// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. // // ----------------------------------------------------------------------------- // Original code from SlimMath project. http://code.google.com/p/slimmath/ // Greetings to SlimDX Group. Original code published with the following license: // ----------------------------------------------------------------------------- /* * Copyright (c) 2007-2011 SlimDX Group * * 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. */ using System; using System.Globalization; using System.Runtime.InteropServices; using System.Runtime.Serialization; namespace math { /// /// Represents a three dimensional mathematical vector. /// [DataContract( Name = "Int3")] [DataStyle(DataStyle.Compact)] [StructLayout(LayoutKind.Sequential, Pack = 4)] public struct Int3 : IEquatable, IFormattable { /// /// The size of the type, in bytes. /// public static readonly int SizeInBytes = lib.Util.SizeOf(); /// /// A with all of its components set to zero. /// public static readonly Int3 Zero = new Int3(); /// /// The X unit (1, 0, 0). /// public static readonly Int3 UnitX = new Int3(1, 0, 0); /// /// The Y unit (0, 1, 0). /// public static readonly Int3 UnitY = new Int3(0, 1, 0); /// /// The Z unit (0, 0, 1). /// public static readonly Int3 UnitZ = new Int3(0, 0, 1); /// /// A with all of its components set to one. /// public static readonly Int3 One = new Int3(1, 1, 1); /// /// The X component of the vector. /// [DataMember( Order = 0 )] public int X; /// /// The Y component of the vector. /// [DataMember( Order = 1 )] public int Y; /// /// The Z component of the vector. /// [DataMember( Order = 2 )] public int Z; /// /// Initializes a new instance of the struct. /// /// The value that will be assigned to all components. public Int3(int value) { X = value; Y = value; Z = value; } /// /// Initializes a new instance of the struct. /// /// Initial value for the X component of the vector. /// Initial value for the Y component of the vector. /// Initial value for the Z component of the vector. public Int3(int x, int y, int z) { X = x; Y = y; Z = z; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X and Y components. /// Initial value for the Z component of the vector. public Int3(Vec2 value, int z) { X = (int)value.X; Y = (int)value.Y; Z = z; } /// /// Initializes a new instance of the struct. /// /// The values to assign to the X, Y, and Z components of the vector. This must be an array with three elements. /// Thrown when is null. /// Thrown when contains more or less than three elements. public Int3(int[] values) { if (values == null) throw new ArgumentNullException("values"); if (values.Length != 3) throw new ArgumentOutOfRangeException("values", "There must be three and only three input values for Int3."); X = values[0]; Y = values[1]; Z = values[2]; } /// /// Gets or sets the component at the specified index. /// /// The value of the X, Y, or Z component, depending on the index. /// The index of the component to access. Use 0 for the X component, 1 for the Y component, and 2 for the Z component. /// The value of the component at the specified index. /// Thrown when the is out of the range [0, 2]. public int this[int index] { get { switch (index) { case 0: return X; case 1: return Y; case 2: return Z; } throw new ArgumentOutOfRangeException("index", "Indices for Int3 run from 0 to 2, inclusive."); } set { switch (index) { case 0: X = value; break; case 1: Y = value; break; case 2: Z = value; break; default: throw new ArgumentOutOfRangeException("index", "Indices for Int3 run from 0 to 2, inclusive."); } } } /// /// Calculates the length of the vector. /// /// The length of the vector. /// /// may be preferred when only the relative length is needed /// and speed is of the essence. /// public int Length() { return (int)Math.Sqrt((X * X) + (Y * Y) + (Z * Z)); } /// /// Calculates the squared length of the vector. /// /// The squared length of the vector. /// /// This method may be preferred to when only a relative length is needed /// and speed is of the essence. /// public int LengthSquared() { return (X * X) + (Y * Y) + (Z * Z); } /// /// Raises the exponent for each components. /// /// The exponent. public void Pow(int exponent) { X = (int)Math.Pow(X, exponent); Y = (int)Math.Pow(Y, exponent); Z = (int)Math.Pow(Z, exponent); } /// /// Creates an array containing the elements of the vector. /// /// A three-element array containing the components of the vector. public int[] ToArray() { return new int[] { X, Y, Z }; } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// When the method completes, contains the sum of the two vectors. public static void Add(ref Int3 left, ref Int3 right, out Int3 result) { result = new Int3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static Int3 Add(Int3 left, Int3 right) { return new Int3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// When the method completes, contains the difference of the two vectors. public static void Subtract(ref Int3 left, ref Int3 right, out Int3 result) { result = new Int3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static Int3 Subtract(Int3 left, Int3 right) { return new Int3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Multiply(ref Int3 value, int scale, out Int3 result) { result = new Int3(value.X * scale, value.Y * scale, value.Z * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int3 Multiply(Int3 value, int scale) { return new Int3(value.X * scale, value.Y * scale, value.Z * scale); } /// /// Modulates a vector with another by performing component-wise multiplication. /// /// The first vector to modulate. /// The second vector to modulate. /// When the method completes, contains the modulated vector. public static void Modulate(ref Int3 left, ref Int3 right, out Int3 result) { result = new Int3(left.X * right.X, left.Y * right.Y, left.Z * right.Z); } /// /// Modulates a vector with another by performing component-wise multiplication. /// /// The first vector to modulate. /// The second vector to modulate. /// The modulated vector. public static Int3 Modulate(Int3 left, Int3 right) { return new Int3(left.X * right.X, left.Y * right.Y, left.Z * right.Z); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Divide(ref Int3 value, int scale, out Int3 result) { result = new Int3(value.X / scale, value.Y / scale, value.Z / scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int3 Divide(Int3 value, int scale) { return new Int3(value.X / scale, value.Y / scale, value.Z / scale); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// When the method completes, contains a vector facing in the opposite direction. public static void Negate(ref Int3 value, out Int3 result) { result = new Int3(-value.X, -value.Y, -value.Z); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// A vector facing in the opposite direction. public static Int3 Negate(Int3 value) { return new Int3(-value.X, -value.Y, -value.Z); } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// When the method completes, contains the clamped value. public static void Clamp(ref Int3 value, ref Int3 min, ref Int3 max, out Int3 result) { int x = value.X; x = (x > max.X) ? max.X : x; x = (x < min.X) ? min.X : x; int y = value.Y; y = (y > max.Y) ? max.Y : y; y = (y < min.Y) ? min.Y : y; int z = value.Z; z = (z > max.Z) ? max.Z : z; z = (z < min.Z) ? min.Z : z; result = new Int3(x, y, z); } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// The clamped value. public static Int3 Clamp(Int3 value, Int3 min, Int3 max) { Int3 result; Clamp(ref value, ref min, ref max, out result); return result; } /// /// Calculates the dot product of two vectors. /// /// First source vector. /// Second source vector. /// When the method completes, contains the dot product of the two vectors. public static void Dot(ref Int3 left, ref Int3 right, out int result) { result = (left.X * right.X) + (left.Y * right.Y) + (left.Z * right.Z); } /// /// Calculates the dot product of two vectors. /// /// First source vector. /// Second source vector. /// The dot product of the two vectors. public static int Dot(Int3 left, Int3 right) { return (left.X * right.X) + (left.Y * right.Y) + (left.Z * right.Z); } /// /// Performs a linear interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// When the method completes, contains the linear interpolation of the two vectors. /// /// This method performs the linear interpolation based on the following formula. /// start + (end - start) * amount /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. /// public static void Lerp(ref Int3 start, ref Int3 end, float amount, out Int3 result) { result.X = (int)(start.X + ((end.X - start.X) * amount)); result.Y = (int)(start.Y + ((end.Y - start.Y) * amount)); result.Z = (int)(start.Z + ((end.Z - start.Z) * amount)); } /// /// Performs a linear interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// The linear interpolation of the two vectors. /// /// This method performs the linear interpolation based on the following formula. /// start + (end - start) * amount /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. /// public static Int3 Lerp(Int3 start, Int3 end, float amount) { Int3 result; Lerp(ref start, ref end, amount, out result); return result; } /// /// Performs a cubic interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// When the method completes, contains the cubic interpolation of the two vectors. public static void SmoothStep(ref Int3 start, ref Int3 end, float amount, out Int3 result) { amount = (amount > 1) ? 1 : ((amount < 0) ? 0 : amount); amount = (amount * amount) * (3 - (2 * amount)); result.X = (int)(start.X + ((end.X - start.X) * amount)); result.Y = (int)(start.Y + ((end.Y - start.Y) * amount)); result.Z = (int)(start.Z + ((end.Z - start.Z) * amount)); } /// /// Performs a cubic interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// The cubic interpolation of the two vectors. public static Int3 SmoothStep(Int3 start, Int3 end, float amount) { Int3 result; SmoothStep(ref start, ref end, amount, out result); return result; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the largest components of the source vectors. public static void Max(ref Int3 left, ref Int3 right, out Int3 result) { result.X = (left.X > right.X) ? left.X : right.X; result.Y = (left.Y > right.Y) ? left.Y : right.Y; result.Z = (left.Z > right.Z) ? left.Z : right.Z; } /// /// Returns a vector containing the largest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the largest components of the source vectors. public static Int3 Max(Int3 left, Int3 right) { Int3 result; Max(ref left, ref right, out result); return result; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the smallest components of the source vectors. public static void Min(ref Int3 left, ref Int3 right, out Int3 result) { result.X = (left.X < right.X) ? left.X : right.X; result.Y = (left.Y < right.Y) ? left.Y : right.Y; result.Z = (left.Z < right.Z) ? left.Z : right.Z; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the smallest components of the source vectors. public static Int3 Min(Int3 left, Int3 right) { Int3 result; Min(ref left, ref right, out result); return result; } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static Int3 operator +(Int3 left, Int3 right) { return new Int3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); } /// /// Assert a vector (return it unchanged). /// /// The vector to assert (unchange). /// The asserted (unchanged) vector. public static Int3 operator +(Int3 value) { return value; } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static Int3 operator -(Int3 left, Int3 right) { return new Int3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// A vector facing in the opposite direction. public static Int3 operator -(Int3 value) { return new Int3(-value.X, -value.Y, -value.Z); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int3 operator *(float scale, Int3 value) { return new Int3((int)(value.X * scale), (int)(value.Y * scale), (int)(value.Z * scale)); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int3 operator *(Int3 value, float scale) { return new Int3((int)(value.X * scale), (int)(value.Y * scale), (int)(value.Z * scale)); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int3 operator /(Int3 value, float scale) { return new Int3((int)(value.X / scale), (int)(value.Y / scale), (int)(value.Z / scale)); } /// /// Tests for equality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has the same value as ; otherwise, false. public static bool operator ==(Int3 left, Int3 right) { return left.Equals(right); } /// /// Tests for inequality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has a different value than ; otherwise, false. public static bool operator !=(Int3 left, Int3 right) { return !left.Equals(right); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vec2(Int3 value) { return new Vec2(value.X, value.Y); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vec3(Int3 value) { return new Vec3(value.X, value.Y, value.Z); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vec4(Int3 value) { return new Vec4(value.X, value.Y, value.Z, 0); } /// /// Returns a that represents this instance. /// /// /// A that represents this instance. /// public override string ToString() { return string.Format(CultureInfo.CurrentCulture, "X:{0} Y:{1} Z:{2}", X, Y, Z); } /// /// Returns a that represents this instance. /// /// The format. /// /// A that represents this instance. /// public string ToString(string format) { if (format == null) return ToString(); return string.Format(CultureInfo.CurrentCulture, "X:{0} Y:{1} Z:{2}", X.ToString(format, CultureInfo.CurrentCulture), Y.ToString(format, CultureInfo.CurrentCulture), Z.ToString(format, CultureInfo.CurrentCulture)); } /// /// Returns a that represents this instance. /// /// The format provider. /// /// A that represents this instance. /// public string ToString(IFormatProvider formatProvider) { return string.Format(formatProvider, "X:{0} Y:{1} Z:{2}", X, Y, Z); } /// /// Returns a that represents this instance. /// /// The format. /// The format provider. /// /// A that represents this instance. /// public string ToString(string format, IFormatProvider formatProvider) { if (format == null) return ToString(formatProvider); return string.Format(formatProvider, "X:{0} Y:{1} Z:{2}", X.ToString(format, formatProvider), Y.ToString(format, formatProvider), Z.ToString(format, formatProvider)); } /// /// Returns a hash code for this instance. /// /// /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. /// public override int GetHashCode() { return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode(); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public bool Equals(Int3 other) { return ((float)Math.Abs(other.X - X) < MathUtil.ZeroTolerance && (float)Math.Abs(other.Y - Y) < MathUtil.ZeroTolerance && (float)Math.Abs(other.Z - Z) < MathUtil.ZeroTolerance); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public override bool Equals(object value) { if (value == null) return false; if (value.GetType() != GetType()) return false; return Equals((Int3)value); } #if WPFInterop /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator System.Windows.Media.Media3D.Int3D(Int3 value) { return new System.Windows.Media.Media3D.Int3D(value.X, value.Y, value.Z); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Int3(System.Windows.Media.Media3D.Int3D value) { return new Int3((float)value.X, (float)value.Y, (float)value.Z); } #endif #if XnaInterop /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Microsoft.Xna.Framework.Int3(Int3 value) { return new Microsoft.Xna.Framework.Int3(value.X, value.Y, value.Z); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Int3(Microsoft.Xna.Framework.Int3 value) { return new Int3(value.X, value.Y, value.Z); } #endif } }