1
0
mirror of https://github.com/fadden/6502bench.git synced 2024-11-12 06:06:12 +00:00
6502bench/PluginCommon/Vector3.cs
Andy McFadden 31d2462628 Tweak Vector3 and VisWireframe
Made vectors immutable.  Added calls to support rewriting of surface
normals.
2020-03-10 20:59:45 -07:00

85 lines
2.5 KiB
C#

/*
* Copyright 2020 faddenSoft
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
namespace PluginCommon {
/// <summary>
/// Simple 3-element column vector. Immutable.
/// </summary>
public class Vector3 {
public double X {
get { return mX; }
private set { mX = value; }
}
public double Y {
get { return mY; }
private set { mY = value; }
}
public double Z {
get { return mZ; }
private set { mZ = value; }
}
private double mX, mY, mZ;
public Vector3(double x, double y, double z) {
mX = x;
mY = y;
mZ = z;
}
public double Magnitude() {
return Math.Sqrt(X * X + Y * Y + Z * Z);
}
public Vector3 Normalize() {
double len_r = 1.0 / Magnitude();
return new Vector3(mX * len_r, mY * len_r, mZ * len_r);
}
public Vector3 Multiply(double sc) {
return new Vector3(mX * sc, mY * sc, mZ * sc);
}
public Vector3 Add(Vector3 vec) {
return new Vector3(mX + vec.X, mY + vec.Y, mZ + vec.Z);
}
public static Vector3 Add(Vector3 v0, Vector3 v1) {
return new Vector3(v0.X + v1.X, v0.Y + v1.Y, v0.Z + v1.Z);
}
public static Vector3 Subtract(Vector3 v0, Vector3 v1) {
return new Vector3(v0.X - v1.X, v0.Y - v1.Y, v0.Z - v1.Z);
}
public static Vector3 Cross(Vector3 v0, Vector3 v1) {
return new Vector3(
v0.Y * v1.Z - v0.Z * v1.Y,
v0.Z * v1.X - v0.X * v1.Z,
v0.X * v1.Y - v0.Y * v1.X);
}
public static double Dot(Vector3 v0, Vector3 v1) {
return v0.X * v1.X + v0.Y * v1.Y + v0.Z * v1.Z;
}
public override string ToString() {
return string.Format("|{0,8:N3} {1,8:N3} {2,8:N3}|", X, Y, Z);
}
}
}