godot/modules/mono/glue/cs_files/Vector3.cs

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using System;
using System.Runtime.InteropServices;
// file: core/math/vector3.h
// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
// file: core/math/vector3.cpp
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/variant_call.cpp
// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
namespace Godot
{
[StructLayout(LayoutKind.Sequential)]
public struct Vector3 : IEquatable<Vector3>
{
public enum Axis
{
X = 0,
Y,
Z
}
public float x;
public float y;
public float z;
public float this[int index]
{
get
{
switch (index)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
x = value;
return;
case 1:
y = value;
return;
case 2:
z = value;
return;
default:
throw new IndexOutOfRangeException();
}
}
}
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internal void Normalize()
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{
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float length = this.Length();
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if (length == 0f)
{
x = y = z = 0f;
}
else
{
x /= length;
y /= length;
z /= length;
}
}
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public Vector3 Abs()
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{
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return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
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}
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public float AngleTo(Vector3 to)
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{
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return Mathf.Atan2(Cross(to).Length(), Dot(to));
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}
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public Vector3 Bounce(Vector3 n)
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{
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return -Reflect(n);
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}
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public Vector3 Ceil()
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{
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return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z));
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}
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public Vector3 Cross(Vector3 b)
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{
return new Vector3
(
(y * b.z) - (z * b.y),
(z * b.x) - (x * b.z),
(x * b.y) - (y * b.x)
);
}
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public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, float t)
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{
Vector3 p0 = preA;
Vector3 p1 = this;
Vector3 p2 = b;
Vector3 p3 = postB;
float t2 = t * t;
float t3 = t2 * t;
return 0.5f * (
(p1 * 2.0f) + (-p0 + p2) * t +
(2.0f * p0 - 5.0f * p1 + 4f * p2 - p3) * t2 +
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
);
}
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public float DistanceSquaredTo(Vector3 b)
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{
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return (b - this).LengthSquared();
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}
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public float DistanceTo(Vector3 b)
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{
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return (b - this).Length();
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}
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public float Dot(Vector3 b)
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{
return x * b.x + y * b.y + z * b.z;
}
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public Vector3 Floor()
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{
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return new Vector3(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z));
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}
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public Vector3 Inverse()
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{
return new Vector3(1.0f / x, 1.0f / y, 1.0f / z);
}
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public bool IsNormalized()
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{
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return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
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}
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public float Length()
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{
float x2 = x * x;
float y2 = y * y;
float z2 = z * z;
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return Mathf.Sqrt(x2 + y2 + z2);
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}
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public float LengthSquared()
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{
float x2 = x * x;
float y2 = y * y;
float z2 = z * z;
return x2 + y2 + z2;
}
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public Vector3 LinearInterpolate(Vector3 b, float t)
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{
return new Vector3
(
x + (t * (b.x - x)),
y + (t * (b.y - y)),
z + (t * (b.z - z))
);
}
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public Axis MaxAxis()
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{
return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
}
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public Axis MinAxis()
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{
return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
}
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public Vector3 Normalized()
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{
Vector3 v = this;
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v.Normalize();
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return v;
}
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public Basis Outer(Vector3 b)
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{
return new Basis(
new Vector3(x * b.x, x * b.y, x * b.z),
new Vector3(y * b.x, y * b.y, y * b.z),
new Vector3(z * b.x, z * b.y, z * b.z)
);
}
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public Vector3 Reflect(Vector3 n)
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{
#if DEBUG
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if (!n.IsNormalized())
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throw new ArgumentException(String.Format("{0} is not normalized", n), nameof(n));
#endif
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return 2.0f * n * Dot(n) - this;
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}
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public Vector3 Rotated(Vector3 axis, float phi)
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{
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return new Basis(axis, phi).Xform(this);
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}
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public Vector3 Slide(Vector3 n)
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{
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return this - n * Dot(n);
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}
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public Vector3 Snapped(Vector3 by)
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{
return new Vector3
(
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Mathf.Stepify(x, by.x),
Mathf.Stepify(y, by.y),
Mathf.Stepify(z, by.z)
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);
}
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public Basis ToDiagonalMatrix()
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{
return new Basis(
x, 0f, 0f,
0f, y, 0f,
0f, 0f, z
);
}
public Vector3(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
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 left, Vector3 right)
{
left.x *= right.x;
left.y *= right.y;
left.z *= right.z;
return left;
}
public static Vector3 operator /(Vector3 vec, float scale)
{
vec.x /= scale;
vec.y /= scale;
vec.z /= scale;
return vec;
}
public static Vector3 operator /(Vector3 left, Vector3 right)
{
left.x /= right.x;
left.y /= right.y;
left.z /= right.z;
return left;
}
public static bool operator ==(Vector3 left, Vector3 right)
{
return left.Equals(right);
}
public static bool operator !=(Vector3 left, Vector3 right)
{
return !left.Equals(right);
}
public static bool operator <(Vector3 left, Vector3 right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z < right.z;
else
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >(Vector3 left, Vector3 right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z > right.z;
else
return left.y > right.y;
}
return left.x > right.x;
}
public static bool operator <=(Vector3 left, Vector3 right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z <= right.z;
else
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >=(Vector3 left, Vector3 right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z >= right.z;
else
return left.y > right.y;
}
return left.x > right.x;
}
public override bool Equals(object obj)
{
if (obj is Vector3)
{
return Equals((Vector3)obj);
}
return false;
}
public bool Equals(Vector3 other)
{
return x == other.x && y == other.y && z == other.z;
}
public override int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(),
this.y.ToString(),
this.z.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(format),
this.y.ToString(format),
this.z.ToString(format)
});
}
}
}