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#region License
/ * MoonWorks - Game Development Framework
* Copyright 2021 Evan Hemsley
* /
/ * Derived from code by Ethan Lee ( Copyright 2009 - 2021 ) .
* Released under the Microsoft Public License .
* See fna . LICENSE for details .
* Derived from code by the Mono . Xna Team ( Copyright 2006 ) .
* Released under the MIT License . See monoxna . LICENSE for details .
* /
# endregion
#region Using Statements
using System ;
using System.Diagnostics ;
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using System.Runtime.InteropServices ;
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using System.Text ;
# endregion
namespace MoonWorks.Math
{
/// <summary>
/// Describes a 3D-vector.
/// </summary>
[Serializable]
[DebuggerDisplay("{DebugDisplayString,nq}")]
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[StructLayout(LayoutKind.Explicit)]
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public struct Vector3 : IEquatable < Vector3 >
{
#region Public Static Properties
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 0, 0.
/// </summary>
public static Vector3 Zero
{
get
{
return zero ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 1, 1, 1.
/// </summary>
public static Vector3 One
{
get
{
return one ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 1, 0, 0.
/// </summary>
public static Vector3 UnitX
{
get
{
return unitX ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 1, 0.
/// </summary>
public static Vector3 UnitY
{
get
{
return unitY ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 0, 1.
/// </summary>
public static Vector3 UnitZ
{
get
{
return unitZ ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 1, 0.
/// </summary>
public static Vector3 Up
{
get
{
return up ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, -1, 0.
/// </summary>
public static Vector3 Down
{
get
{
return down ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 1, 0, 0.
/// </summary>
public static Vector3 Right
{
get
{
return right ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components -1, 0, 0.
/// </summary>
public static Vector3 Left
{
get
{
return left ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 0, -1.
/// </summary>
public static Vector3 Forward
{
get
{
return forward ;
}
}
/// <summary>
/// Returns a <see cref="Vector3"/> with components 0, 0, 1.
/// </summary>
public static Vector3 Backward
{
get
{
return backward ;
}
}
# endregion
#region Internal Properties
internal string DebugDisplayString
{
get
{
return string . Concat (
X . ToString ( ) , " " ,
Y . ToString ( ) , " " ,
Z . ToString ( )
) ;
}
}
# endregion
#region Private Static Fields
private static Vector3 zero = new Vector3 ( 0f , 0f , 0f ) ; // Not readonly for performance -flibit
private static readonly Vector3 one = new Vector3 ( 1f , 1f , 1f ) ;
private static readonly Vector3 unitX = new Vector3 ( 1f , 0f , 0f ) ;
private static readonly Vector3 unitY = new Vector3 ( 0f , 1f , 0f ) ;
private static readonly Vector3 unitZ = new Vector3 ( 0f , 0f , 1f ) ;
private static readonly Vector3 up = new Vector3 ( 0f , 1f , 0f ) ;
private static readonly Vector3 down = new Vector3 ( 0f , - 1f , 0f ) ;
private static readonly Vector3 right = new Vector3 ( 1f , 0f , 0f ) ;
private static readonly Vector3 left = new Vector3 ( - 1f , 0f , 0f ) ;
private static readonly Vector3 forward = new Vector3 ( 0f , 0f , - 1f ) ;
private static readonly Vector3 backward = new Vector3 ( 0f , 0f , 1f ) ;
# endregion
#region Public Fields
/// <summary>
/// The x coordinate of this <see cref="Vector3"/>.
/// </summary>
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[FieldOffset(0)]
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public float X ;
/// <summary>
/// The y coordinate of this <see cref="Vector3"/>.
/// </summary>
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[FieldOffset(4)]
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public float Y ;
/// <summary>
/// The z coordinate of this <see cref="Vector3"/>.
/// </summary>
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[FieldOffset(8)]
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public float Z ;
# endregion
#region Public Constructors
/// <summary>
/// Constructs a 3d vector with X, Y and Z from three values.
/// </summary>
/// <param name="x">The x coordinate in 3d-space.</param>
/// <param name="y">The y coordinate in 3d-space.</param>
/// <param name="z">The z coordinate in 3d-space.</param>
public Vector3 ( float x , float y , float z )
{
this . X = x ;
this . Y = y ;
this . Z = z ;
}
/// <summary>
/// Constructs a 3d vector with X, Y and Z set to the same value.
/// </summary>
/// <param name="value">The x, y and z coordinates in 3d-space.</param>
public Vector3 ( float value )
{
this . X = value ;
this . Y = value ;
this . Z = value ;
}
/// <summary>
/// Constructs a 3d vector with X, Y from <see cref="Vector2"/> and Z from a scalar.
/// </summary>
/// <param name="value">The x and y coordinates in 3d-space.</param>
/// <param name="z">The z coordinate in 3d-space.</param>
public Vector3 ( Vector2 value , float z )
{
this . X = value . X ;
this . Y = value . Y ;
this . Z = z ;
}
# endregion
#region Public Methods
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Object"/>.
/// </summary>
/// <param name="obj">The <see cref="Object"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public override bool Equals ( object obj )
{
return ( obj is Vector3 ) & & Equals ( ( Vector3 ) obj ) ;
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Vector3"/>.
/// </summary>
/// <param name="other">The <see cref="Vector3"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public bool Equals ( Vector3 other )
{
return ( X = = other . X & &
Y = = other . Y & &
Z = = other . Z ) ;
}
/// <summary>
/// Gets the hash code of this <see cref="Vector3"/>.
/// </summary>
/// <returns>Hash code of this <see cref="Vector3"/>.</returns>
public override int GetHashCode ( )
{
return X . GetHashCode ( ) + Y . GetHashCode ( ) + Z . GetHashCode ( ) ;
}
/// <summary>
/// Returns the length of this <see cref="Vector3"/>.
/// </summary>
/// <returns>The length of this <see cref="Vector3"/>.</returns>
public float Length ( )
{
return ( float ) System . Math . Sqrt ( ( X * X ) + ( Y * Y ) + ( Z * Z ) ) ;
}
/// <summary>
/// Returns the squared length of this <see cref="Vector3"/>.
/// </summary>
/// <returns>The squared length of this <see cref="Vector3"/>.</returns>
public float LengthSquared ( )
{
return ( X * X ) + ( Y * Y ) + ( Z * Z ) ;
}
/// <summary>
/// Turns this <see cref="Vector3"/> to a unit vector with the same direction.
/// </summary>
public void Normalize ( )
{
float factor = 1.0f / ( float ) System . Math . Sqrt (
( X * X ) +
( Y * Y ) +
( Z * Z )
) ;
X * = factor ;
Y * = factor ;
Z * = factor ;
}
/// <summary>
/// Returns a <see cref="String"/> representation of this <see cref="Vector3"/> in the format:
/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>] Z:[<see cref="Z"/>]}
/// </summary>
/// <returns>A <see cref="String"/> representation of this <see cref="Vector3"/>.</returns>
public override string ToString ( )
{
StringBuilder sb = new StringBuilder ( 32 ) ;
sb . Append ( "{X:" ) ;
sb . Append ( this . X ) ;
sb . Append ( " Y:" ) ;
sb . Append ( this . Y ) ;
sb . Append ( " Z:" ) ;
sb . Append ( this . Z ) ;
sb . Append ( "}" ) ;
return sb . ToString ( ) ;
}
# endregion
#region Public Static Methods
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <returns>The result of the vector addition.</returns>
public static Vector3 Add ( Vector3 value1 , Vector3 value2 )
{
value1 . X + = value2 . X ;
value1 . Y + = value2 . Y ;
value1 . Z + = value2 . Z ;
return value1 ;
}
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and
/// <paramref name="value2"/>, storing the result of the
/// addition in <paramref name="result"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <param name="result">The result of the vector addition.</param>
public static void Add ( ref Vector3 value1 , ref Vector3 value2 , out Vector3 result )
{
result . X = value1 . X + value2 . X ;
result . Y = value1 . Y + value2 . Y ;
result . Z = value1 . Z + value2 . Z ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 3d-triangle.
/// </summary>
/// <param name="value1">The first vector of 3d-triangle.</param>
/// <param name="value2">The second vector of 3d-triangle.</param>
/// <param name="value3">The third vector of 3d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 3d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 3d-triangle.</param>
/// <returns>The cartesian translation of barycentric coordinates.</returns>
public static Vector3 Barycentric (
Vector3 value1 ,
Vector3 value2 ,
Vector3 value3 ,
float amount1 ,
float amount2
) {
return new Vector3 (
MathHelper . Barycentric ( value1 . X , value2 . X , value3 . X , amount1 , amount2 ) ,
MathHelper . Barycentric ( value1 . Y , value2 . Y , value3 . Y , amount1 , amount2 ) ,
MathHelper . Barycentric ( value1 . Z , value2 . Z , value3 . Z , amount1 , amount2 )
) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 3d-triangle.
/// </summary>
/// <param name="value1">The first vector of 3d-triangle.</param>
/// <param name="value2">The second vector of 3d-triangle.</param>
/// <param name="value3">The third vector of 3d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 3d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 3d-triangle.</param>
/// <param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
public static void Barycentric (
ref Vector3 value1 ,
ref Vector3 value2 ,
ref Vector3 value3 ,
float amount1 ,
float amount2 ,
out Vector3 result
) {
result . X = MathHelper . Barycentric ( value1 . X , value2 . X , value3 . X , amount1 , amount2 ) ;
result . Y = MathHelper . Barycentric ( value1 . Y , value2 . Y , value3 . Y , amount1 , amount2 ) ;
result . Z = MathHelper . Barycentric ( value1 . Z , value2 . Z , value3 . Z , amount1 , amount2 ) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The result of CatmullRom interpolation.</returns>
public static Vector3 CatmullRom (
Vector3 value1 ,
Vector3 value2 ,
Vector3 value3 ,
Vector3 value4 ,
float amount
) {
return new Vector3 (
MathHelper . CatmullRom ( value1 . X , value2 . X , value3 . X , value4 . X , amount ) ,
MathHelper . CatmullRom ( value1 . Y , value2 . Y , value3 . Y , value4 . Y , amount ) ,
MathHelper . CatmullRom ( value1 . Z , value2 . Z , value3 . Z , value4 . Z , amount )
) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The result of CatmullRom interpolation as an output parameter.</param>
public static void CatmullRom (
ref Vector3 value1 ,
ref Vector3 value2 ,
ref Vector3 value3 ,
ref Vector3 value4 ,
float amount ,
out Vector3 result
) {
result . X = MathHelper . CatmullRom ( value1 . X , value2 . X , value3 . X , value4 . X , amount ) ;
result . Y = MathHelper . CatmullRom ( value1 . Y , value2 . Y , value3 . Y , value4 . Y , amount ) ;
result . Z = MathHelper . CatmullRom ( value1 . Z , value2 . Z , value3 . Z , value4 . Z , amount ) ;
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <returns>The clamped value.</returns>
public static Vector3 Clamp ( Vector3 value1 , Vector3 min , Vector3 max )
{
return new Vector3 (
MathHelper . Clamp ( value1 . X , min . X , max . X ) ,
MathHelper . Clamp ( value1 . Y , min . Y , max . Y ) ,
MathHelper . Clamp ( value1 . Z , min . Z , max . Z )
) ;
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <param name="result">The clamped value as an output parameter.</param>
public static void Clamp (
ref Vector3 value1 ,
ref Vector3 min ,
ref Vector3 max ,
out Vector3 result
) {
result . X = MathHelper . Clamp ( value1 . X , min . X , max . X ) ;
result . Y = MathHelper . Clamp ( value1 . Y , min . Y , max . Y ) ;
result . Z = MathHelper . Clamp ( value1 . Z , min . Z , max . Z ) ;
}
/// <summary>
/// Computes the cross product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <returns>The cross product of two vectors.</returns>
public static Vector3 Cross ( Vector3 vector1 , Vector3 vector2 )
{
Cross ( ref vector1 , ref vector2 , out vector1 ) ;
return vector1 ;
}
/// <summary>
/// Computes the cross product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <param name="result">The cross product of two vectors as an output parameter.</param>
public static void Cross ( ref Vector3 vector1 , ref Vector3 vector2 , out Vector3 result )
{
float x = vector1 . Y * vector2 . Z - vector2 . Y * vector1 . Z ;
float y = - ( vector1 . X * vector2 . Z - vector2 . X * vector1 . Z ) ;
float z = vector1 . X * vector2 . Y - vector2 . X * vector1 . Y ;
result . X = x ;
result . Y = y ;
result . Z = z ;
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The distance between two vectors.</returns>
public static float Distance ( Vector3 vector1 , Vector3 vector2 )
{
float result ;
DistanceSquared ( ref vector1 , ref vector2 , out result ) ;
return ( float ) System . Math . Sqrt ( result ) ;
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The distance between two vectors as an output parameter.</param>
public static void Distance ( ref Vector3 value1 , ref Vector3 value2 , out float result )
{
DistanceSquared ( ref value1 , ref value2 , out result ) ;
result = ( float ) System . Math . Sqrt ( result ) ;
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The squared distance between two vectors.</returns>
public static float DistanceSquared ( Vector3 value1 , Vector3 value2 )
{
return (
( value1 . X - value2 . X ) * ( value1 . X - value2 . X ) +
( value1 . Y - value2 . Y ) * ( value1 . Y - value2 . Y ) +
( value1 . Z - value2 . Z ) * ( value1 . Z - value2 . Z )
) ;
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The squared distance between two vectors as an output parameter.</param>
public static void DistanceSquared (
ref Vector3 value1 ,
ref Vector3 value2 ,
out float result
) {
result = (
( value1 . X - value2 . X ) * ( value1 . X - value2 . X ) +
( value1 . Y - value2 . Y ) * ( value1 . Y - value2 . Y ) +
( value1 . Z - value2 . Z ) * ( value1 . Z - value2 . Z )
) ;
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by the components of another <see cref="Vector3"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Divisor <see cref="Vector3"/>.</param>
/// <returns>The result of dividing the vectors.</returns>
public static Vector3 Divide ( Vector3 value1 , Vector3 value2 )
{
value1 . X / = value2 . X ;
value1 . Y / = value2 . Y ;
value1 . Z / = value2 . Z ;
return value1 ;
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by the components of another <see cref="Vector3"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Divisor <see cref="Vector3"/>.</param>
/// <param name="result">The result of dividing the vectors as an output parameter.</param>
public static void Divide ( ref Vector3 value1 , ref Vector3 value2 , out Vector3 result )
{
result . X = value1 . X / value2 . X ;
result . Y = value1 . Y / value2 . Y ;
result . Z = value1 . Z / value2 . Z ;
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Divisor scalar.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public static Vector3 Divide ( Vector3 value1 , float value2 )
{
float factor = 1 / value2 ;
value1 . X * = factor ;
value1 . Y * = factor ;
value1 . Z * = factor ;
return value1 ;
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Divisor scalar.</param>
/// <param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
public static void Divide ( ref Vector3 value1 , float value2 , out Vector3 result )
{
float factor = 1 / value2 ;
result . X = value1 . X * factor ;
result . Y = value1 . Y * factor ;
result . Z = value1 . Z * factor ;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <returns>The dot product of two vectors.</returns>
public static float Dot ( Vector3 vector1 , Vector3 vector2 )
{
return vector1 . X * vector2 . X + vector1 . Y * vector2 . Y + vector1 . Z * vector2 . Z ;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <param name="result">The dot product of two vectors as an output parameter.</param>
public static void Dot ( ref Vector3 vector1 , ref Vector3 vector2 , out float result )
{
result = (
( vector1 . X * vector2 . X ) +
( vector1 . Y * vector2 . Y ) +
( vector1 . Z * vector2 . Z )
) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The hermite spline interpolation vector.</returns>
public static Vector3 Hermite (
Vector3 value1 ,
Vector3 tangent1 ,
Vector3 value2 ,
Vector3 tangent2 ,
float amount
) {
Vector3 result = new Vector3 ( ) ;
Hermite ( ref value1 , ref tangent1 , ref value2 , ref tangent2 , amount , out result ) ;
return result ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The hermite spline interpolation vector as an output parameter.</param>
public static void Hermite (
ref Vector3 value1 ,
ref Vector3 tangent1 ,
ref Vector3 value2 ,
ref Vector3 tangent2 ,
float amount ,
out Vector3 result
) {
result . X = MathHelper . Hermite ( value1 . X , tangent1 . X , value2 . X , tangent2 . X , amount ) ;
result . Y = MathHelper . Hermite ( value1 . Y , tangent1 . Y , value2 . Y , tangent2 . Y , amount ) ;
result . Z = MathHelper . Hermite ( value1 . Z , tangent1 . Z , value2 . Z , tangent2 . Z , amount ) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public static Vector3 Lerp ( Vector3 value1 , Vector3 value2 , float amount )
{
return new Vector3 (
MathHelper . Lerp ( value1 . X , value2 . X , amount ) ,
MathHelper . Lerp ( value1 . Y , value2 . Y , amount ) ,
MathHelper . Lerp ( value1 . Z , value2 . Z , amount )
) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
public static void Lerp (
ref Vector3 value1 ,
ref Vector3 value2 ,
float amount ,
out Vector3 result
) {
result . X = MathHelper . Lerp ( value1 . X , value2 . X , amount ) ;
result . Y = MathHelper . Lerp ( value1 . Y , value2 . Y , amount ) ;
result . Z = MathHelper . Lerp ( value1 . Z , value2 . Z , amount ) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector3"/> with maximal values from the two vectors.</returns>
public static Vector3 Max ( Vector3 value1 , Vector3 value2 )
{
return new Vector3 (
MathHelper . Max ( value1 . X , value2 . X ) ,
MathHelper . Max ( value1 . Y , value2 . Y ) ,
MathHelper . Max ( value1 . Z , value2 . Z )
) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector3"/> with maximal values from the two vectors as an output parameter.</param>
public static void Max ( ref Vector3 value1 , ref Vector3 value2 , out Vector3 result )
{
result . X = MathHelper . Max ( value1 . X , value2 . X ) ;
result . Y = MathHelper . Max ( value1 . Y , value2 . Y ) ;
result . Z = MathHelper . Max ( value1 . Z , value2 . Z ) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector3"/> with minimal values from the two vectors.</returns>
public static Vector3 Min ( Vector3 value1 , Vector3 value2 )
{
return new Vector3 (
MathHelper . Min ( value1 . X , value2 . X ) ,
MathHelper . Min ( value1 . Y , value2 . Y ) ,
MathHelper . Min ( value1 . Z , value2 . Z )
) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector3"/> with minimal values from the two vectors as an output parameter.</param>
public static void Min ( ref Vector3 value1 , ref Vector3 value2 , out Vector3 result )
{
result . X = MathHelper . Min ( value1 . X , value2 . X ) ;
result . Y = MathHelper . Min ( value1 . Y , value2 . Y ) ;
result . Z = MathHelper . Min ( value1 . Z , value2 . Z ) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <returns>The result of the vector multiplication.</returns>
public static Vector3 Multiply ( Vector3 value1 , Vector3 value2 )
{
value1 . X * = value2 . X ;
value1 . Y * = value2 . Y ;
value1 . Z * = value2 . Z ;
return value1 ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a multiplication of <see cref="Vector3"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <returns>The result of the vector multiplication with a scalar.</returns>
public static Vector3 Multiply ( Vector3 value1 , float scaleFactor )
{
value1 . X * = scaleFactor ;
value1 . Y * = scaleFactor ;
value1 . Z * = scaleFactor ;
return value1 ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a multiplication of <see cref="Vector3"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <param name="result">The result of the multiplication with a scalar as an output parameter.</param>
public static void Multiply ( ref Vector3 value1 , float scaleFactor , out Vector3 result )
{
result . X = value1 . X * scaleFactor ;
result . Y = value1 . Y * scaleFactor ;
result . Z = value1 . Z * scaleFactor ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <param name="result">The result of the vector multiplication as an output parameter.</param>
public static void Multiply ( ref Vector3 value1 , ref Vector3 value2 , out Vector3 result )
{
result . X = value1 . X * value2 . X ;
result . Y = value1 . Y * value2 . Y ;
result . Z = value1 . Z * value2 . Z ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <returns>The result of the vector inversion.</returns>
public static Vector3 Negate ( Vector3 value )
{
value = new Vector3 ( - value . X , - value . Y , - value . Z ) ;
return value ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="result">The result of the vector inversion as an output parameter.</param>
public static void Negate ( ref Vector3 value , out Vector3 result )
{
result . X = - value . X ;
result . Y = - value . Y ;
result . Z = - value . Z ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <returns>Unit vector.</returns>
public static Vector3 Normalize ( Vector3 value )
{
float factor = 1.0f / ( float ) System . Math . Sqrt (
( value . X * value . X ) +
( value . Y * value . Y ) +
( value . Z * value . Z )
) ;
return new Vector3 (
value . X * factor ,
value . Y * factor ,
value . Z * factor
) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="result">Unit vector as an output parameter.</param>
public static void Normalize ( ref Vector3 value , out Vector3 result )
{
float factor = 1.0f / ( float ) System . Math . Sqrt (
( value . X * value . X ) +
( value . Y * value . Y ) +
( value . Z * value . Z )
) ;
result . X = value . X * factor ;
result . Y = value . Y * factor ;
result . Z = value . Z * factor ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains reflect vector of the given vector and normal.
/// </summary>
/// <param name="vector">Source <see cref="Vector3"/>.</param>
/// <param name="normal">Reflection normal.</param>
/// <returns>Reflected vector.</returns>
public static Vector3 Reflect ( Vector3 vector , Vector3 normal )
{
/ * I is the original array .
* N is the normal of the incident plane .
* R = I - ( 2 * N * ( DotProduct [ I , N ] ) )
* /
Vector3 reflectedVector ;
// Inline the dotProduct here instead of calling method
float dotProduct = ( ( vector . X * normal . X ) + ( vector . Y * normal . Y ) ) +
( vector . Z * normal . Z ) ;
reflectedVector . X = vector . X - ( 2.0f * normal . X ) * dotProduct ;
reflectedVector . Y = vector . Y - ( 2.0f * normal . Y ) * dotProduct ;
reflectedVector . Z = vector . Z - ( 2.0f * normal . Z ) * dotProduct ;
return reflectedVector ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains reflect vector of the given vector and normal.
/// </summary>
/// <param name="vector">Source <see cref="Vector3"/>.</param>
/// <param name="normal">Reflection normal.</param>
/// <param name="result">Reflected vector as an output parameter.</param>
public static void Reflect ( ref Vector3 vector , ref Vector3 normal , out Vector3 result )
{
/ * I is the original array .
* N is the normal of the incident plane .
* R = I - ( 2 * N * ( DotProduct [ I , N ] ) )
* /
// Inline the dotProduct here instead of calling method.
float dotProduct = ( ( vector . X * normal . X ) + ( vector . Y * normal . Y ) ) +
( vector . Z * normal . Z ) ;
result . X = vector . X - ( 2.0f * normal . X ) * dotProduct ;
result . Y = vector . Y - ( 2.0f * normal . Y ) * dotProduct ;
result . Z = vector . Z - ( 2.0f * normal . Z ) * dotProduct ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <returns>Cubic interpolation of the specified vectors.</returns>
public static Vector3 SmoothStep ( Vector3 value1 , Vector3 value2 , float amount )
{
return new Vector3 (
MathHelper . SmoothStep ( value1 . X , value2 . X , amount ) ,
MathHelper . SmoothStep ( value1 . Y , value2 . Y , amount ) ,
MathHelper . SmoothStep ( value1 . Z , value2 . Z , amount )
) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
public static void SmoothStep (
ref Vector3 value1 ,
ref Vector3 value2 ,
float amount ,
out Vector3 result
) {
result . X = MathHelper . SmoothStep ( value1 . X , value2 . X , amount ) ;
result . Y = MathHelper . SmoothStep ( value1 . Y , value2 . Y , amount ) ;
result . Z = MathHelper . SmoothStep ( value1 . Z , value2 . Z , amount ) ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains subtraction of on <see cref="Vector3"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <returns>The result of the vector subtraction.</returns>
public static Vector3 Subtract ( Vector3 value1 , Vector3 value2 )
{
value1 . X - = value2 . X ;
value1 . Y - = value2 . Y ;
value1 . Z - = value2 . Z ;
return value1 ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains subtraction of on <see cref="Vector3"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/>.</param>
/// <param name="value2">Source <see cref="Vector3"/>.</param>
/// <param name="result">The result of the vector subtraction as an output parameter.</param>
public static void Subtract ( ref Vector3 value1 , ref Vector3 value2 , out Vector3 result )
{
result . X = value1 . X - value2 . X ;
result . Y = value1 . Y - value2 . Y ;
result . Z = value1 . Z - value2 . Z ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a transformation of 3d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="position">Source <see cref="Vector3"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed <see cref="Vector3"/>.</returns>
public static Vector3 Transform ( Vector3 position , Matrix matrix )
{
Transform ( ref position , ref matrix , out position ) ;
return position ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a transformation of 3d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="position">Source <see cref="Vector3"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed <see cref="Vector3"/> as an output parameter.</param>
public static void Transform (
ref Vector3 position ,
ref Matrix matrix ,
out Vector3 result
) {
float x = (
( position . X * matrix . M11 ) +
( position . Y * matrix . M21 ) +
( position . Z * matrix . M31 ) +
matrix . M41
) ;
float y = (
( position . X * matrix . M12 ) +
( position . Y * matrix . M22 ) +
( position . Z * matrix . M32 ) +
matrix . M42
) ;
float z = (
( position . X * matrix . M13 ) +
( position . Y * matrix . M23 ) +
( position . Z * matrix . M33 ) +
matrix . M43
) ;
result . X = x ;
result . Y = y ;
result . Z = z ;
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector3"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
public static void Transform (
Vector3 [ ] sourceArray ,
ref Matrix matrix ,
Vector3 [ ] destinationArray
) {
Debug . Assert (
destinationArray . Length > = sourceArray . Length ,
"The destination array is smaller than the source array."
) ;
/ * TODO : Are there options on some platforms to implement
* a vectorized version of this ?
* /
for ( int i = 0 ; i < sourceArray . Length ; i + = 1 )
{
Vector3 position = sourceArray [ i ] ;
destinationArray [ i ] = new Vector3 (
( position . X * matrix . M11 ) + ( position . Y * matrix . M21 ) +
( position . Z * matrix . M31 ) + matrix . M41 ,
( position . X * matrix . M12 ) + ( position . Y * matrix . M22 ) +
( position . Z * matrix . M32 ) + matrix . M42 ,
( position . X * matrix . M13 ) + ( position . Y * matrix . M23 ) +
( position . Z * matrix . M33 ) + matrix . M43
) ;
}
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector3"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector3"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public static void Transform (
Vector3 [ ] sourceArray ,
int sourceIndex ,
ref Matrix matrix ,
Vector3 [ ] destinationArray ,
int destinationIndex ,
int length
) {
Debug . Assert (
sourceArray . Length - sourceIndex > = length ,
"The source array is too small for the given sourceIndex and length."
) ;
Debug . Assert (
destinationArray . Length - destinationIndex > = length ,
"The destination array is too small for " +
"the given destinationIndex and length."
) ;
/ * TODO : Are there options on some platforms to implement a
* vectorized version of this ?
* /
for ( int i = 0 ; i < length ; i + = 1 )
{
Vector3 position = sourceArray [ sourceIndex + i ] ;
destinationArray [ destinationIndex + i ] = new Vector3 (
( position . X * matrix . M11 ) + ( position . Y * matrix . M21 ) +
( position . Z * matrix . M31 ) + matrix . M41 ,
( position . X * matrix . M12 ) + ( position . Y * matrix . M22 ) +
( position . Z * matrix . M32 ) + matrix . M42 ,
( position . X * matrix . M13 ) + ( position . Y * matrix . M23 ) +
( position . Z * matrix . M33 ) + matrix . M43
) ;
}
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a transformation of 3d-vector by the specified <see cref="Quaternion"/>, representing the rotation.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector3"/>.</returns>
public static Vector3 Transform ( Vector3 value , Quaternion rotation )
{
Vector3 result ;
Transform ( ref value , ref rotation , out result ) ;
return result ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a transformation of 3d-vector by the specified <see cref="Quaternion"/>, representing the rotation.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector3"/> as an output parameter.</param>
public static void Transform (
ref Vector3 value ,
ref Quaternion rotation ,
out Vector3 result
) {
float x = 2 * ( rotation . Y * value . Z - rotation . Z * value . Y ) ;
float y = 2 * ( rotation . Z * value . X - rotation . X * value . Z ) ;
float z = 2 * ( rotation . X * value . Y - rotation . Y * value . X ) ;
result . X = value . X + x * rotation . W + ( rotation . Y * z - rotation . Z * y ) ;
result . Y = value . Y + y * rotation . W + ( rotation . Z * x - rotation . X * z ) ;
result . Z = value . Z + z * rotation . W + ( rotation . X * y - rotation . Y * x ) ;
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector3"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
public static void Transform (
Vector3 [ ] sourceArray ,
ref Quaternion rotation ,
Vector3 [ ] destinationArray
) {
Debug . Assert (
destinationArray . Length > = sourceArray . Length ,
"The destination array is smaller than the source array."
) ;
/ * TODO : Are there options on some platforms to implement
* a vectorized version of this ?
* /
for ( int i = 0 ; i < sourceArray . Length ; i + = 1 )
{
Vector3 position = sourceArray [ i ] ;
float x = 2 * ( rotation . Y * position . Z - rotation . Z * position . Y ) ;
float y = 2 * ( rotation . Z * position . X - rotation . X * position . Z ) ;
float z = 2 * ( rotation . X * position . Y - rotation . Y * position . X ) ;
destinationArray [ i ] = new Vector3 (
position . X + x * rotation . W + ( rotation . Y * z - rotation . Z * y ) ,
position . Y + y * rotation . W + ( rotation . Z * x - rotation . X * z ) ,
position . Z + z * rotation . W + ( rotation . X * y - rotation . Y * x )
) ;
}
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector3"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector3"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public static void Transform (
Vector3 [ ] sourceArray ,
int sourceIndex ,
ref Quaternion rotation ,
Vector3 [ ] destinationArray ,
int destinationIndex ,
int length
) {
Debug . Assert (
sourceArray . Length - sourceIndex > = length ,
"The source array is too small for the given sourceIndex and length."
) ;
Debug . Assert (
destinationArray . Length - destinationIndex > = length ,
"The destination array is too small for the " +
"given destinationIndex and length."
) ;
/ * TODO : Are there options on some platforms to implement
* a vectorized version of this ?
* /
for ( int i = 0 ; i < length ; i + = 1 )
{
Vector3 position = sourceArray [ sourceIndex + i ] ;
float x = 2 * ( rotation . Y * position . Z - rotation . Z * position . Y ) ;
float y = 2 * ( rotation . Z * position . X - rotation . X * position . Z ) ;
float z = 2 * ( rotation . X * position . Y - rotation . Y * position . X ) ;
destinationArray [ destinationIndex + i ] = new Vector3 (
position . X + x * rotation . W + ( rotation . Y * z - rotation . Z * y ) ,
position . Y + y * rotation . W + ( rotation . Z * x - rotation . X * z ) ,
position . Z + z * rotation . W + ( rotation . X * y - rotation . Y * x )
) ;
}
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a transformation of the specified normal by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="normal">Source <see cref="Vector3"/> which represents a normal vector.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed normal.</returns>
public static Vector3 TransformNormal ( Vector3 normal , Matrix matrix )
{
TransformNormal ( ref normal , ref matrix , out normal ) ;
return normal ;
}
/// <summary>
/// Creates a new <see cref="Vector3"/> that contains a transformation of the specified normal by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="normal">Source <see cref="Vector3"/> which represents a normal vector.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed normal as an output parameter.</param>
public static void TransformNormal (
ref Vector3 normal ,
ref Matrix matrix ,
out Vector3 result
) {
float x = ( normal . X * matrix . M11 ) + ( normal . Y * matrix . M21 ) + ( normal . Z * matrix . M31 ) ;
float y = ( normal . X * matrix . M12 ) + ( normal . Y * matrix . M22 ) + ( normal . Z * matrix . M32 ) ;
float z = ( normal . X * matrix . M13 ) + ( normal . Y * matrix . M23 ) + ( normal . Z * matrix . M33 ) ;
result . X = x ;
result . Y = y ;
result . Z = z ;
}
/// <summary>
/// Apply transformation on all normals within array of <see cref="Vector3"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
public static void TransformNormal (
Vector3 [ ] sourceArray ,
ref Matrix matrix ,
Vector3 [ ] destinationArray
) {
Debug . Assert (
destinationArray . Length > = sourceArray . Length ,
"The destination array is smaller than the source array."
) ;
for ( int i = 0 ; i < sourceArray . Length ; i + = 1 )
{
Vector3 normal = sourceArray [ i ] ;
destinationArray [ i ] . X = ( normal . X * matrix . M11 ) + ( normal . Y * matrix . M21 ) + ( normal . Z * matrix . M31 ) ;
destinationArray [ i ] . Y = ( normal . X * matrix . M12 ) + ( normal . Y * matrix . M22 ) + ( normal . Z * matrix . M32 ) ;
destinationArray [ i ] . Z = ( normal . X * matrix . M13 ) + ( normal . Y * matrix . M23 ) + ( normal . Z * matrix . M33 ) ;
}
}
/// <summary>
/// Apply transformation on normals within array of <see cref="Vector3"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector3"/> should be written.</param>
/// <param name="length">The number of normals to be transformed.</param>
public static void TransformNormal (
Vector3 [ ] sourceArray ,
int sourceIndex ,
ref Matrix matrix ,
Vector3 [ ] destinationArray ,
int destinationIndex ,
int length
) {
if ( sourceArray = = null )
{
throw new ArgumentNullException ( "sourceArray" ) ;
}
if ( destinationArray = = null )
{
throw new ArgumentNullException ( "destinationArray" ) ;
}
if ( ( sourceIndex + length ) > sourceArray . Length )
{
throw new ArgumentException (
"the combination of sourceIndex and " +
"length was greater than sourceArray.Length"
) ;
}
if ( ( destinationIndex + length ) > destinationArray . Length )
{
throw new ArgumentException (
"destinationArray is too small to " +
"contain the result"
) ;
}
for ( int i = 0 ; i < length ; i + = 1 )
{
Vector3 normal = sourceArray [ i + sourceIndex ] ;
destinationArray [ i + destinationIndex ] . X = (
( normal . X * matrix . M11 ) +
( normal . Y * matrix . M21 ) +
( normal . Z * matrix . M31 )
) ;
destinationArray [ i + destinationIndex ] . Y = (
( normal . X * matrix . M12 ) +
( normal . Y * matrix . M22 ) +
( normal . Z * matrix . M32 )
) ;
destinationArray [ i + destinationIndex ] . Z = (
( normal . X * matrix . M13 ) +
( normal . Y * matrix . M23 ) +
( normal . Z * matrix . M33 )
) ;
}
}
# endregion
#region Public Static Operators
/// <summary>
/// Compares whether two <see cref="Vector3"/> instances are equal.
/// </summary>
/// <param name="value1"><see cref="Vector3"/> instance on the left of the equal sign.</param>
/// <param name="value2"><see cref="Vector3"/> instance on the right of the equal sign.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public static bool operator = = ( Vector3 value1 , Vector3 value2 )
{
return ( value1 . X = = value2 . X & &
value1 . Y = = value2 . Y & &
value1 . Z = = value2 . Z ) ;
}
/// <summary>
/// Compares whether two <see cref="Vector3"/> instances are not equal.
/// </summary>
/// <param name="value1"><see cref="Vector3"/> instance on the left of the not equal sign.</param>
/// <param name="value2"><see cref="Vector3"/> instance on the right of the not equal sign.</param>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
public static bool operator ! = ( Vector3 value1 , Vector3 value2 )
{
return ! ( value1 = = value2 ) ;
}
/// <summary>
/// Adds two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/> on the left of the add sign.</param>
/// <param name="value2">Source <see cref="Vector3"/> on the right of the add sign.</param>
/// <returns>Sum of the vectors.</returns>
public static Vector3 operator + ( Vector3 value1 , Vector3 value2 )
{
value1 . X + = value2 . X ;
value1 . Y + = value2 . Y ;
value1 . Z + = value2 . Z ;
return value1 ;
}
/// <summary>
/// Inverts values in the specified <see cref="Vector3"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/> on the right of the sub sign.</param>
/// <returns>Result of the inversion.</returns>
public static Vector3 operator - ( Vector3 value )
{
value = new Vector3 ( - value . X , - value . Y , - value . Z ) ;
return value ;
}
/// <summary>
/// Subtracts a <see cref="Vector3"/> from a <see cref="Vector3"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/> on the left of the sub sign.</param>
/// <param name="value2">Source <see cref="Vector3"/> on the right of the sub sign.</param>
/// <returns>Result of the vector subtraction.</returns>
public static Vector3 operator - ( Vector3 value1 , Vector3 value2 )
{
value1 . X - = value2 . X ;
value1 . Y - = value2 . Y ;
value1 . Z - = value2 . Z ;
return value1 ;
}
/// <summary>
/// Multiplies the components of two vectors by each other.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/> on the left of the mul sign.</param>
/// <param name="value2">Source <see cref="Vector3"/> on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication.</returns>
public static Vector3 operator * ( Vector3 value1 , Vector3 value2 )
{
value1 . X * = value2 . X ;
value1 . Y * = value2 . Y ;
value1 . Z * = value2 . Z ;
return value1 ;
}
/// <summary>
/// Multiplies the components of vector by a scalar.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/> on the left of the mul sign.</param>
/// <param name="scaleFactor">Scalar value on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication with a scalar.</returns>
public static Vector3 operator * ( Vector3 value , float scaleFactor )
{
value . X * = scaleFactor ;
value . Y * = scaleFactor ;
value . Z * = scaleFactor ;
return value ;
}
/// <summary>
/// Multiplies the components of vector by a scalar.
/// </summary>
/// <param name="scaleFactor">Scalar value on the left of the mul sign.</param>
/// <param name="value">Source <see cref="Vector3"/> on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication with a scalar.</returns>
public static Vector3 operator * ( float scaleFactor , Vector3 value )
{
value . X * = scaleFactor ;
value . Y * = scaleFactor ;
value . Z * = scaleFactor ;
return value ;
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by the components of another <see cref="Vector3"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector3"/> on the left of the div sign.</param>
/// <param name="value2">Divisor <see cref="Vector3"/> on the right of the div sign.</param>
/// <returns>The result of dividing the vectors.</returns>
public static Vector3 operator / ( Vector3 value1 , Vector3 value2 )
{
value1 . X / = value2 . X ;
value1 . Y / = value2 . Y ;
value1 . Z / = value2 . Z ;
return value1 ;
}
/// <summary>
/// Divides the components of a <see cref="Vector3"/> by a scalar.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/> on the left of the div sign.</param>
/// <param name="divider">Divisor scalar on the right of the div sign.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public static Vector3 operator / ( Vector3 value , float divider )
{
float factor = 1 / divider ;
value . X * = factor ;
value . Y * = factor ;
value . Z * = factor ;
return value ;
}
# endregion
}
}