mirror of
https://github.com/fadden/6502bench.git
synced 2024-12-10 21:49:27 +00:00
31d2462628
Made vectors immutable. Added calls to support rewriting of surface normals.
85 lines
2.5 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|