3 v2) {
if (Math.Abs(Math.Abs(v1.angle(v2)) - Math.PI / 2) < Double.Epsilon) {
return -v1;
}
vec3 retval = new vec3(2 * v1.projection(v2) - v1);
return retval.scale(v1.magnitude);
}
public static Double abs(vec3 v1) {
return v1.magnitude;
}
public double abs() {
return magnitude;
}
public static double sumComponents(vec3 v1) {
return v1.x + v1.y + v1.z;
}
public double sumComponents() {
return sumComponents(this);
}
public static double sumComponentSqrs(vec3 v1) {
vec3 v2 = sqrComponents(v1);
return v2.sumComponents();
}
public double sumComponentSqrs() {
return sumComponentSqrs(this);
}
public static vec3 powComponents(vec3 v1, double power) {
return new vec3(
Math.Pow(v1.x, power),
Math.Pow(v1.y, power),
Math.Pow(v1.z, power));
}
public vec3 powComponents(double power) {
return powComponents(this, power);
}
public static vec3 sqrtComponents(vec3 v1) {
return new vec3(
Math.Sqrt(v1.x),
Math.Sqrt(v1.y),
Math.Sqrt(v1.z));
}
public vec3 sqrtComponents() {
return sqrtComponents(this);
}
public static vec3 sqrComponents(vec3 v1) {
return new vec3(
v1.x * v1.x,
v1.y * v1.y,
v1.z * v1.z);
}
public vec3 sqrComponents() {
return sqrComponents(this);
}
public static vec3 round(vec3 v1) {
return new vec3(Math.Round(v1.x), Math.Round(v1.y), Math.Round(v1.z));
}
public static vec3 round(vec3 v1, int digits) {
return new vec3(Math.Round(v1.x, digits), Math.Round(v1.y, digits), Math.Round(v1.z, digits));
}
public static vec3 round(vec3 v1, MidpointRounding mode) {
return new vec3(Math.Round(v1.x, mode), Math.Round(v1.y, mode), Math.Round(v1.z, mode));
}
public static vec3 round(vec3 v1, int digits, MidpointRounding mode) {
return new vec3(Math.Round(v1.x, digits, mode), Math.Round(v1.y, digits, mode), Math.Round(v1.z, digits, mode));
}
public vec3 round() {
return new vec3(Math.Round(x), Math.Round(y), Math.Round(z));
}