Math
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MoonWorks - Game Development Framework
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Copyright (c) 2021 Evan Hemsley
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from
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the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software in a
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product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Evan "cosmonaut" Hemsley <evan@moonside.games>
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@ -0,0 +1,63 @@
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Microsoft Public License (Ms-PL)
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FNA - Copyright 2009-2021 Ethan Lee and the MonoGame Team
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All rights reserved.
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This license governs use of the accompanying software. If you use the software,
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you accept this license. If you do not accept the license, do not use the
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software.
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1. Definitions
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The terms "reproduce," "reproduction," "derivative works," and "distribution"
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have the same meaning here as under U.S. copyright law.
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A "contribution" is the original software, or any additions or changes to the
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software.
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A "contributor" is any person that distributes its contribution under this
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license.
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"Licensed patents" are a contributor's patent claims that read directly on its
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contribution.
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2. Grant of Rights
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(A) Copyright Grant- Subject to the terms of this license, including the
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license conditions and limitations in section 3, each contributor grants you a
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non-exclusive, worldwide, royalty-free copyright license to reproduce its
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contribution, prepare derivative works of its contribution, and distribute its
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contribution or any derivative works that you create.
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(B) Patent Grant- Subject to the terms of this license, including the license
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conditions and limitations in section 3, each contributor grants you a
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non-exclusive, worldwide, royalty-free license under its licensed patents to
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make, have made, use, sell, offer for sale, import, and/or otherwise dispose of
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its contribution in the software or derivative works of the contribution in the
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software.
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3. Conditions and Limitations
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(A) No Trademark License- This license does not grant you rights to use any
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contributors' name, logo, or trademarks.
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(B) If you bring a patent claim against any contributor over patents that you
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claim are infringed by the software, your patent license from such contributor
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to the software ends automatically.
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(C) If you distribute any portion of the software, you must retain all
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copyright, patent, trademark, and attribution notices that are present in the
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software.
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(D) If you distribute any portion of the software in source code form, you may
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do so only under this license by including a complete copy of this license with
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your distribution. If you distribute any portion of the software in compiled or
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object code form, you may only do so under a license that complies with this
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license.
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(E) The software is licensed "as-is." You bear the risk of using it. The
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contributors give no express warranties, guarantees or conditions. You may have
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additional consumer rights under your local laws which this license cannot
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change. To the extent permitted under your local laws, the contributors exclude
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the implied warranties of merchantability, fitness for a particular purpose and
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non-infringement.
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@ -0,0 +1,22 @@
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MIT License
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Copyright 2006 The Mono.Xna Team
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All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -67,7 +67,7 @@ namespace MoonWorks.Audio
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_pitch = value;
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_pitch = value;
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FAudio.FAudioSourceVoice_SetFrequencyRatio(
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FAudio.FAudioSourceVoice_SetFrequencyRatio(
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Handle,
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Handle,
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(float) Math.Pow(2.0, _pitch) * doppler,
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(float) System.Math.Pow(2.0, _pitch) * doppler,
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0
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0
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);
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);
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}
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}
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#region License
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/* MoonWorks - Game Development Framework
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* Copyright 2021 Evan Hemsley
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*/
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/* Derived from code by Ethan Lee (Copyright 2009-2021).
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* Released under the Microsoft Public License.
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* See fna.LICENSE for details.
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* Derived from code by the Mono.Xna Team (Copyright 2006).
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* Released under the MIT License. See monoxna.LICENSE for details.
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*/
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#endregion
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#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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#endregion
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namespace MoonWorks.Math
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{
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[Serializable]
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[DebuggerDisplay("{DebugDisplayString,nq}")]
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public struct BoundingBox : IEquatable<BoundingBox>
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{
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#region Internal Properties
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internal string DebugDisplayString
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{
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get
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{
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return string.Concat(
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"Min( ", Min.DebugDisplayString, " ) \r\n",
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"Max( ", Max.DebugDisplayString, " )"
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);
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}
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}
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#endregion
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#region Public Fields
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public Vector3 Min;
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public Vector3 Max;
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public const int CornerCount = 8;
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#endregion
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#region Private Static Variables
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private static readonly Vector3 MaxVector3 = new Vector3(float.MaxValue);
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private static readonly Vector3 MinVector3 = new Vector3(float.MinValue);
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#endregion
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#region Public Constructors
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public BoundingBox(Vector3 min, Vector3 max)
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{
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this.Min = min;
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this.Max = max;
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}
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#endregion
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#region Public Methods
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public void Contains(ref BoundingBox box, out ContainmentType result)
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{
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result = Contains(box);
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}
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public void Contains(ref BoundingSphere sphere, out ContainmentType result)
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{
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result = this.Contains(sphere);
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}
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public ContainmentType Contains(Vector3 point)
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{
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ContainmentType result;
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this.Contains(ref point, out result);
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return result;
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}
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public ContainmentType Contains(BoundingBox box)
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{
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// Test if all corner is in the same side of a face by just checking min and max
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if ( box.Max.X < Min.X ||
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box.Min.X > Max.X ||
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box.Max.Y < Min.Y ||
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box.Min.Y > Max.Y ||
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box.Max.Z < Min.Z ||
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box.Min.Z > Max.Z )
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{
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return ContainmentType.Disjoint;
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}
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if ( box.Min.X >= Min.X &&
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box.Max.X <= Max.X &&
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box.Min.Y >= Min.Y &&
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box.Max.Y <= Max.Y &&
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box.Min.Z >= Min.Z &&
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box.Max.Z <= Max.Z )
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{
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return ContainmentType.Contains;
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}
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return ContainmentType.Intersects;
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}
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public ContainmentType Contains(BoundingFrustum frustum)
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{
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/* TODO: bad done here need a fix.
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* Because the question is not if frustum contains box but the reverse and
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* this is not the same.
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*/
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int i;
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ContainmentType contained;
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Vector3[] corners = frustum.GetCorners();
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// First we check if frustum is in box.
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for (i = 0; i < corners.Length; i += 1)
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{
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this.Contains(ref corners[i], out contained);
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if (contained == ContainmentType.Disjoint)
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{
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break;
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}
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}
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// This means we checked all the corners and they were all contain or instersect
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if (i == corners.Length)
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{
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return ContainmentType.Contains;
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}
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// If i is not equal to zero, we can fastpath and say that this box intersects
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if (i != 0)
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{
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return ContainmentType.Intersects;
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}
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/* If we get here, it means the first (and only) point we checked was
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* actually contained in the frustum. So we assume that all other points
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* will also be contained. If one of the points is disjoint, we can
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* exit immediately saying that the result is Intersects
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*/
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i += 1;
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for (; i < corners.Length; i += 1)
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{
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this.Contains(ref corners[i], out contained);
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if (contained != ContainmentType.Contains)
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{
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return ContainmentType.Intersects;
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}
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}
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/* If we get here, then we know all the points were actually contained,
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* therefore result is Contains.
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*/
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return ContainmentType.Contains;
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}
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public ContainmentType Contains(BoundingSphere sphere)
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{
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if ( sphere.Center.X - Min.X >= sphere.Radius &&
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sphere.Center.Y - Min.Y >= sphere.Radius &&
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sphere.Center.Z - Min.Z >= sphere.Radius &&
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Max.X - sphere.Center.X >= sphere.Radius &&
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Max.Y - sphere.Center.Y >= sphere.Radius &&
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Max.Z - sphere.Center.Z >= sphere.Radius )
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{
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return ContainmentType.Contains;
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}
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double dmin = 0;
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double e = sphere.Center.X - Min.X;
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if (e < 0)
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{
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if (e < -sphere.Radius)
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{
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return ContainmentType.Disjoint;
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}
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dmin += e * e;
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}
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else
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{
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e = sphere.Center.X - Max.X;
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if (e > 0)
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{
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if (e > sphere.Radius)
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{
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return ContainmentType.Disjoint;
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}
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dmin += e * e;
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}
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}
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e = sphere.Center.Y - Min.Y;
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if (e < 0)
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{
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if (e < -sphere.Radius)
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{
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return ContainmentType.Disjoint;
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}
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dmin += e * e;
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}
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else
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{
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e = sphere.Center.Y - Max.Y;
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if (e > 0)
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{
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if (e > sphere.Radius)
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{
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return ContainmentType.Disjoint;
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}
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dmin += e * e;
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}
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}
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e = sphere.Center.Z - Min.Z;
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if (e < 0)
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{
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if (e < -sphere.Radius)
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{
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return ContainmentType.Disjoint;
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}
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dmin += e * e;
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}
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else
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{
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e = sphere.Center.Z - Max.Z;
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if (e > 0)
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{
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if (e > sphere.Radius)
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{
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return ContainmentType.Disjoint;
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}
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dmin += e * e;
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}
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}
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if (dmin <= sphere.Radius * sphere.Radius)
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{
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return ContainmentType.Intersects;
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}
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return ContainmentType.Disjoint;
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}
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public void Contains(ref Vector3 point, out ContainmentType result)
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{
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// Determine if point is outside of this box.
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if ( point.X < this.Min.X ||
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point.X > this.Max.X ||
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point.Y < this.Min.Y ||
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point.Y > this.Max.Y ||
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point.Z < this.Min.Z ||
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point.Z > this.Max.Z )
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{
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result = ContainmentType.Disjoint;
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}
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else
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{
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result = ContainmentType.Contains;
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}
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}
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public Vector3[] GetCorners()
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{
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return new Vector3[] {
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new Vector3(this.Min.X, this.Max.Y, this.Max.Z),
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new Vector3(this.Max.X, this.Max.Y, this.Max.Z),
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new Vector3(this.Max.X, this.Min.Y, this.Max.Z),
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new Vector3(this.Min.X, this.Min.Y, this.Max.Z),
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new Vector3(this.Min.X, this.Max.Y, this.Min.Z),
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new Vector3(this.Max.X, this.Max.Y, this.Min.Z),
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new Vector3(this.Max.X, this.Min.Y, this.Min.Z),
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new Vector3(this.Min.X, this.Min.Y, this.Min.Z)
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};
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}
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public void GetCorners(Vector3[] corners)
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{
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if (corners == null)
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{
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throw new ArgumentNullException("corners");
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}
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if (corners.Length < 8)
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{
|
||||||
|
throw new ArgumentOutOfRangeException("corners", "Not Enought Corners");
|
||||||
|
}
|
||||||
|
corners[0].X = this.Min.X;
|
||||||
|
corners[0].Y = this.Max.Y;
|
||||||
|
corners[0].Z = this.Max.Z;
|
||||||
|
corners[1].X = this.Max.X;
|
||||||
|
corners[1].Y = this.Max.Y;
|
||||||
|
corners[1].Z = this.Max.Z;
|
||||||
|
corners[2].X = this.Max.X;
|
||||||
|
corners[2].Y = this.Min.Y;
|
||||||
|
corners[2].Z = this.Max.Z;
|
||||||
|
corners[3].X = this.Min.X;
|
||||||
|
corners[3].Y = this.Min.Y;
|
||||||
|
corners[3].Z = this.Max.Z;
|
||||||
|
corners[4].X = this.Min.X;
|
||||||
|
corners[4].Y = this.Max.Y;
|
||||||
|
corners[4].Z = this.Min.Z;
|
||||||
|
corners[5].X = this.Max.X;
|
||||||
|
corners[5].Y = this.Max.Y;
|
||||||
|
corners[5].Z = this.Min.Z;
|
||||||
|
corners[6].X = this.Max.X;
|
||||||
|
corners[6].Y = this.Min.Y;
|
||||||
|
corners[6].Z = this.Min.Z;
|
||||||
|
corners[7].X = this.Min.X;
|
||||||
|
corners[7].Y = this.Min.Y;
|
||||||
|
corners[7].Z = this.Min.Z;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Nullable<float> Intersects(Ray ray)
|
||||||
|
{
|
||||||
|
return ray.Intersects(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Intersects(ref Ray ray, out Nullable<float> result)
|
||||||
|
{
|
||||||
|
result = Intersects(ray);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Intersects(BoundingFrustum frustum)
|
||||||
|
{
|
||||||
|
return frustum.Intersects(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Intersects(ref BoundingSphere sphere, out bool result)
|
||||||
|
{
|
||||||
|
result = Intersects(sphere);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Intersects(BoundingBox box)
|
||||||
|
{
|
||||||
|
bool result;
|
||||||
|
Intersects(ref box, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public PlaneIntersectionType Intersects(Plane plane)
|
||||||
|
{
|
||||||
|
PlaneIntersectionType result;
|
||||||
|
Intersects(ref plane, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Intersects(ref BoundingBox box, out bool result)
|
||||||
|
{
|
||||||
|
if ((this.Max.X >= box.Min.X) && (this.Min.X <= box.Max.X))
|
||||||
|
{
|
||||||
|
if ((this.Max.Y < box.Min.Y) || (this.Min.Y > box.Max.Y))
|
||||||
|
{
|
||||||
|
result = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
result = (this.Max.Z >= box.Min.Z) && (this.Min.Z <= box.Max.Z);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
result = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Intersects(BoundingSphere sphere)
|
||||||
|
{
|
||||||
|
if ( sphere.Center.X - Min.X > sphere.Radius &&
|
||||||
|
sphere.Center.Y - Min.Y > sphere.Radius &&
|
||||||
|
sphere.Center.Z - Min.Z > sphere.Radius &&
|
||||||
|
Max.X - sphere.Center.X > sphere.Radius &&
|
||||||
|
Max.Y - sphere.Center.Y > sphere.Radius &&
|
||||||
|
Max.Z - sphere.Center.Z > sphere.Radius )
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
double dmin = 0;
|
||||||
|
|
||||||
|
if (sphere.Center.X - Min.X <= sphere.Radius)
|
||||||
|
{
|
||||||
|
dmin += (sphere.Center.X - Min.X) * (sphere.Center.X - Min.X);
|
||||||
|
}
|
||||||
|
else if (Max.X - sphere.Center.X <= sphere.Radius)
|
||||||
|
{
|
||||||
|
dmin += (sphere.Center.X - Max.X) * (sphere.Center.X - Max.X);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (sphere.Center.Y - Min.Y <= sphere.Radius)
|
||||||
|
{
|
||||||
|
dmin += (sphere.Center.Y - Min.Y) * (sphere.Center.Y - Min.Y);
|
||||||
|
}
|
||||||
|
else if (Max.Y - sphere.Center.Y <= sphere.Radius)
|
||||||
|
{
|
||||||
|
dmin += (sphere.Center.Y - Max.Y) * (sphere.Center.Y - Max.Y);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (sphere.Center.Z - Min.Z <= sphere.Radius)
|
||||||
|
{
|
||||||
|
dmin += (sphere.Center.Z - Min.Z) * (sphere.Center.Z - Min.Z);
|
||||||
|
}
|
||||||
|
else if (Max.Z - sphere.Center.Z <= sphere.Radius)
|
||||||
|
{
|
||||||
|
dmin += (sphere.Center.Z - Max.Z) * (sphere.Center.Z - Max.Z);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (dmin <= sphere.Radius * sphere.Radius)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Intersects(ref Plane plane, out PlaneIntersectionType result)
|
||||||
|
{
|
||||||
|
// See http://zach.in.tu-clausthal.de/teaching/cg_literatur/lighthouse3d_view_frustum_culling/index.html
|
||||||
|
|
||||||
|
Vector3 positiveVertex;
|
||||||
|
Vector3 negativeVertex;
|
||||||
|
|
||||||
|
if (plane.Normal.X >= 0)
|
||||||
|
{
|
||||||
|
positiveVertex.X = Max.X;
|
||||||
|
negativeVertex.X = Min.X;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
positiveVertex.X = Min.X;
|
||||||
|
negativeVertex.X = Max.X;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (plane.Normal.Y >= 0)
|
||||||
|
{
|
||||||
|
positiveVertex.Y = Max.Y;
|
||||||
|
negativeVertex.Y = Min.Y;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
positiveVertex.Y = Min.Y;
|
||||||
|
negativeVertex.Y = Max.Y;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (plane.Normal.Z >= 0)
|
||||||
|
{
|
||||||
|
positiveVertex.Z = Max.Z;
|
||||||
|
negativeVertex.Z = Min.Z;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
positiveVertex.Z = Min.Z;
|
||||||
|
negativeVertex.Z = Max.Z;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Inline Vector3.Dot(plane.Normal, negativeVertex) + plane.D;
|
||||||
|
float distance = (
|
||||||
|
plane.Normal.X * negativeVertex.X +
|
||||||
|
plane.Normal.Y * negativeVertex.Y +
|
||||||
|
plane.Normal.Z * negativeVertex.Z +
|
||||||
|
plane.D
|
||||||
|
);
|
||||||
|
if (distance > 0)
|
||||||
|
{
|
||||||
|
result = PlaneIntersectionType.Front;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Inline Vector3.Dot(plane.Normal, positiveVertex) + plane.D;
|
||||||
|
distance = (
|
||||||
|
plane.Normal.X * positiveVertex.X +
|
||||||
|
plane.Normal.Y * positiveVertex.Y +
|
||||||
|
plane.Normal.Z * positiveVertex.Z +
|
||||||
|
plane.D
|
||||||
|
);
|
||||||
|
if (distance < 0)
|
||||||
|
{
|
||||||
|
result = PlaneIntersectionType.Back;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
result = PlaneIntersectionType.Intersecting;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Equals(BoundingBox other)
|
||||||
|
{
|
||||||
|
return (this.Min == other.Min) && (this.Max == other.Max);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a bounding box from the given list of points.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="points">
|
||||||
|
/// The list of Vector3 instances defining the point cloud to bound.
|
||||||
|
/// </param>
|
||||||
|
/// <returns>A bounding box that encapsulates the given point cloud.</returns>
|
||||||
|
/// <exception cref="System.ArgumentException">
|
||||||
|
/// Thrown if the given list has no points.
|
||||||
|
/// </exception>
|
||||||
|
public static BoundingBox CreateFromPoints(IEnumerable<Vector3> points)
|
||||||
|
{
|
||||||
|
if (points == null)
|
||||||
|
{
|
||||||
|
throw new ArgumentNullException("points");
|
||||||
|
}
|
||||||
|
|
||||||
|
bool empty = true;
|
||||||
|
Vector3 minVec = MaxVector3;
|
||||||
|
Vector3 maxVec = MinVector3;
|
||||||
|
foreach (Vector3 ptVector in points)
|
||||||
|
{
|
||||||
|
minVec.X = (minVec.X < ptVector.X) ? minVec.X : ptVector.X;
|
||||||
|
minVec.Y = (minVec.Y < ptVector.Y) ? minVec.Y : ptVector.Y;
|
||||||
|
minVec.Z = (minVec.Z < ptVector.Z) ? minVec.Z : ptVector.Z;
|
||||||
|
|
||||||
|
maxVec.X = (maxVec.X > ptVector.X) ? maxVec.X : ptVector.X;
|
||||||
|
maxVec.Y = (maxVec.Y > ptVector.Y) ? maxVec.Y : ptVector.Y;
|
||||||
|
maxVec.Z = (maxVec.Z > ptVector.Z) ? maxVec.Z : ptVector.Z;
|
||||||
|
|
||||||
|
empty = false;
|
||||||
|
}
|
||||||
|
if (empty)
|
||||||
|
{
|
||||||
|
throw new ArgumentException("Collection is empty", "points");
|
||||||
|
}
|
||||||
|
|
||||||
|
return new BoundingBox(minVec, maxVec);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static BoundingBox CreateFromSphere(BoundingSphere sphere)
|
||||||
|
{
|
||||||
|
BoundingBox result;
|
||||||
|
CreateFromSphere(ref sphere, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void CreateFromSphere(ref BoundingSphere sphere, out BoundingBox result)
|
||||||
|
{
|
||||||
|
Vector3 corner = new Vector3(sphere.Radius);
|
||||||
|
result.Min = sphere.Center - corner;
|
||||||
|
result.Max = sphere.Center + corner;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static BoundingBox CreateMerged(BoundingBox original, BoundingBox additional)
|
||||||
|
{
|
||||||
|
BoundingBox result;
|
||||||
|
CreateMerged(ref original, ref additional, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void CreateMerged(ref BoundingBox original, ref BoundingBox additional, out BoundingBox result)
|
||||||
|
{
|
||||||
|
result.Min.X = System.Math.Min(original.Min.X, additional.Min.X);
|
||||||
|
result.Min.Y = System.Math.Min(original.Min.Y, additional.Min.Y);
|
||||||
|
result.Min.Z = System.Math.Min(original.Min.Z, additional.Min.Z);
|
||||||
|
result.Max.X = System.Math.Max(original.Max.X, additional.Max.X);
|
||||||
|
result.Max.Y = System.Math.Max(original.Max.Y, additional.Max.Y);
|
||||||
|
result.Max.Z = System.Math.Max(original.Max.Z, additional.Max.Z);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Operators and Override Methods
|
||||||
|
|
||||||
|
public override bool Equals(object obj)
|
||||||
|
{
|
||||||
|
return (obj is BoundingBox) && Equals((BoundingBox) obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
return this.Min.GetHashCode() + this.Max.GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator ==(BoundingBox a, BoundingBox b)
|
||||||
|
{
|
||||||
|
return a.Equals(b);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator !=(BoundingBox a, BoundingBox b)
|
||||||
|
{
|
||||||
|
return !a.Equals(b);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
"{{Min:" + Min.ToString() +
|
||||||
|
" Max:" + Max.ToString() +
|
||||||
|
"}}"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,729 @@
|
||||||
|
#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;
|
||||||
|
using System.Text;
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Defines a viewing frustum for intersection operations.
|
||||||
|
/// </summary>
|
||||||
|
[DebuggerDisplay("{DebugDisplayString,nq}")]
|
||||||
|
public class BoundingFrustum : IEquatable<BoundingFrustum>
|
||||||
|
{
|
||||||
|
#region Public Properties
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets or sets the <see cref="Matrix"/> of the frustum.
|
||||||
|
/// </summary>
|
||||||
|
public Matrix Matrix
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.matrix;
|
||||||
|
}
|
||||||
|
set
|
||||||
|
{
|
||||||
|
/* FIXME: The odds are the planes will be used a lot more often than
|
||||||
|
* the matrix is updated, so this should help performance. I hope. ;)
|
||||||
|
*/
|
||||||
|
this.matrix = value;
|
||||||
|
this.CreatePlanes();
|
||||||
|
this.CreateCorners();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the near plane of the frustum.
|
||||||
|
/// </summary>
|
||||||
|
public Plane Near
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.planes[0];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the far plane of the frustum.
|
||||||
|
/// </summary>
|
||||||
|
public Plane Far
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.planes[1];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the left plane of the frustum.
|
||||||
|
/// </summary>
|
||||||
|
public Plane Left
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.planes[2];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the right plane of the frustum.
|
||||||
|
/// </summary>
|
||||||
|
public Plane Right
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.planes[3];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the top plane of the frustum.
|
||||||
|
/// </summary>
|
||||||
|
public Plane Top
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.planes[4];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the bottom plane of the frustum.
|
||||||
|
/// </summary>
|
||||||
|
public Plane Bottom
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.planes[5];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Internal Properties
|
||||||
|
|
||||||
|
internal string DebugDisplayString
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return string.Concat(
|
||||||
|
"Near( ", planes[0].DebugDisplayString, " ) \r\n",
|
||||||
|
"Far( ", planes[1].DebugDisplayString, " ) \r\n",
|
||||||
|
"Left( ", planes[2].DebugDisplayString, " ) \r\n",
|
||||||
|
"Right( ", planes[3].DebugDisplayString, " ) \r\n",
|
||||||
|
"Top( ", planes[4].DebugDisplayString, " ) \r\n",
|
||||||
|
"Bottom( ", planes[5].DebugDisplayString, " ) "
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Fields
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The number of corner points in the frustum.
|
||||||
|
/// </summary>
|
||||||
|
public const int CornerCount = 8;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Private Fields
|
||||||
|
|
||||||
|
private Matrix matrix;
|
||||||
|
private readonly Vector3[] corners = new Vector3[CornerCount];
|
||||||
|
private readonly Plane[] planes = new Plane[PlaneCount];
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The number of planes in the frustum.
|
||||||
|
/// </summary>
|
||||||
|
private const int PlaneCount = 6;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Constructors
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs the frustum by extracting the view planes from a matrix.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">Combined matrix which usually is (View * Projection).</param>
|
||||||
|
public BoundingFrustum(Matrix value)
|
||||||
|
{
|
||||||
|
this.matrix = value;
|
||||||
|
this.CreatePlanes();
|
||||||
|
this.CreateCorners();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="frustum">A <see cref="BoundingFrustum"/> for testing.</param>
|
||||||
|
/// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingFrustum"/>.</returns>
|
||||||
|
public ContainmentType Contains(BoundingFrustum frustum)
|
||||||
|
{
|
||||||
|
if (this == frustum)
|
||||||
|
{
|
||||||
|
return ContainmentType.Contains;
|
||||||
|
}
|
||||||
|
bool intersects = false;
|
||||||
|
for (int i = 0; i < PlaneCount; i += 1)
|
||||||
|
{
|
||||||
|
PlaneIntersectionType planeIntersectionType;
|
||||||
|
frustum.Intersects(ref planes[i], out planeIntersectionType);
|
||||||
|
if (planeIntersectionType == PlaneIntersectionType.Front)
|
||||||
|
{
|
||||||
|
return ContainmentType.Disjoint;
|
||||||
|
}
|
||||||
|
else if (planeIntersectionType == PlaneIntersectionType.Intersecting)
|
||||||
|
{
|
||||||
|
intersects = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return intersects ? ContainmentType.Intersects : ContainmentType.Contains;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">A <see cref="BoundingBox"/> for testing.</param>
|
||||||
|
/// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/>.</returns>
|
||||||
|
public ContainmentType Contains(BoundingBox box)
|
||||||
|
{
|
||||||
|
ContainmentType result = default(ContainmentType);
|
||||||
|
this.Contains(ref box, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">A <see cref="BoundingBox"/> for testing.</param>
|
||||||
|
/// <param name="result">Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/> as an output parameter.</param>
|
||||||
|
public void Contains(ref BoundingBox box, out ContainmentType result)
|
||||||
|
{
|
||||||
|
bool intersects = false;
|
||||||
|
for (int i = 0; i < PlaneCount; i += 1)
|
||||||
|
{
|
||||||
|
PlaneIntersectionType planeIntersectionType = default(PlaneIntersectionType);
|
||||||
|
box.Intersects(ref this.planes[i], out planeIntersectionType);
|
||||||
|
switch (planeIntersectionType)
|
||||||
|
{
|
||||||
|
case PlaneIntersectionType.Front:
|
||||||
|
result = ContainmentType.Disjoint;
|
||||||
|
return;
|
||||||
|
case PlaneIntersectionType.Intersecting:
|
||||||
|
intersects = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
result = intersects ? ContainmentType.Intersects : ContainmentType.Contains;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sphere">A <see cref="BoundingSphere"/> for testing.</param>
|
||||||
|
/// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/>.</returns>
|
||||||
|
public ContainmentType Contains(BoundingSphere sphere)
|
||||||
|
{
|
||||||
|
ContainmentType result = default(ContainmentType);
|
||||||
|
this.Contains(ref sphere, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sphere">A <see cref="BoundingSphere"/> for testing.</param>
|
||||||
|
/// <param name="result">Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/> as an output parameter.</param>
|
||||||
|
public void Contains(ref BoundingSphere sphere, out ContainmentType result)
|
||||||
|
{
|
||||||
|
bool intersects = false;
|
||||||
|
for (int i = 0; i < PlaneCount; i += 1)
|
||||||
|
{
|
||||||
|
PlaneIntersectionType planeIntersectionType = default(PlaneIntersectionType);
|
||||||
|
|
||||||
|
// TODO: We might want to inline this for performance reasons.
|
||||||
|
sphere.Intersects(ref this.planes[i], out planeIntersectionType);
|
||||||
|
switch (planeIntersectionType)
|
||||||
|
{
|
||||||
|
case PlaneIntersectionType.Front:
|
||||||
|
result = ContainmentType.Disjoint;
|
||||||
|
return;
|
||||||
|
case PlaneIntersectionType.Intersecting:
|
||||||
|
intersects = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
result = intersects ? ContainmentType.Intersects : ContainmentType.Contains;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="point">A <see cref="Vector3"/> for testing.</param>
|
||||||
|
/// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/>.</returns>
|
||||||
|
public ContainmentType Contains(Vector3 point)
|
||||||
|
{
|
||||||
|
ContainmentType result = default(ContainmentType);
|
||||||
|
this.Contains(ref point, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="point">A <see cref="Vector3"/> for testing.</param>
|
||||||
|
/// <param name="result">Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/> as an output parameter.</param>
|
||||||
|
public void Contains(ref Vector3 point, out ContainmentType result)
|
||||||
|
{
|
||||||
|
bool intersects = false;
|
||||||
|
for (int i = 0; i < PlaneCount; i += 1)
|
||||||
|
{
|
||||||
|
float classifyPoint = (
|
||||||
|
(point.X * planes[i].Normal.X) +
|
||||||
|
(point.Y * planes[i].Normal.Y) +
|
||||||
|
(point.Z * planes[i].Normal.Z) +
|
||||||
|
planes[i].D
|
||||||
|
);
|
||||||
|
if (classifyPoint > 0)
|
||||||
|
{
|
||||||
|
result = ContainmentType.Disjoint;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else if (classifyPoint == 0)
|
||||||
|
{
|
||||||
|
intersects = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
result = intersects ? ContainmentType.Intersects : ContainmentType.Contains;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a copy of internal corners array.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The array of corners.</returns>
|
||||||
|
public Vector3[] GetCorners()
|
||||||
|
{
|
||||||
|
return (Vector3[]) this.corners.Clone();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a copy of internal corners array.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="corners">The array which values will be replaced to corner values of this instance. It must have size of <see cref="BoundingFrustum.CornerCount"/>.</param>
|
||||||
|
public void GetCorners(Vector3[] corners)
|
||||||
|
{
|
||||||
|
if (corners == null)
|
||||||
|
{
|
||||||
|
throw new ArgumentNullException("corners");
|
||||||
|
}
|
||||||
|
if (corners.Length < CornerCount)
|
||||||
|
{
|
||||||
|
throw new ArgumentOutOfRangeException("corners");
|
||||||
|
}
|
||||||
|
|
||||||
|
this.corners.CopyTo(corners, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="BoundingFrustum"/> intersects with this <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="frustum">An other <see cref="BoundingFrustum"/> for intersection test.</param>
|
||||||
|
/// <returns><c>true</c> if other <see cref="BoundingFrustum"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Intersects(BoundingFrustum frustum)
|
||||||
|
{
|
||||||
|
return (Contains(frustum) != ContainmentType.Disjoint);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">A <see cref="BoundingBox"/> for intersection test.</param>
|
||||||
|
/// <returns><c>true</c> if specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Intersects(BoundingBox box)
|
||||||
|
{
|
||||||
|
bool result = false;
|
||||||
|
this.Intersects(ref box, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">A <see cref="BoundingBox"/> for intersection test.</param>
|
||||||
|
/// <param name="result"><c>true</c> if specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise as an output parameter.</param>
|
||||||
|
public void Intersects(ref BoundingBox box, out bool result)
|
||||||
|
{
|
||||||
|
ContainmentType containment = default(ContainmentType);
|
||||||
|
this.Contains(ref box, out containment);
|
||||||
|
result = containment != ContainmentType.Disjoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sphere">A <see cref="BoundingSphere"/> for intersection test.</param>
|
||||||
|
/// <returns><c>true</c> if specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Intersects(BoundingSphere sphere)
|
||||||
|
{
|
||||||
|
bool result = default(bool);
|
||||||
|
this.Intersects(ref sphere, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sphere">A <see cref="BoundingSphere"/> for intersection test.</param>
|
||||||
|
/// <param name="result"><c>true</c> if specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise as an output parameter.</param>
|
||||||
|
public void Intersects(ref BoundingSphere sphere, out bool result)
|
||||||
|
{
|
||||||
|
ContainmentType containment = default(ContainmentType);
|
||||||
|
this.Contains(ref sphere, out containment);
|
||||||
|
result = containment != ContainmentType.Disjoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets type of intersection between specified <see cref="Plane"/> and this <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="plane">A <see cref="Plane"/> for intersection test.</param>
|
||||||
|
/// <returns>A plane intersection type.</returns>
|
||||||
|
public PlaneIntersectionType Intersects(Plane plane)
|
||||||
|
{
|
||||||
|
PlaneIntersectionType result;
|
||||||
|
Intersects(ref plane, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets type of intersection between specified <see cref="Plane"/> and this <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="plane">A <see cref="Plane"/> for intersection test.</param>
|
||||||
|
/// <param name="result">A plane intersection type as an output parameter.</param>
|
||||||
|
public void Intersects(ref Plane plane, out PlaneIntersectionType result)
|
||||||
|
{
|
||||||
|
result = plane.Intersects(ref corners[0]);
|
||||||
|
for (int i = 1; i < corners.Length; i += 1)
|
||||||
|
{
|
||||||
|
if (plane.Intersects(ref corners[i]) != result)
|
||||||
|
{
|
||||||
|
result = PlaneIntersectionType.Intersecting;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the distance of intersection of <see cref="Ray"/> and this <see cref="BoundingFrustum"/> or null if no intersection happens.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="ray">A <see cref="Ray"/> for intersection test.</param>
|
||||||
|
/// <returns>Distance at which ray intersects with this <see cref="BoundingFrustum"/> or null if no intersection happens.</returns>
|
||||||
|
public float? Intersects(Ray ray)
|
||||||
|
{
|
||||||
|
float? result;
|
||||||
|
Intersects(ref ray, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the distance of intersection of <see cref="Ray"/> and this <see cref="BoundingFrustum"/> or null if no intersection happens.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="ray">A <see cref="Ray"/> for intersection test.</param>
|
||||||
|
/// <param name="result">Distance at which ray intersects with this <see cref="BoundingFrustum"/> or null if no intersection happens as an output parameter.</param>
|
||||||
|
public void Intersects(ref Ray ray, out float? result)
|
||||||
|
{
|
||||||
|
ContainmentType ctype;
|
||||||
|
Contains(ref ray.Position, out ctype);
|
||||||
|
|
||||||
|
if (ctype == ContainmentType.Disjoint)
|
||||||
|
{
|
||||||
|
result = null;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (ctype == ContainmentType.Contains)
|
||||||
|
{
|
||||||
|
result = 0.0f;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (ctype != ContainmentType.Intersects)
|
||||||
|
{
|
||||||
|
throw new ArgumentOutOfRangeException("ctype");
|
||||||
|
}
|
||||||
|
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Private Methods
|
||||||
|
|
||||||
|
private void CreateCorners()
|
||||||
|
{
|
||||||
|
IntersectionPoint(
|
||||||
|
ref this.planes[0],
|
||||||
|
ref this.planes[2],
|
||||||
|
ref this.planes[4],
|
||||||
|
out this.corners[0]
|
||||||
|
);
|
||||||
|
IntersectionPoint(
|
||||||
|
ref this.planes[0],
|
||||||
|
ref this.planes[3],
|
||||||
|
ref this.planes[4],
|
||||||
|
out this.corners[1]
|
||||||
|
);
|
||||||
|
IntersectionPoint(
|
||||||
|
ref this.planes[0],
|
||||||
|
ref this.planes[3],
|
||||||
|
ref this.planes[5],
|
||||||
|
out this.corners[2]
|
||||||
|
);
|
||||||
|
IntersectionPoint(
|
||||||
|
ref this.planes[0],
|
||||||
|
ref this.planes[2],
|
||||||
|
ref this.planes[5],
|
||||||
|
out this.corners[3]
|
||||||
|
);
|
||||||
|
IntersectionPoint(
|
||||||
|
ref this.planes[1],
|
||||||
|
ref this.planes[2],
|
||||||
|
ref this.planes[4],
|
||||||
|
out this.corners[4]
|
||||||
|
);
|
||||||
|
IntersectionPoint(
|
||||||
|
ref this.planes[1],
|
||||||
|
ref this.planes[3],
|
||||||
|
ref this.planes[4],
|
||||||
|
out this.corners[5]
|
||||||
|
);
|
||||||
|
IntersectionPoint(
|
||||||
|
ref this.planes[1],
|
||||||
|
ref this.planes[3],
|
||||||
|
ref this.planes[5],
|
||||||
|
out this.corners[6]
|
||||||
|
);
|
||||||
|
IntersectionPoint(
|
||||||
|
ref this.planes[1],
|
||||||
|
ref this.planes[2],
|
||||||
|
ref this.planes[5],
|
||||||
|
out this.corners[7]
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreatePlanes()
|
||||||
|
{
|
||||||
|
this.planes[0] = new Plane(
|
||||||
|
-this.matrix.M13,
|
||||||
|
-this.matrix.M23,
|
||||||
|
-this.matrix.M33,
|
||||||
|
-this.matrix.M43
|
||||||
|
);
|
||||||
|
this.planes[1] = new Plane(
|
||||||
|
this.matrix.M13 - this.matrix.M14,
|
||||||
|
this.matrix.M23 - this.matrix.M24,
|
||||||
|
this.matrix.M33 - this.matrix.M34,
|
||||||
|
this.matrix.M43 - this.matrix.M44
|
||||||
|
);
|
||||||
|
this.planes[2] = new Plane(
|
||||||
|
-this.matrix.M14 - this.matrix.M11,
|
||||||
|
-this.matrix.M24 - this.matrix.M21,
|
||||||
|
-this.matrix.M34 - this.matrix.M31,
|
||||||
|
-this.matrix.M44 - this.matrix.M41
|
||||||
|
);
|
||||||
|
this.planes[3] = new Plane(
|
||||||
|
this.matrix.M11 - this.matrix.M14,
|
||||||
|
this.matrix.M21 - this.matrix.M24,
|
||||||
|
this.matrix.M31 - this.matrix.M34,
|
||||||
|
this.matrix.M41 - this.matrix.M44
|
||||||
|
);
|
||||||
|
this.planes[4] = new Plane(
|
||||||
|
this.matrix.M12 - this.matrix.M14,
|
||||||
|
this.matrix.M22 - this.matrix.M24,
|
||||||
|
this.matrix.M32 - this.matrix.M34,
|
||||||
|
this.matrix.M42 - this.matrix.M44
|
||||||
|
);
|
||||||
|
this.planes[5] = new Plane(
|
||||||
|
-this.matrix.M14 - this.matrix.M12,
|
||||||
|
-this.matrix.M24 - this.matrix.M22,
|
||||||
|
-this.matrix.M34 - this.matrix.M32,
|
||||||
|
-this.matrix.M44 - this.matrix.M42
|
||||||
|
);
|
||||||
|
|
||||||
|
this.NormalizePlane(ref this.planes[0]);
|
||||||
|
this.NormalizePlane(ref this.planes[1]);
|
||||||
|
this.NormalizePlane(ref this.planes[2]);
|
||||||
|
this.NormalizePlane(ref this.planes[3]);
|
||||||
|
this.NormalizePlane(ref this.planes[4]);
|
||||||
|
this.NormalizePlane(ref this.planes[5]);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void NormalizePlane(ref Plane p)
|
||||||
|
{
|
||||||
|
float factor = 1f / p.Normal.Length();
|
||||||
|
p.Normal.X *= factor;
|
||||||
|
p.Normal.Y *= factor;
|
||||||
|
p.Normal.Z *= factor;
|
||||||
|
p.D *= factor;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Private Static Methods
|
||||||
|
|
||||||
|
private static void IntersectionPoint(
|
||||||
|
ref Plane a,
|
||||||
|
ref Plane b,
|
||||||
|
ref Plane c,
|
||||||
|
out Vector3 result
|
||||||
|
) {
|
||||||
|
/* Formula used
|
||||||
|
* d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
|
||||||
|
* P = -------------------------------------------------------------------
|
||||||
|
* N1 . ( N2 * N3 )
|
||||||
|
*
|
||||||
|
* Note: N refers to the normal, d refers to the displacement. '.' means dot
|
||||||
|
* product. '*' means cross product
|
||||||
|
*/
|
||||||
|
|
||||||
|
Vector3 v1, v2, v3;
|
||||||
|
Vector3 cross;
|
||||||
|
|
||||||
|
Vector3.Cross(ref b.Normal, ref c.Normal, out cross);
|
||||||
|
|
||||||
|
float f;
|
||||||
|
Vector3.Dot(ref a.Normal, ref cross, out f);
|
||||||
|
f *= -1.0f;
|
||||||
|
|
||||||
|
Vector3.Cross(ref b.Normal, ref c.Normal, out cross);
|
||||||
|
Vector3.Multiply(ref cross, a.D, out v1);
|
||||||
|
// v1 = (a.D * (Vector3.Cross(b.Normal, c.Normal)));
|
||||||
|
|
||||||
|
|
||||||
|
Vector3.Cross(ref c.Normal, ref a.Normal, out cross);
|
||||||
|
Vector3.Multiply(ref cross, b.D, out v2);
|
||||||
|
// v2 = (b.D * (Vector3.Cross(c.Normal, a.Normal)));
|
||||||
|
|
||||||
|
|
||||||
|
Vector3.Cross(ref a.Normal, ref b.Normal, out cross);
|
||||||
|
Vector3.Multiply(ref cross, c.D, out v3);
|
||||||
|
// v3 = (c.D * (Vector3.Cross(a.Normal, b.Normal)));
|
||||||
|
|
||||||
|
result.X = (v1.X + v2.X + v3.X) / f;
|
||||||
|
result.Y = (v1.Y + v2.Y + v3.Y) / f;
|
||||||
|
result.Z = (v1.Z + v2.Z + v3.Z) / f;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Operators and Override Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether two <see cref="BoundingFrustum"/> instances are equal.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"><see cref="BoundingFrustum"/> instance on the left of the equal sign.</param>
|
||||||
|
/// <param name="b"><see cref="BoundingFrustum"/> 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 ==(BoundingFrustum a, BoundingFrustum b)
|
||||||
|
{
|
||||||
|
if (object.Equals(a, null))
|
||||||
|
{
|
||||||
|
return (object.Equals(b, null));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (object.Equals(b, null))
|
||||||
|
{
|
||||||
|
return (object.Equals(a, null));
|
||||||
|
}
|
||||||
|
|
||||||
|
return a.matrix == (b.matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether two <see cref="BoundingFrustum"/> instances are not equal.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"><see cref="BoundingFrustum"/> instance on the left of the not equal sign.</param>
|
||||||
|
/// <param name="b"><see cref="BoundingFrustum"/> 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 !=(BoundingFrustum a, BoundingFrustum b)
|
||||||
|
{
|
||||||
|
return !(a == b);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether current instance is equal to specified <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="other">The <see cref="BoundingFrustum"/> to compare.</param>
|
||||||
|
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Equals(BoundingFrustum other)
|
||||||
|
{
|
||||||
|
return (this == other);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether current instance is equal to specified <see cref="BoundingFrustum"/>.
|
||||||
|
/// </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 BoundingFrustum) && Equals((BoundingFrustum) obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a <see cref="String"/> representation of this <see cref="BoundingFrustum"/> in the format:
|
||||||
|
/// {Near:[nearPlane] Far:[farPlane] Left:[leftPlane] Right:[rightPlane] Top:[topPlane] Bottom:[bottomPlane]}
|
||||||
|
/// </summary>
|
||||||
|
/// <returns><see cref="String"/> representation of this <see cref="BoundingFrustum"/>.</returns>
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
StringBuilder sb = new StringBuilder(256);
|
||||||
|
sb.Append("{Near:");
|
||||||
|
sb.Append(this.planes[0].ToString());
|
||||||
|
sb.Append(" Far:");
|
||||||
|
sb.Append(this.planes[1].ToString());
|
||||||
|
sb.Append(" Left:");
|
||||||
|
sb.Append(this.planes[2].ToString());
|
||||||
|
sb.Append(" Right:");
|
||||||
|
sb.Append(this.planes[3].ToString());
|
||||||
|
sb.Append(" Top:");
|
||||||
|
sb.Append(this.planes[4].ToString());
|
||||||
|
sb.Append(" Bottom:");
|
||||||
|
sb.Append(this.planes[5].ToString());
|
||||||
|
sb.Append("}");
|
||||||
|
return sb.ToString();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the hash code of this <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>Hash code of this <see cref="BoundingFrustum"/>.</returns>
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
return this.matrix.GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,683 @@
|
||||||
|
#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.Collections.Generic;
|
||||||
|
using System.Diagnostics;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Describes a sphere in 3D-space for bounding operations.
|
||||||
|
/// </summary>
|
||||||
|
[Serializable]
|
||||||
|
[DebuggerDisplay("{DebugDisplayString,nq}")]
|
||||||
|
public struct BoundingSphere : IEquatable<BoundingSphere>
|
||||||
|
{
|
||||||
|
#region Internal Properties
|
||||||
|
|
||||||
|
internal string DebugDisplayString
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return string.Concat(
|
||||||
|
"Center( ", Center.DebugDisplayString, " ) \r\n",
|
||||||
|
"Radius( ", Radius.ToString(), " ) "
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Fields
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The sphere center.
|
||||||
|
/// </summary>
|
||||||
|
public Vector3 Center;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The sphere radius.
|
||||||
|
/// </summary>
|
||||||
|
public float Radius;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Constructors
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a bounding sphere with the specified center and radius.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="center">The sphere center.</param>
|
||||||
|
/// <param name="radius">The sphere radius.</param>
|
||||||
|
public BoundingSphere(Vector3 center, float radius)
|
||||||
|
{
|
||||||
|
this.Center = center;
|
||||||
|
this.Radius = radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="BoundingSphere"/> that contains a transformation of translation and scale from this sphere by the specified <see cref="Matrix"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
|
||||||
|
/// <returns>Transformed <see cref="BoundingSphere"/>.</returns>
|
||||||
|
public BoundingSphere Transform(Matrix matrix)
|
||||||
|
{
|
||||||
|
BoundingSphere sphere = new BoundingSphere();
|
||||||
|
sphere.Center = Vector3.Transform(this.Center, matrix);
|
||||||
|
sphere.Radius = this.Radius *
|
||||||
|
(
|
||||||
|
(float) System.Math.Sqrt((double) System.Math.Max(
|
||||||
|
((matrix.M11 * matrix.M11) + (matrix.M12 * matrix.M12)) + (matrix.M13 * matrix.M13),
|
||||||
|
System.Math.Max(
|
||||||
|
((matrix.M21 * matrix.M21) + (matrix.M22 * matrix.M22)) + (matrix.M23 * matrix.M23),
|
||||||
|
((matrix.M31 * matrix.M31) + (matrix.M32 * matrix.M32)) + (matrix.M33 * matrix.M33))
|
||||||
|
)
|
||||||
|
)
|
||||||
|
);
|
||||||
|
return sphere;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="BoundingSphere"/> that contains a transformation of translation and scale from this sphere by the specified <see cref="Matrix"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
|
||||||
|
/// <param name="result">Transformed <see cref="BoundingSphere"/> as an output parameter.</param>
|
||||||
|
public void Transform(ref Matrix matrix, out BoundingSphere result)
|
||||||
|
{
|
||||||
|
result.Center = Vector3.Transform(this.Center, matrix);
|
||||||
|
result.Radius = this.Radius *
|
||||||
|
(
|
||||||
|
(float) System.Math.Sqrt((double) System.Math.Max(
|
||||||
|
((matrix.M11 * matrix.M11) + (matrix.M12 * matrix.M12)) + (matrix.M13 * matrix.M13),
|
||||||
|
System.Math.Max(
|
||||||
|
((matrix.M21 * matrix.M21) + (matrix.M22 * matrix.M22)) + (matrix.M23 * matrix.M23),
|
||||||
|
((matrix.M31 * matrix.M31) + (matrix.M32 * matrix.M32)) + (matrix.M33 * matrix.M33))
|
||||||
|
)
|
||||||
|
)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test if a bounding box is fully inside, outside, or just intersecting the sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">The box for testing.</param>
|
||||||
|
/// <param name="result">The containment type as an output parameter.</param>
|
||||||
|
public void Contains(ref BoundingBox box, out ContainmentType result)
|
||||||
|
{
|
||||||
|
result = this.Contains(box);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test if a sphere is fully inside, outside, or just intersecting the sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sphere">The other sphere for testing.</param>
|
||||||
|
/// <param name="result">The containment type as an output parameter.</param>
|
||||||
|
public void Contains(ref BoundingSphere sphere, out ContainmentType result)
|
||||||
|
{
|
||||||
|
result = Contains(sphere);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test if a point is fully inside, outside, or just intersecting the sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="point">The vector in 3D-space for testing.</param>
|
||||||
|
/// <param name="result">The containment type as an output parameter.</param>
|
||||||
|
public void Contains(ref Vector3 point, out ContainmentType result)
|
||||||
|
{
|
||||||
|
result = Contains(point);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test if a bounding box is fully inside, outside, or just intersecting the sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">The box for testing.</param>
|
||||||
|
/// <returns>The containment type.</returns>
|
||||||
|
public ContainmentType Contains(BoundingBox box)
|
||||||
|
{
|
||||||
|
// Check if all corners are in sphere.
|
||||||
|
bool inside = true;
|
||||||
|
foreach (Vector3 corner in box.GetCorners())
|
||||||
|
{
|
||||||
|
if (this.Contains(corner) == ContainmentType.Disjoint)
|
||||||
|
{
|
||||||
|
inside = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (inside)
|
||||||
|
{
|
||||||
|
return ContainmentType.Contains;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if the distance from sphere center to cube face is less than radius.
|
||||||
|
double dmin = 0;
|
||||||
|
|
||||||
|
if (Center.X < box.Min.X)
|
||||||
|
{
|
||||||
|
dmin += (Center.X - box.Min.X) * (Center.X - box.Min.X);
|
||||||
|
}
|
||||||
|
else if (Center.X > box.Max.X)
|
||||||
|
{
|
||||||
|
dmin += (Center.X - box.Max.X) * (Center.X - box.Max.X);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Center.Y < box.Min.Y)
|
||||||
|
{
|
||||||
|
dmin += (Center.Y - box.Min.Y) * (Center.Y - box.Min.Y);
|
||||||
|
}
|
||||||
|
else if (Center.Y > box.Max.Y)
|
||||||
|
{
|
||||||
|
dmin += (Center.Y - box.Max.Y) * (Center.Y - box.Max.Y);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Center.Z < box.Min.Z)
|
||||||
|
{
|
||||||
|
dmin += (Center.Z - box.Min.Z) * (Center.Z - box.Min.Z);
|
||||||
|
}
|
||||||
|
else if (Center.Z > box.Max.Z)
|
||||||
|
{
|
||||||
|
dmin += (Center.Z - box.Max.Z) * (Center.Z - box.Max.Z);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (dmin <= Radius * Radius)
|
||||||
|
{
|
||||||
|
return ContainmentType.Intersects;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Else disjoint
|
||||||
|
return ContainmentType.Disjoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test if a frustum is fully inside, outside, or just intersecting the sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">The box for testing.</param>
|
||||||
|
/// <param name="result">The containment type as an output parameter.</param>
|
||||||
|
public ContainmentType Contains(BoundingFrustum frustum)
|
||||||
|
{
|
||||||
|
// Check if all corners are in sphere.
|
||||||
|
bool inside = true;
|
||||||
|
|
||||||
|
Vector3[] corners = frustum.GetCorners();
|
||||||
|
foreach (Vector3 corner in corners)
|
||||||
|
{
|
||||||
|
if (this.Contains(corner) == ContainmentType.Disjoint)
|
||||||
|
{
|
||||||
|
inside = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (inside)
|
||||||
|
{
|
||||||
|
return ContainmentType.Contains;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if the distance from sphere center to frustrum face is less than radius.
|
||||||
|
double dmin = 0;
|
||||||
|
// TODO : calcul dmin
|
||||||
|
|
||||||
|
if (dmin <= Radius * Radius)
|
||||||
|
{
|
||||||
|
return ContainmentType.Intersects;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Else disjoint
|
||||||
|
return ContainmentType.Disjoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test if a sphere is fully inside, outside, or just intersecting the sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sphere">The other sphere for testing.</param>
|
||||||
|
/// <returns>The containment type.</returns>
|
||||||
|
public ContainmentType Contains(BoundingSphere sphere)
|
||||||
|
{
|
||||||
|
float sqDistance;
|
||||||
|
Vector3.DistanceSquared(ref sphere.Center, ref Center, out sqDistance);
|
||||||
|
|
||||||
|
if (sqDistance > (sphere.Radius + Radius) * (sphere.Radius + Radius))
|
||||||
|
{
|
||||||
|
return ContainmentType.Disjoint;
|
||||||
|
}
|
||||||
|
else if (sqDistance <= (Radius - sphere.Radius) * (Radius - sphere.Radius))
|
||||||
|
{
|
||||||
|
return ContainmentType.Contains;
|
||||||
|
}
|
||||||
|
return ContainmentType.Intersects;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test if a point is fully inside, outside, or just intersecting the sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="point">The vector in 3D-space for testing.</param>
|
||||||
|
/// <returns>The containment type.</returns>
|
||||||
|
public ContainmentType Contains(Vector3 point)
|
||||||
|
{
|
||||||
|
float sqRadius = Radius * Radius;
|
||||||
|
float sqDistance;
|
||||||
|
Vector3.DistanceSquared(ref point, ref Center, out sqDistance);
|
||||||
|
|
||||||
|
if (sqDistance > sqRadius)
|
||||||
|
{
|
||||||
|
return ContainmentType.Disjoint;
|
||||||
|
}
|
||||||
|
else if (sqDistance < sqRadius)
|
||||||
|
{
|
||||||
|
return ContainmentType.Contains;
|
||||||
|
}
|
||||||
|
return ContainmentType.Intersects;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether current instance is equal to specified <see cref="BoundingSphere"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="other">The <see cref="BoundingSphere"/> to compare.</param>
|
||||||
|
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Equals(BoundingSphere other)
|
||||||
|
{
|
||||||
|
return ( Center == other.Center &&
|
||||||
|
Radius == other.Radius );
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates the smallest <see cref="BoundingSphere"/> that can contain a specified <see cref="BoundingBox"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">The box to create the sphere from.</param>
|
||||||
|
/// <returns>The new <see cref="BoundingSphere"/>.</returns>
|
||||||
|
public static BoundingSphere CreateFromBoundingBox(BoundingBox box)
|
||||||
|
{
|
||||||
|
BoundingSphere result;
|
||||||
|
CreateFromBoundingBox(ref box, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates the smallest <see cref="BoundingSphere"/> that can contain a specified <see cref="BoundingBox"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">The box to create the sphere from.</param>
|
||||||
|
/// <param name="result">The new <see cref="BoundingSphere"/> as an output parameter.</param>
|
||||||
|
public static void CreateFromBoundingBox(ref BoundingBox box, out BoundingSphere result)
|
||||||
|
{
|
||||||
|
// Find the center of the box.
|
||||||
|
Vector3 center = new Vector3(
|
||||||
|
(box.Min.X + box.Max.X) / 2.0f,
|
||||||
|
(box.Min.Y + box.Max.Y) / 2.0f,
|
||||||
|
(box.Min.Z + box.Max.Z) / 2.0f
|
||||||
|
);
|
||||||
|
|
||||||
|
// Find the distance between the center and one of the corners of the box.
|
||||||
|
float radius = Vector3.Distance(center, box.Max);
|
||||||
|
|
||||||
|
result = new BoundingSphere(center, radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates the smallest <see cref="BoundingSphere"/> that can contain a specified <see cref="BoundingFrustum"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="frustum">The frustum to create the sphere from.</param>
|
||||||
|
/// <returns>The new <see cref="BoundingSphere"/>.</returns>
|
||||||
|
public static BoundingSphere CreateFromFrustum(BoundingFrustum frustum)
|
||||||
|
{
|
||||||
|
return CreateFromPoints(frustum.GetCorners());
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates the smallest <see cref="BoundingSphere"/> that can contain a specified list of points in 3D-space.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="points">List of point to create the sphere from.</param>
|
||||||
|
/// <returns>The new <see cref="BoundingSphere"/>.</returns>
|
||||||
|
public static BoundingSphere CreateFromPoints(IEnumerable<Vector3> points)
|
||||||
|
{
|
||||||
|
if (points == null)
|
||||||
|
{
|
||||||
|
throw new ArgumentNullException("points");
|
||||||
|
}
|
||||||
|
|
||||||
|
// From "Real-Time Collision Detection" (Page 89)
|
||||||
|
|
||||||
|
Vector3 minx = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
|
||||||
|
Vector3 maxx = -minx;
|
||||||
|
Vector3 miny = minx;
|
||||||
|
Vector3 maxy = -minx;
|
||||||
|
Vector3 minz = minx;
|
||||||
|
Vector3 maxz = -minx;
|
||||||
|
|
||||||
|
// Find the most extreme points along the principle axis.
|
||||||
|
int numPoints = 0;
|
||||||
|
foreach (Vector3 pt in points)
|
||||||
|
{
|
||||||
|
numPoints += 1;
|
||||||
|
|
||||||
|
if (pt.X < minx.X)
|
||||||
|
{
|
||||||
|
minx = pt;
|
||||||
|
}
|
||||||
|
if (pt.X > maxx.X)
|
||||||
|
{
|
||||||
|
maxx = pt;
|
||||||
|
}
|
||||||
|
if (pt.Y < miny.Y)
|
||||||
|
{
|
||||||
|
miny = pt;
|
||||||
|
}
|
||||||
|
if (pt.Y > maxy.Y)
|
||||||
|
{
|
||||||
|
maxy = pt;
|
||||||
|
}
|
||||||
|
if (pt.Z < minz.Z)
|
||||||
|
{
|
||||||
|
minz = pt;
|
||||||
|
}
|
||||||
|
if (pt.Z > maxz.Z)
|
||||||
|
{
|
||||||
|
maxz = pt;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (numPoints == 0)
|
||||||
|
{
|
||||||
|
throw new ArgumentException(
|
||||||
|
"You should have at least one point in points."
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
float sqDistX = Vector3.DistanceSquared(maxx, minx);
|
||||||
|
float sqDistY = Vector3.DistanceSquared(maxy, miny);
|
||||||
|
float sqDistZ = Vector3.DistanceSquared(maxz, minz);
|
||||||
|
|
||||||
|
// Pick the pair of most distant points.
|
||||||
|
Vector3 min = minx;
|
||||||
|
Vector3 max = maxx;
|
||||||
|
if (sqDistY > sqDistX && sqDistY > sqDistZ)
|
||||||
|
{
|
||||||
|
max = maxy;
|
||||||
|
min = miny;
|
||||||
|
}
|
||||||
|
if (sqDistZ > sqDistX && sqDistZ > sqDistY)
|
||||||
|
{
|
||||||
|
max = maxz;
|
||||||
|
min = minz;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 center = (min + max) * 0.5f;
|
||||||
|
float radius = Vector3.Distance(max, center);
|
||||||
|
|
||||||
|
// Test every point and expand the sphere.
|
||||||
|
// The current bounding sphere is just a good approximation and may not enclose all points.
|
||||||
|
// From: Mathematics for 3D Game Programming and Computer Graphics, Eric Lengyel, Third Edition.
|
||||||
|
// Page 218
|
||||||
|
float sqRadius = radius * radius;
|
||||||
|
foreach (Vector3 pt in points)
|
||||||
|
{
|
||||||
|
Vector3 diff = (pt - center);
|
||||||
|
float sqDist = diff.LengthSquared();
|
||||||
|
if (sqDist > sqRadius)
|
||||||
|
{
|
||||||
|
float distance = (float) System.Math.Sqrt(sqDist); // equal to diff.Length();
|
||||||
|
Vector3 direction = diff / distance;
|
||||||
|
Vector3 G = center - radius * direction;
|
||||||
|
center = (G + pt) / 2;
|
||||||
|
radius = Vector3.Distance(pt, center);
|
||||||
|
sqRadius = radius * radius;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return new BoundingSphere(center, radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates the smallest <see cref="BoundingSphere"/> that can contain two spheres.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="original">First sphere.</param>
|
||||||
|
/// <param name="additional">Second sphere.</param>
|
||||||
|
/// <returns>The new <see cref="BoundingSphere"/>.</returns>
|
||||||
|
public static BoundingSphere CreateMerged(BoundingSphere original, BoundingSphere additional)
|
||||||
|
{
|
||||||
|
BoundingSphere result;
|
||||||
|
CreateMerged(ref original, ref additional, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates the smallest <see cref="BoundingSphere"/> that can contain two spheres.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="original">First sphere.</param>
|
||||||
|
/// <param name="additional">Second sphere.</param>
|
||||||
|
/// <param name="result">The new <see cref="BoundingSphere"/> as an output parameter.</param>
|
||||||
|
public static void CreateMerged(
|
||||||
|
ref BoundingSphere original,
|
||||||
|
ref BoundingSphere additional,
|
||||||
|
out BoundingSphere result
|
||||||
|
) {
|
||||||
|
Vector3 ocenterToaCenter = Vector3.Subtract(additional.Center, original.Center);
|
||||||
|
float distance = ocenterToaCenter.Length();
|
||||||
|
|
||||||
|
// Intersect
|
||||||
|
if (distance <= original.Radius + additional.Radius)
|
||||||
|
{
|
||||||
|
// Original contains additional.
|
||||||
|
if (distance <= original.Radius - additional.Radius)
|
||||||
|
{
|
||||||
|
result = original;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Additional contains original.
|
||||||
|
if (distance <= additional.Radius - original.Radius)
|
||||||
|
{
|
||||||
|
result = additional;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Else find center of new sphere and radius
|
||||||
|
float leftRadius = System.Math.Max(original.Radius - distance, additional.Radius);
|
||||||
|
float Rightradius = System.Math.Max(original.Radius + distance, additional.Radius);
|
||||||
|
|
||||||
|
// oCenterToResultCenter
|
||||||
|
ocenterToaCenter = ocenterToaCenter +
|
||||||
|
(
|
||||||
|
((leftRadius - Rightradius) / (2 * ocenterToaCenter.Length()))
|
||||||
|
* ocenterToaCenter
|
||||||
|
);
|
||||||
|
|
||||||
|
result = new BoundingSphere();
|
||||||
|
result.Center = original.Center + ocenterToaCenter;
|
||||||
|
result.Radius = (leftRadius + Rightradius) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="BoundingBox"/> intersects with this sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">The box for testing.</param>
|
||||||
|
/// <returns><c>true</c> if <see cref="BoundingBox"/> intersects with this sphere; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Intersects(BoundingBox box)
|
||||||
|
{
|
||||||
|
return box.Intersects(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="BoundingBox"/> intersects with this sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="box">The box for testing.</param>
|
||||||
|
/// <param name="result"><c>true</c> if <see cref="BoundingBox"/> intersects with this sphere; <c>false</c> otherwise. As an output parameter.</param>
|
||||||
|
public void Intersects(ref BoundingBox box, out bool result)
|
||||||
|
{
|
||||||
|
box.Intersects(ref this, out result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Intersects(BoundingFrustum frustum)
|
||||||
|
{
|
||||||
|
return frustum.Intersects(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not the other <see cref="BoundingSphere"/> intersects with this sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sphere">The other sphere for testing.</param>
|
||||||
|
/// <returns><c>true</c> if other <see cref="BoundingSphere"/> intersects with this sphere; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Intersects(BoundingSphere sphere)
|
||||||
|
{
|
||||||
|
bool result;
|
||||||
|
Intersects(ref sphere, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not the other <see cref="BoundingSphere"/> intersects with this sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sphere">The other sphere for testing.</param>
|
||||||
|
/// <param name="result"><c>true</c> if other <see cref="BoundingSphere"/> intersects with this sphere; <c>false</c> otherwise. As an output parameter.</param>
|
||||||
|
public void Intersects(ref BoundingSphere sphere, out bool result)
|
||||||
|
{
|
||||||
|
float sqDistance;
|
||||||
|
Vector3.DistanceSquared(ref sphere.Center, ref Center, out sqDistance);
|
||||||
|
result = !(sqDistance > (sphere.Radius + Radius) * (sphere.Radius + Radius));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="Ray"/> intersects with this sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="ray">The ray for testing.</param>
|
||||||
|
/// <returns>Distance of ray intersection or <c>null</c> if there is no intersection.</returns>
|
||||||
|
public float? Intersects(Ray ray)
|
||||||
|
{
|
||||||
|
return ray.Intersects(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="Ray"/> intersects with this sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="ray">The ray for testing.</param>
|
||||||
|
/// <param name="result">Distance of ray intersection or <c>null</c> if there is no intersection as an output parameter.</param>
|
||||||
|
public void Intersects(ref Ray ray, out float? result)
|
||||||
|
{
|
||||||
|
ray.Intersects(ref this, out result);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="Plane"/> intersects with this sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="plane">The plane for testing.</param>
|
||||||
|
/// <returns>Type of intersection.</returns>
|
||||||
|
public PlaneIntersectionType Intersects(Plane plane)
|
||||||
|
{
|
||||||
|
PlaneIntersectionType result = default(PlaneIntersectionType);
|
||||||
|
// TODO: We might want to inline this for performance reasons.
|
||||||
|
this.Intersects(ref plane, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not a specified <see cref="Plane"/> intersects with this sphere.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="plane">The plane for testing.</param>
|
||||||
|
/// <param name="result">Type of intersection as an output parameter.</param>
|
||||||
|
public void Intersects(ref Plane plane, out PlaneIntersectionType result)
|
||||||
|
{
|
||||||
|
float distance = default(float);
|
||||||
|
// TODO: We might want to inline this for performance reasons.
|
||||||
|
Vector3.Dot(ref plane.Normal, ref this.Center, out distance);
|
||||||
|
distance += plane.D;
|
||||||
|
if (distance > this.Radius)
|
||||||
|
{
|
||||||
|
result = PlaneIntersectionType.Front;
|
||||||
|
}
|
||||||
|
else if (distance < -this.Radius)
|
||||||
|
{
|
||||||
|
result = PlaneIntersectionType.Back;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
result = PlaneIntersectionType.Intersecting;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Operators and Override 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 BoundingSphere) && Equals((BoundingSphere) obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the hash code of this <see cref="BoundingSphere"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>Hash code of this <see cref="BoundingSphere"/>.</returns>
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
return this.Center.GetHashCode() + this.Radius.GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a <see cref="String"/> representation of this <see cref="BoundingSphere"/> in the format:
|
||||||
|
/// {Center:[<see cref="Center"/>] Radius:[<see cref="Radius"/>]}
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>A <see cref="String"/> representation of this <see cref="BoundingSphere"/>.</returns>
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
"{Center:" + Center.ToString() +
|
||||||
|
" Radius:" + Radius.ToString() +
|
||||||
|
"}"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether two <see cref="BoundingSphere"/> instances are equal.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"><see cref="BoundingSphere"/> instance on the left of the equal sign.</param>
|
||||||
|
/// <param name="b"><see cref="BoundingSphere"/> 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 ==(BoundingSphere a, BoundingSphere b)
|
||||||
|
{
|
||||||
|
return a.Equals(b);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether two <see cref="BoundingSphere"/> instances are not equal.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"><see cref="BoundingSphere"/> instance on the left of the not equal sign.</param>
|
||||||
|
/// <param name="b"><see cref="BoundingSphere"/> 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 !=(BoundingSphere a, BoundingSphere b)
|
||||||
|
{
|
||||||
|
return !a.Equals(b);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,37 @@
|
||||||
|
#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
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Defines how the bounding volumes intersects or contain one another.
|
||||||
|
/// </summary>
|
||||||
|
public enum ContainmentType
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates that there is no overlap between two bounding volumes.
|
||||||
|
/// </summary>
|
||||||
|
Disjoint,
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates that one bounding volume completely contains another volume.
|
||||||
|
/// </summary>
|
||||||
|
Contains,
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates that bounding volumes partially overlap one another.
|
||||||
|
/// </summary>
|
||||||
|
Intersects
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,415 @@
|
||||||
|
#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
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Contains commonly used precalculated values and mathematical operations.
|
||||||
|
/// </summary>
|
||||||
|
public static class MathHelper
|
||||||
|
{
|
||||||
|
#region Public Constants
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Represents the mathematical constant e(2.71828175).
|
||||||
|
/// </summary>
|
||||||
|
public const float E = (float) System.Math.E;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Represents the log base ten of e(0.4342945).
|
||||||
|
/// </summary>
|
||||||
|
public const float Log10E = 0.4342945f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Represents the log base two of e(1.442695).
|
||||||
|
/// </summary>
|
||||||
|
public const float Log2E = 1.442695f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Represents the value of pi(3.14159274).
|
||||||
|
/// </summary>
|
||||||
|
public const float Pi = (float) System.Math.PI;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Represents the value of pi divided by two(1.57079637).
|
||||||
|
/// </summary>
|
||||||
|
public const float PiOver2 = (float) (System.Math.PI / 2.0);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Represents the value of pi divided by four(0.7853982).
|
||||||
|
/// </summary>
|
||||||
|
public const float PiOver4 = (float) (System.Math.PI / 4.0);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Represents the value of pi times two(6.28318548).
|
||||||
|
/// </summary>
|
||||||
|
public const float TwoPi = (float) (System.Math.PI * 2.0);
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Internal Static Readonly Fields
|
||||||
|
|
||||||
|
internal static readonly float MachineEpsilonFloat = GetMachineEpsilonFloat();
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the Cartesian coordinate for one axis of a point that is defined by a
|
||||||
|
/// given triangle and two normalized barycentric (areal) coordinates.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">
|
||||||
|
/// The coordinate on one axis of vertex 1 of the defining triangle.
|
||||||
|
/// </param>
|
||||||
|
/// <param name="value2">
|
||||||
|
/// The coordinate on the same axis of vertex 2 of the defining triangle.
|
||||||
|
/// </param>
|
||||||
|
/// <param name="value3">
|
||||||
|
/// The coordinate on the same axis of vertex 3 of the defining triangle.
|
||||||
|
/// </param>
|
||||||
|
/// <param name="amount1">
|
||||||
|
/// The normalized barycentric (areal) coordinate b2, equal to the weighting factor
|
||||||
|
/// for vertex 2, the coordinate of which is specified in value2.
|
||||||
|
/// </param>
|
||||||
|
/// <param name="amount2">
|
||||||
|
/// The normalized barycentric (areal) coordinate b3, equal to the weighting factor
|
||||||
|
/// for vertex 3, the coordinate of which is specified in value3.
|
||||||
|
/// </param>
|
||||||
|
/// <returns>
|
||||||
|
/// Cartesian coordinate of the specified point with respect to the axis being used.
|
||||||
|
/// </returns>
|
||||||
|
public static float Barycentric(
|
||||||
|
float value1,
|
||||||
|
float value2,
|
||||||
|
float value3,
|
||||||
|
float amount1,
|
||||||
|
float amount2
|
||||||
|
) {
|
||||||
|
return value1 + (value2 - value1) * amount1 + (value3 - value1) * amount2;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a Catmull-Rom interpolation using the specified positions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">The first position in the interpolation.</param>
|
||||||
|
/// <param name="value2">The second position in the interpolation.</param>
|
||||||
|
/// <param name="value3">The third position in the interpolation.</param>
|
||||||
|
/// <param name="value4">The fourth position in the interpolation.</param>
|
||||||
|
/// <param name="amount">Weighting factor.</param>
|
||||||
|
/// <returns>A position that is the result of the Catmull-Rom interpolation.</returns>
|
||||||
|
public static float CatmullRom(
|
||||||
|
float value1,
|
||||||
|
float value2,
|
||||||
|
float value3,
|
||||||
|
float value4,
|
||||||
|
float amount
|
||||||
|
) {
|
||||||
|
/* Using formula from http://www.mvps.org/directx/articles/catmull/
|
||||||
|
* Internally using doubles not to lose precision.
|
||||||
|
*/
|
||||||
|
double amountSquared = amount * amount;
|
||||||
|
double amountCubed = amountSquared * amount;
|
||||||
|
return (float) (
|
||||||
|
0.5 *
|
||||||
|
(
|
||||||
|
((2.0 * value2 + (value3 - value1) * amount) +
|
||||||
|
((2.0 * value1 - 5.0 * value2 + 4.0 * value3 - value4) * amountSquared) +
|
||||||
|
(3.0 * value2 - value1 - 3.0 * value3 + value4) * amountCubed)
|
||||||
|
)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Restricts a value to be within a specified range.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The value to clamp.</param>
|
||||||
|
/// <param name="min">
|
||||||
|
/// The minimum value. If <c>value</c> is less than <c>min</c>, <c>min</c>
|
||||||
|
/// will be returned.
|
||||||
|
/// </param>
|
||||||
|
/// <param name="max">
|
||||||
|
/// The maximum value. If <c>value</c> is greater than <c>max</c>, <c>max</c>
|
||||||
|
/// will be returned.
|
||||||
|
/// </param>
|
||||||
|
/// <returns>The clamped value.</returns>
|
||||||
|
public static float Clamp(float value, float min, float max)
|
||||||
|
{
|
||||||
|
// First we check to see if we're greater than the max.
|
||||||
|
value = (value > max) ? max : value;
|
||||||
|
|
||||||
|
// Then we check to see if we're less than the min.
|
||||||
|
value = (value < min) ? min : value;
|
||||||
|
|
||||||
|
// There's no check to see if min > max.
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Calculates the absolute value of the difference of two values.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">Source value.</param>
|
||||||
|
/// <param name="value2">Source value.</param>
|
||||||
|
/// <returns>Distance between the two values.</returns>
|
||||||
|
public static float Distance(float value1, float value2)
|
||||||
|
{
|
||||||
|
return System.Math.Abs(value1 - value2);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a Hermite spline interpolation.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">Source position.</param>
|
||||||
|
/// <param name="tangent1">Source tangent.</param>
|
||||||
|
/// <param name="value2">Source position.</param>
|
||||||
|
/// <param name="tangent2">Source tangent.</param>
|
||||||
|
/// <param name="amount">Weighting factor.</param>
|
||||||
|
/// <returns>The result of the Hermite spline interpolation.</returns>
|
||||||
|
public static float Hermite(
|
||||||
|
float value1,
|
||||||
|
float tangent1,
|
||||||
|
float value2,
|
||||||
|
float tangent2,
|
||||||
|
float amount
|
||||||
|
) {
|
||||||
|
/* All transformed to double not to lose precision
|
||||||
|
* Otherwise, for high numbers of param:amount the result is NaN instead
|
||||||
|
* of Infinity.
|
||||||
|
*/
|
||||||
|
double v1 = value1, v2 = value2, t1 = tangent1, t2 = tangent2, s = amount;
|
||||||
|
double result;
|
||||||
|
double sCubed = s * s * s;
|
||||||
|
double sSquared = s * s;
|
||||||
|
|
||||||
|
if (WithinEpsilon(amount, 0f))
|
||||||
|
{
|
||||||
|
result = value1;
|
||||||
|
}
|
||||||
|
else if (WithinEpsilon(amount, 1f))
|
||||||
|
{
|
||||||
|
result = value2;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
result = (
|
||||||
|
((2 * v1 - 2 * v2 + t2 + t1) * sCubed) +
|
||||||
|
((3 * v2 - 3 * v1 - 2 * t1 - t2) * sSquared) +
|
||||||
|
(t1 * s) +
|
||||||
|
v1
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
return (float) result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Linearly interpolates between two values.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">Source value.</param>
|
||||||
|
/// <param name="value2">Source value.</param>
|
||||||
|
/// <param name="amount">
|
||||||
|
/// Value between 0 and 1 indicating the weight of value2.
|
||||||
|
/// </param>
|
||||||
|
/// <returns>Interpolated value.</returns>
|
||||||
|
/// <remarks>
|
||||||
|
/// This method performs the linear interpolation based on the following formula.
|
||||||
|
/// <c>value1 + (value2 - value1) * amount</c>
|
||||||
|
/// Passing amount a value of 0 will cause value1 to be returned, a value of 1 will
|
||||||
|
/// cause value2 to be returned.
|
||||||
|
/// </remarks>
|
||||||
|
public static float Lerp(float value1, float value2, float amount)
|
||||||
|
{
|
||||||
|
return value1 + (value2 - value1) * amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the greater of two values.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">Source value.</param>
|
||||||
|
/// <param name="value2">Source value.</param>
|
||||||
|
/// <returns>The greater value.</returns>
|
||||||
|
public static float Max(float value1, float value2)
|
||||||
|
{
|
||||||
|
return value1 > value2 ? value1 : value2;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the lesser of two values.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">Source value.</param>
|
||||||
|
/// <param name="value2">Source value.</param>
|
||||||
|
/// <returns>The lesser value.</returns>
|
||||||
|
public static float Min(float value1, float value2)
|
||||||
|
{
|
||||||
|
return value1 < value2 ? value1 : value2;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Interpolates between two values using a cubic equation.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">Source value.</param>
|
||||||
|
/// <param name="value2">Source value.</param>
|
||||||
|
/// <param name="amount">Weighting value.</param>
|
||||||
|
/// <returns>Interpolated value.</returns>
|
||||||
|
public static float SmoothStep(float value1, float value2, float amount)
|
||||||
|
{
|
||||||
|
/* It is expected that 0 < amount < 1.
|
||||||
|
* If amount < 0, return value1.
|
||||||
|
* If amount > 1, return value2.
|
||||||
|
*/
|
||||||
|
float result = MathHelper.Clamp(amount, 0f, 1f);
|
||||||
|
result = MathHelper.Hermite(value1, 0f, value2, 0f, result);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Converts radians to degrees.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="radians">The angle in radians.</param>
|
||||||
|
/// <returns>The angle in degrees.</returns>
|
||||||
|
/// <remarks>
|
||||||
|
/// This method uses double precision internally, though it returns single float.
|
||||||
|
/// Factor = 180 / pi
|
||||||
|
/// </remarks>
|
||||||
|
public static float ToDegrees(float radians)
|
||||||
|
{
|
||||||
|
return (float) (radians * 57.295779513082320876798154814105);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Converts degrees to radians.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="degrees">The angle in degrees.</param>
|
||||||
|
/// <returns>The angle in radians.</returns>
|
||||||
|
/// <remarks>
|
||||||
|
/// This method uses double precision internally, though it returns single float.
|
||||||
|
/// Factor = pi / 180
|
||||||
|
/// </remarks>
|
||||||
|
public static float ToRadians(float degrees)
|
||||||
|
{
|
||||||
|
return (float) (degrees * 0.017453292519943295769236907684886);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Reduces a given angle to a value between pi and -pi.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="angle">The angle to reduce, in radians.</param>
|
||||||
|
/// <returns>The new angle, in radians.</returns>
|
||||||
|
public static float WrapAngle(float angle)
|
||||||
|
{
|
||||||
|
if ((angle > -Pi) && (angle <= Pi))
|
||||||
|
{
|
||||||
|
return angle;
|
||||||
|
}
|
||||||
|
angle %= TwoPi;
|
||||||
|
if (angle <= -Pi)
|
||||||
|
{
|
||||||
|
return angle + TwoPi;
|
||||||
|
}
|
||||||
|
if (angle > Pi)
|
||||||
|
{
|
||||||
|
return angle - TwoPi;
|
||||||
|
}
|
||||||
|
return angle;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Internal Static Methods
|
||||||
|
|
||||||
|
// FIXME: This could be an extension! ClampIntEXT? -flibit
|
||||||
|
/// <summary>
|
||||||
|
/// Restricts a value to be within a specified range.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The value to clamp.</param>
|
||||||
|
/// <param name="min">
|
||||||
|
/// The minimum value. If <c>value</c> is less than <c>min</c>, <c>min</c>
|
||||||
|
/// will be returned.
|
||||||
|
/// </param>
|
||||||
|
/// <param name="max">
|
||||||
|
/// The maximum value. If <c>value</c> is greater than <c>max</c>, <c>max</c>
|
||||||
|
/// will be returned.
|
||||||
|
/// </param>
|
||||||
|
/// <returns>The clamped value.</returns>
|
||||||
|
internal static int Clamp(int value, int min, int max)
|
||||||
|
{
|
||||||
|
value = (value > max) ? max : value;
|
||||||
|
value = (value < min) ? min : value;
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static bool WithinEpsilon(float floatA, float floatB)
|
||||||
|
{
|
||||||
|
return System.Math.Abs(floatA - floatB) < MachineEpsilonFloat;
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static int ClosestMSAAPower(int value)
|
||||||
|
{
|
||||||
|
/* Checking for the highest power of two _after_ than the given int:
|
||||||
|
* http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
|
||||||
|
* Take result, divide by 2, get the highest power of two _before_!
|
||||||
|
* -flibit
|
||||||
|
*/
|
||||||
|
if (value == 1)
|
||||||
|
{
|
||||||
|
// ... Except for 1, which is invalid for MSAA -flibit
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
int result = value - 1;
|
||||||
|
result |= result >> 1;
|
||||||
|
result |= result >> 2;
|
||||||
|
result |= result >> 4;
|
||||||
|
result |= result >> 8;
|
||||||
|
result |= result >> 16;
|
||||||
|
result += 1;
|
||||||
|
if (result == value)
|
||||||
|
{
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
return result >> 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Private Static Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Find the current machine's Epsilon for the float data type.
|
||||||
|
/// (That is, the largest float, e, where e == 0.0f is true.)
|
||||||
|
/// </summary>
|
||||||
|
private static float GetMachineEpsilonFloat()
|
||||||
|
{
|
||||||
|
float machineEpsilon = 1.0f;
|
||||||
|
float comparison;
|
||||||
|
|
||||||
|
/* Keep halving the working value of machineEpsilon until we get a number that
|
||||||
|
* when added to 1.0f will still evaluate as equal to 1.0f.
|
||||||
|
*/
|
||||||
|
do
|
||||||
|
{
|
||||||
|
machineEpsilon *= 0.5f;
|
||||||
|
comparison = 1.0f + machineEpsilon;
|
||||||
|
}
|
||||||
|
while (comparison > 1.0f);
|
||||||
|
|
||||||
|
return machineEpsilon;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,329 @@
|
||||||
|
#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;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
[Serializable]
|
||||||
|
[DebuggerDisplay("{DebugDisplayString,nq}")]
|
||||||
|
public struct Plane : IEquatable<Plane>
|
||||||
|
{
|
||||||
|
#region Internal Properties
|
||||||
|
|
||||||
|
internal string DebugDisplayString
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return string.Concat(
|
||||||
|
Normal.DebugDisplayString, " ",
|
||||||
|
D.ToString()
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Fields
|
||||||
|
|
||||||
|
public Vector3 Normal;
|
||||||
|
public float D;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Constructors
|
||||||
|
|
||||||
|
public Plane(Vector4 value)
|
||||||
|
: this(new Vector3(value.X, value.Y, value.Z), value.W)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public Plane(Vector3 normal, float d)
|
||||||
|
{
|
||||||
|
Normal = normal;
|
||||||
|
D = d;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Plane(Vector3 a, Vector3 b, Vector3 c)
|
||||||
|
{
|
||||||
|
Vector3 ab = b - a;
|
||||||
|
Vector3 ac = c - a;
|
||||||
|
|
||||||
|
Vector3 cross = Vector3.Cross(ab, ac);
|
||||||
|
Vector3.Normalize(ref cross, out Normal);
|
||||||
|
D = -(Vector3.Dot(Normal, a));
|
||||||
|
}
|
||||||
|
|
||||||
|
public Plane(float a, float b, float c, float d)
|
||||||
|
: this(new Vector3(a, b, c), d)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Methods
|
||||||
|
|
||||||
|
public float Dot(Vector4 value)
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
(this.Normal.X * value.X) +
|
||||||
|
(this.Normal.Y * value.Y) +
|
||||||
|
(this.Normal.Z * value.Z) +
|
||||||
|
(this.D * value.W)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dot(ref Vector4 value, out float result)
|
||||||
|
{
|
||||||
|
result = (
|
||||||
|
(this.Normal.X * value.X) +
|
||||||
|
(this.Normal.Y * value.Y) +
|
||||||
|
(this.Normal.Z * value.Z) +
|
||||||
|
(this.D * value.W)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float DotCoordinate(Vector3 value)
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
(this.Normal.X * value.X) +
|
||||||
|
(this.Normal.Y * value.Y) +
|
||||||
|
(this.Normal.Z * value.Z) +
|
||||||
|
this.D
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DotCoordinate(ref Vector3 value, out float result)
|
||||||
|
{
|
||||||
|
result = (
|
||||||
|
(this.Normal.X * value.X) +
|
||||||
|
(this.Normal.Y * value.Y) +
|
||||||
|
(this.Normal.Z * value.Z) +
|
||||||
|
this.D
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float DotNormal(Vector3 value)
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
(this.Normal.X * value.X) +
|
||||||
|
(this.Normal.Y * value.Y) +
|
||||||
|
(this.Normal.Z * value.Z)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DotNormal(ref Vector3 value, out float result)
|
||||||
|
{
|
||||||
|
result = (
|
||||||
|
(this.Normal.X * value.X) +
|
||||||
|
(this.Normal.Y * value.Y) +
|
||||||
|
(this.Normal.Z * value.Z)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Normalize()
|
||||||
|
{
|
||||||
|
float length = Normal.Length();
|
||||||
|
float factor = 1.0f / length;
|
||||||
|
Vector3.Multiply(ref Normal, factor, out Normal);
|
||||||
|
D = D * factor;
|
||||||
|
}
|
||||||
|
|
||||||
|
public PlaneIntersectionType Intersects(BoundingBox box)
|
||||||
|
{
|
||||||
|
return box.Intersects(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Intersects(ref BoundingBox box, out PlaneIntersectionType result)
|
||||||
|
{
|
||||||
|
box.Intersects(ref this, out result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public PlaneIntersectionType Intersects(BoundingSphere sphere)
|
||||||
|
{
|
||||||
|
return sphere.Intersects(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Intersects(ref BoundingSphere sphere, out PlaneIntersectionType result)
|
||||||
|
{
|
||||||
|
sphere.Intersects(ref this, out result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public PlaneIntersectionType Intersects(BoundingFrustum frustum)
|
||||||
|
{
|
||||||
|
return frustum.Intersects(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Internal Methods
|
||||||
|
|
||||||
|
internal PlaneIntersectionType Intersects(ref Vector3 point)
|
||||||
|
{
|
||||||
|
float distance;
|
||||||
|
DotCoordinate(ref point, out distance);
|
||||||
|
if (distance > 0)
|
||||||
|
{
|
||||||
|
return PlaneIntersectionType.Front;
|
||||||
|
}
|
||||||
|
if (distance < 0)
|
||||||
|
{
|
||||||
|
return PlaneIntersectionType.Back;
|
||||||
|
}
|
||||||
|
return PlaneIntersectionType.Intersecting;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Methods
|
||||||
|
|
||||||
|
public static Plane Normalize(Plane value)
|
||||||
|
{
|
||||||
|
Plane ret;
|
||||||
|
Normalize(ref value, out ret);
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Normalize(ref Plane value, out Plane result)
|
||||||
|
{
|
||||||
|
float length = value.Normal.Length();
|
||||||
|
float factor = 1.0f / length;
|
||||||
|
Vector3.Multiply(ref value.Normal, factor, out result.Normal);
|
||||||
|
result.D = value.D * factor;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Transforms a normalized plane by a matrix.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="plane">The normalized plane to transform.</param>
|
||||||
|
/// <param name="matrix">The transformation matrix.</param>
|
||||||
|
/// <returns>The transformed plane.</returns>
|
||||||
|
public static Plane Transform(Plane plane, Matrix matrix)
|
||||||
|
{
|
||||||
|
Plane result;
|
||||||
|
Transform(ref plane, ref matrix, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Transforms a normalized plane by a matrix.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="plane">The normalized plane to transform.</param>
|
||||||
|
/// <param name="matrix">The transformation matrix.</param>
|
||||||
|
/// <param name="result">The transformed plane.</param>
|
||||||
|
public static void Transform(
|
||||||
|
ref Plane plane,
|
||||||
|
ref Matrix matrix,
|
||||||
|
out Plane result
|
||||||
|
) {
|
||||||
|
/* See "Transforming Normals" in
|
||||||
|
* http://www.glprogramming.com/red/appendixf.html
|
||||||
|
* for an explanation of how this works.
|
||||||
|
*/
|
||||||
|
Matrix transformedMatrix;
|
||||||
|
Matrix.Invert(ref matrix, out transformedMatrix);
|
||||||
|
Matrix.Transpose(
|
||||||
|
ref transformedMatrix,
|
||||||
|
out transformedMatrix
|
||||||
|
);
|
||||||
|
Vector4 vector = new Vector4(plane.Normal, plane.D);
|
||||||
|
Vector4 transformedVector;
|
||||||
|
Vector4.Transform(
|
||||||
|
ref vector,
|
||||||
|
ref transformedMatrix,
|
||||||
|
out transformedVector
|
||||||
|
);
|
||||||
|
result = new Plane(transformedVector);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Transforms a normalized plane by a quaternion rotation.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="plane">The normalized plane to transform.</param>
|
||||||
|
/// <param name="rotation">The quaternion rotation.</param>
|
||||||
|
/// <returns>The transformed plane.</returns>
|
||||||
|
public static Plane Transform(Plane plane, Quaternion rotation)
|
||||||
|
{
|
||||||
|
Plane result;
|
||||||
|
Transform(ref plane, ref rotation, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Transforms a normalized plane by a quaternion rotation.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="plane">The normalized plane to transform.</param>
|
||||||
|
/// <param name="rotation">The quaternion rotation.</param>
|
||||||
|
/// <param name="result">The transformed plane.</param>
|
||||||
|
public static void Transform(
|
||||||
|
ref Plane plane,
|
||||||
|
ref Quaternion rotation,
|
||||||
|
out Plane result
|
||||||
|
) {
|
||||||
|
Vector3.Transform(
|
||||||
|
ref plane.Normal,
|
||||||
|
ref rotation,
|
||||||
|
out result.Normal
|
||||||
|
);
|
||||||
|
result.D = plane.D;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Operators and Override Methods
|
||||||
|
|
||||||
|
public static bool operator !=(Plane plane1, Plane plane2)
|
||||||
|
{
|
||||||
|
return !plane1.Equals(plane2);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator ==(Plane plane1, Plane plane2)
|
||||||
|
{
|
||||||
|
return plane1.Equals(plane2);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Equals(object obj)
|
||||||
|
{
|
||||||
|
return (obj is Plane) && this.Equals((Plane) obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Equals(Plane other)
|
||||||
|
{
|
||||||
|
return (Normal == other.Normal && D == other.D);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
return Normal.GetHashCode() ^ D.GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
"{Normal:" + Normal.ToString() +
|
||||||
|
" D:" + D.ToString() +
|
||||||
|
"}"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,37 @@
|
||||||
|
#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
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Defines the intersection between a <see cref="Plane"/> and a bounding volume.
|
||||||
|
/// </summary>
|
||||||
|
public enum PlaneIntersectionType
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// There is no intersection, the bounding volume is in the negative half space of the plane.
|
||||||
|
/// </summary>
|
||||||
|
Front,
|
||||||
|
/// <summary>
|
||||||
|
/// There is no intersection, the bounding volume is in the positive half space of the plane.
|
||||||
|
/// </summary>
|
||||||
|
Back,
|
||||||
|
/// <summary>
|
||||||
|
/// The plane is intersected.
|
||||||
|
/// </summary>
|
||||||
|
Intersecting
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,214 @@
|
||||||
|
#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;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Describes a 2D-point.
|
||||||
|
/// </summary>
|
||||||
|
[Serializable]
|
||||||
|
[DebuggerDisplay("{DebugDisplayString,nq}")]
|
||||||
|
public struct Point : IEquatable<Point>
|
||||||
|
{
|
||||||
|
#region Public Static Properties
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a <see cref="Point"/> with coordinates 0, 0.
|
||||||
|
/// </summary>
|
||||||
|
public static Point Zero
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return zeroPoint;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Internal Properties
|
||||||
|
|
||||||
|
internal string DebugDisplayString
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return string.Concat(
|
||||||
|
X.ToString(), " ",
|
||||||
|
Y.ToString()
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Fields
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The x coordinate of this <see cref="Point"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int X;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The y coordinate of this <see cref="Point"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int Y;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Private Static Variables
|
||||||
|
|
||||||
|
private static readonly Point zeroPoint = new Point();
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Constructors
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a point with X and Y from two values.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="x">The x coordinate in 2d-space.</param>
|
||||||
|
/// <param name="y">The y coordinate in 2d-space.</param>
|
||||||
|
public Point(int x, int y)
|
||||||
|
{
|
||||||
|
this.X = x;
|
||||||
|
this.Y = y;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether current instance is equal to specified <see cref="Point"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="other">The <see cref="Point"/> to compare.</param>
|
||||||
|
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Equals(Point other)
|
||||||
|
{
|
||||||
|
return ((X == other.X) && (Y == other.Y));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <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 Point) && Equals((Point) obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the hash code of this <see cref="Point"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>Hash code of this <see cref="Point"/>.</returns>
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
return X ^ Y;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a <see cref="String"/> representation of this <see cref="Point"/> in the format:
|
||||||
|
/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>]}
|
||||||
|
/// </summary>
|
||||||
|
/// <returns><see cref="String"/> representation of this <see cref="Point"/>.</returns>
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
"{X:" + X.ToString() +
|
||||||
|
" Y:" + Y.ToString() +
|
||||||
|
"}"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Operators
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Adds two points.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">Source <see cref="Point"/> on the left of the add sign.</param>
|
||||||
|
/// <param name="value2">Source <see cref="Point"/> on the right of the add sign.</param>
|
||||||
|
/// <returns>Sum of the points.</returns>
|
||||||
|
public static Point operator +(Point value1, Point value2)
|
||||||
|
{
|
||||||
|
return new Point(value1.X + value2.X, value1.Y + value2.Y);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Subtracts a <see cref="Point"/> from a <see cref="Point"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">Source <see cref="Point"/> on the left of the sub sign.</param>
|
||||||
|
/// <param name="value2">Source <see cref="Point"/> on the right of the sub sign.</param>
|
||||||
|
/// <returns>Result of the subtraction.</returns>
|
||||||
|
public static Point operator -(Point value1, Point value2)
|
||||||
|
{
|
||||||
|
return new Point(value1.X - value2.X, value1.Y - value2.Y);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Multiplies the components of two points by each other.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">Source <see cref="Point"/> on the left of the mul sign.</param>
|
||||||
|
/// <param name="value2">Source <see cref="Point"/> on the right of the mul sign.</param>
|
||||||
|
/// <returns>Result of the multiplication.</returns>
|
||||||
|
public static Point operator *(Point value1, Point value2)
|
||||||
|
{
|
||||||
|
return new Point(value1.X * value2.X, value1.Y * value2.Y);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Divides the components of a <see cref="Point"/> by the components of another <see cref="Point"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="source">Source <see cref="Point"/> on the left of the div sign.</param>
|
||||||
|
/// <param name="divisor">Divisor <see cref="Point"/> on the right of the div sign.</param>
|
||||||
|
/// <returns>The result of dividing the points.</returns>
|
||||||
|
public static Point operator /(Point value1, Point value2)
|
||||||
|
{
|
||||||
|
return new Point(value1.X / value2.X, value1.Y / value2.Y);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether two <see cref="Point"/> instances are equal.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"><see cref="Point"/> instance on the left of the equal sign.</param>
|
||||||
|
/// <param name="b"><see cref="Point"/> 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 ==(Point a, Point b)
|
||||||
|
{
|
||||||
|
return a.Equals(b);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether two <see cref="Point"/> instances are not equal.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"><see cref="Point"/> instance on the left of the not equal sign.</param>
|
||||||
|
/// <param name="b"><see cref="Point"/> 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 !=(Point a, Point b)
|
||||||
|
{
|
||||||
|
return !a.Equals(b);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,989 @@
|
||||||
|
#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;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// An efficient mathematical representation for three dimensional rotations.
|
||||||
|
/// </summary>
|
||||||
|
[Serializable]
|
||||||
|
[DebuggerDisplay("{DebugDisplayString,nq}")]
|
||||||
|
public struct Quaternion : IEquatable<Quaternion>
|
||||||
|
{
|
||||||
|
#region Public Static Properties
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a quaternion representing no rotation.
|
||||||
|
/// </summary>
|
||||||
|
public static Quaternion Identity
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return identity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Internal Properties
|
||||||
|
|
||||||
|
internal string DebugDisplayString
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (this == Quaternion.Identity)
|
||||||
|
{
|
||||||
|
return "Identity";
|
||||||
|
}
|
||||||
|
|
||||||
|
return string.Concat(
|
||||||
|
X.ToString(), " ",
|
||||||
|
Y.ToString(), " ",
|
||||||
|
Z.ToString(), " ",
|
||||||
|
W.ToString()
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Fields
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The x coordinate of this <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
public float X;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The y coordinate of this <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
public float Y;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The z coordinate of this <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
public float Z;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The rotation component of this <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
public float W;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Private Static Variables
|
||||||
|
|
||||||
|
private static readonly Quaternion identity = new Quaternion(0, 0, 0, 1);
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Constructors
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a quaternion with X, Y, Z and W from four 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>
|
||||||
|
/// <param name="w">The rotation component.</param>
|
||||||
|
public Quaternion(float x, float y, float z, float w)
|
||||||
|
{
|
||||||
|
this.X = x;
|
||||||
|
this.Y = y;
|
||||||
|
this.Z = z;
|
||||||
|
this.W = w;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a quaternion with X, Y, Z from <see cref="Vector3"/> and rotation component from a scalar.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The x, y, z coordinates in 3d-space.</param>
|
||||||
|
/// <param name="w">The rotation component.</param>
|
||||||
|
public Quaternion(Vector3 vectorPart, float scalarPart)
|
||||||
|
{
|
||||||
|
this.X = vectorPart.X;
|
||||||
|
this.Y = vectorPart.Y;
|
||||||
|
this.Z = vectorPart.Z;
|
||||||
|
this.W = scalarPart;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Transforms this quaternion into its conjugated version.
|
||||||
|
/// </summary>
|
||||||
|
public void Conjugate()
|
||||||
|
{
|
||||||
|
X = -X;
|
||||||
|
Y = -Y;
|
||||||
|
Z = -Z;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <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 Quaternion) && Equals((Quaternion) obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether current instance is equal to specified <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="other">The <see cref="Quaternion"/> to compare.</param>
|
||||||
|
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Equals(Quaternion other)
|
||||||
|
{
|
||||||
|
return ( X == other.X &&
|
||||||
|
Y == other.Y &&
|
||||||
|
Z == other.Z &&
|
||||||
|
W == other.W );
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the hash code of this <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>Hash code of this <see cref="Quaternion"/>.</returns>
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
this.X.GetHashCode() +
|
||||||
|
this.Y.GetHashCode() +
|
||||||
|
this.Z.GetHashCode() +
|
||||||
|
this.W.GetHashCode()
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the magnitude of the quaternion components.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The magnitude of the quaternion components.</returns>
|
||||||
|
public float Length()
|
||||||
|
{
|
||||||
|
float num = (
|
||||||
|
(this.X * this.X) +
|
||||||
|
(this.Y * this.Y) +
|
||||||
|
(this.Z * this.Z) +
|
||||||
|
(this.W * this.W)
|
||||||
|
);
|
||||||
|
return (float) System.Math.Sqrt((double) num);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the squared magnitude of the quaternion components.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The squared magnitude of the quaternion components.</returns>
|
||||||
|
public float LengthSquared()
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
(this.X * this.X) +
|
||||||
|
(this.Y * this.Y) +
|
||||||
|
(this.Z * this.Z) +
|
||||||
|
(this.W * this.W)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Scales the quaternion magnitude to unit length.
|
||||||
|
/// </summary>
|
||||||
|
public void Normalize()
|
||||||
|
{
|
||||||
|
float num = 1.0f / ((float) System.Math.Sqrt(
|
||||||
|
(X * X) +
|
||||||
|
(Y * Y) +
|
||||||
|
(Z * Z) +
|
||||||
|
(W * W)
|
||||||
|
));
|
||||||
|
this.X *= num;
|
||||||
|
this.Y *= num;
|
||||||
|
this.Z *= num;
|
||||||
|
this.W *= num;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a <see cref="String"/> representation of this <see cref="Quaternion"/> in the format:
|
||||||
|
/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>] Z:[<see cref="Z"/>] W:[<see cref="W"/>]}
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>A <see cref="String"/> representation of this <see cref="Quaternion"/>.</returns>
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
"{X:" + X.ToString() +
|
||||||
|
" Y:" + Y.ToString() +
|
||||||
|
" Z:" + Z.ToString() +
|
||||||
|
" W:" + W.ToString() +
|
||||||
|
"}"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains the sum of two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <returns>The result of the quaternion addition.</returns>
|
||||||
|
public static Quaternion Add(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Add(ref quaternion1, ref quaternion2, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains the sum of two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="result">The result of the quaternion addition as an output parameter.</param>
|
||||||
|
public static void Add(
|
||||||
|
ref Quaternion quaternion1,
|
||||||
|
ref Quaternion quaternion2,
|
||||||
|
out Quaternion result
|
||||||
|
) {
|
||||||
|
result.X = quaternion1.X + quaternion2.X;
|
||||||
|
result.Y = quaternion1.Y + quaternion2.Y;
|
||||||
|
result.Z = quaternion1.Z + quaternion2.Z;
|
||||||
|
result.W = quaternion1.W + quaternion2.W;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains concatenation between two quaternion.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">The first <see cref="Quaternion"/> to concatenate.</param>
|
||||||
|
/// <param name="value2">The second <see cref="Quaternion"/> to concatenate.</param>
|
||||||
|
/// <returns>The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation.</returns>
|
||||||
|
public static Quaternion Concatenate(Quaternion value1, Quaternion value2)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Concatenate(ref value1, ref value2, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains concatenation between two quaternion.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value1">The first <see cref="Quaternion"/> to concatenate.</param>
|
||||||
|
/// <param name="value2">The second <see cref="Quaternion"/> to concatenate.</param>
|
||||||
|
/// <param name="result">The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation as an output parameter.</param>
|
||||||
|
public static void Concatenate(
|
||||||
|
ref Quaternion value1,
|
||||||
|
ref Quaternion value2,
|
||||||
|
out Quaternion result
|
||||||
|
) {
|
||||||
|
float x1 = value1.X;
|
||||||
|
float y1 = value1.Y;
|
||||||
|
float z1 = value1.Z;
|
||||||
|
float w1 = value1.W;
|
||||||
|
|
||||||
|
float x2 = value2.X;
|
||||||
|
float y2 = value2.Y;
|
||||||
|
float z2 = value2.Z;
|
||||||
|
float w2 = value2.W;
|
||||||
|
|
||||||
|
result.X = ((x2 * w1) + (x1 * w2)) + ((y2 * z1) - (z2 * y1));
|
||||||
|
result.Y = ((y2 * w1) + (y1 * w2)) + ((z2 * x1) - (x2 * z1));
|
||||||
|
result.Z = ((z2 * w1) + (z1 * w2)) + ((x2 * y1) - (y2 * x1));
|
||||||
|
result.W = (w2 * w1) - (((x2 * x1) + (y2 * y1)) + (z2 * z1));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains conjugated version of the specified quaternion.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The quaternion which values will be used to create the conjugated version.</param>
|
||||||
|
/// <returns>The conjugate version of the specified quaternion.</returns>
|
||||||
|
public static Quaternion Conjugate(Quaternion value)
|
||||||
|
{
|
||||||
|
return new Quaternion(-value.X, -value.Y, -value.Z, value.W);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains conjugated version of the specified quaternion.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The quaternion which values will be used to create the conjugated version.</param>
|
||||||
|
/// <param name="result">The conjugated version of the specified quaternion as an output parameter.</param>
|
||||||
|
public static void Conjugate(ref Quaternion value, out Quaternion result)
|
||||||
|
{
|
||||||
|
result.X = -value.X;
|
||||||
|
result.Y = -value.Y;
|
||||||
|
result.Z = -value.Z;
|
||||||
|
result.W = value.W;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> from the specified axis and angle.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="axis">The axis of rotation.</param>
|
||||||
|
/// <param name="angle">The angle in radians.</param>
|
||||||
|
/// <returns>The new quaternion builded from axis and angle.</returns>
|
||||||
|
public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
CreateFromAxisAngle(ref axis, angle, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> from the specified axis and angle.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="axis">The axis of rotation.</param>
|
||||||
|
/// <param name="angle">The angle in radians.</param>
|
||||||
|
/// <param name="result">The new quaternion builded from axis and angle as an output parameter.</param>
|
||||||
|
public static void CreateFromAxisAngle(
|
||||||
|
ref Vector3 axis,
|
||||||
|
float angle,
|
||||||
|
out Quaternion result
|
||||||
|
) {
|
||||||
|
float half = angle * 0.5f;
|
||||||
|
float sin = (float) System.Math.Sin((double) half);
|
||||||
|
float cos = (float) System.Math.Cos((double) half);
|
||||||
|
result.X = axis.X * sin;
|
||||||
|
result.Y = axis.Y * sin;
|
||||||
|
result.Z = axis.Z * sin;
|
||||||
|
result.W = cos;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> from the specified <see cref="Matrix"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="matrix">The rotation matrix.</param>
|
||||||
|
/// <returns>A quaternion composed from the rotation part of the matrix.</returns>
|
||||||
|
public static Quaternion CreateFromRotationMatrix(Matrix matrix)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
CreateFromRotationMatrix(ref matrix, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> from the specified <see cref="Matrix"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="matrix">The rotation matrix.</param>
|
||||||
|
/// <param name="result">A quaternion composed from the rotation part of the matrix as an output parameter.</param>
|
||||||
|
public static void CreateFromRotationMatrix(ref Matrix matrix, out Quaternion result)
|
||||||
|
{
|
||||||
|
float sqrt;
|
||||||
|
float half;
|
||||||
|
float scale = matrix.M11 + matrix.M22 + matrix.M33;
|
||||||
|
|
||||||
|
if (scale > 0.0f)
|
||||||
|
{
|
||||||
|
sqrt = (float) System.Math.Sqrt(scale + 1.0f);
|
||||||
|
result.W = sqrt * 0.5f;
|
||||||
|
sqrt = 0.5f / sqrt;
|
||||||
|
|
||||||
|
result.X = (matrix.M23 - matrix.M32) * sqrt;
|
||||||
|
result.Y = (matrix.M31 - matrix.M13) * sqrt;
|
||||||
|
result.Z = (matrix.M12 - matrix.M21) * sqrt;
|
||||||
|
}
|
||||||
|
else if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
|
||||||
|
{
|
||||||
|
sqrt = (float) System.Math.Sqrt(1.0f + matrix.M11 - matrix.M22 - matrix.M33);
|
||||||
|
half = 0.5f / sqrt;
|
||||||
|
|
||||||
|
result.X = 0.5f * sqrt;
|
||||||
|
result.Y = (matrix.M12 + matrix.M21) * half;
|
||||||
|
result.Z = (matrix.M13 + matrix.M31) * half;
|
||||||
|
result.W = (matrix.M23 - matrix.M32) * half;
|
||||||
|
}
|
||||||
|
else if (matrix.M22 > matrix.M33)
|
||||||
|
{
|
||||||
|
sqrt = (float) System.Math.Sqrt(1.0f + matrix.M22 - matrix.M11 - matrix.M33);
|
||||||
|
half = 0.5f/sqrt;
|
||||||
|
|
||||||
|
result.X = (matrix.M21 + matrix.M12)*half;
|
||||||
|
result.Y = 0.5f*sqrt;
|
||||||
|
result.Z = (matrix.M32 + matrix.M23)*half;
|
||||||
|
result.W = (matrix.M31 - matrix.M13)*half;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
sqrt = (float) System.Math.Sqrt(1.0f + matrix.M33 - matrix.M11 - matrix.M22);
|
||||||
|
half = 0.5f / sqrt;
|
||||||
|
|
||||||
|
result.X = (matrix.M31 + matrix.M13) * half;
|
||||||
|
result.Y = (matrix.M32 + matrix.M23) * half;
|
||||||
|
result.Z = 0.5f * sqrt;
|
||||||
|
result.W = (matrix.M12 - matrix.M21) * half;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> from the specified yaw, pitch and roll angles.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="yaw">Yaw around the y axis in radians.</param>
|
||||||
|
/// <param name="pitch">Pitch around the x axis in radians.</param>
|
||||||
|
/// <param name="roll">Roll around the z axis in radians.</param>
|
||||||
|
/// <returns>A new quaternion from the concatenated yaw, pitch, and roll angles.</returns>
|
||||||
|
public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
CreateFromYawPitchRoll(yaw, pitch, roll, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> from the specified yaw, pitch and roll angles.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="yaw">Yaw around the y axis in radians.</param>
|
||||||
|
/// <param name="pitch">Pitch around the x axis in radians.</param>
|
||||||
|
/// <param name="roll">Roll around the z axis in radians.</param>
|
||||||
|
/// <param name="result">A new quaternion from the concatenated yaw, pitch, and roll angles as an output parameter.</param>
|
||||||
|
public static void CreateFromYawPitchRoll(
|
||||||
|
float yaw,
|
||||||
|
float pitch,
|
||||||
|
float roll,
|
||||||
|
out Quaternion result)
|
||||||
|
{
|
||||||
|
float halfRoll = roll * 0.5f;
|
||||||
|
float sinRoll = (float) System.Math.Sin(halfRoll);
|
||||||
|
float cosRoll = (float) System.Math.Cos(halfRoll);
|
||||||
|
float halfPitch = pitch * 0.5f;
|
||||||
|
float sinPitch = (float) System.Math.Sin(halfPitch);
|
||||||
|
float cosPitch = (float) System.Math.Cos(halfPitch);
|
||||||
|
float halfYaw = yaw * 0.5f;
|
||||||
|
float sinYaw = (float) System.Math.Sin(halfYaw);
|
||||||
|
float cosYaw = (float) System.Math.Cos(halfYaw);
|
||||||
|
result.X = ((cosYaw * sinPitch) * cosRoll) + ((sinYaw * cosPitch) * sinRoll);
|
||||||
|
result.Y = ((sinYaw * cosPitch) * cosRoll) - ((cosYaw * sinPitch) * sinRoll);
|
||||||
|
result.Z = ((cosYaw * cosPitch) * sinRoll) - ((sinYaw * sinPitch) * cosRoll);
|
||||||
|
result.W = ((cosYaw * cosPitch) * cosRoll) + ((sinYaw * sinPitch) * sinRoll);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Divides a <see cref="Quaternion"/> by the other <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Divisor <see cref="Quaternion"/>.</param>
|
||||||
|
/// <returns>The result of dividing the quaternions.</returns>
|
||||||
|
public static Quaternion Divide(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Divide(ref quaternion1, ref quaternion2, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Divides a <see cref="Quaternion"/> by the other <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Divisor <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="result">The result of dividing the quaternions as an output parameter.</param>
|
||||||
|
public static void Divide(
|
||||||
|
ref Quaternion quaternion1,
|
||||||
|
ref Quaternion quaternion2,
|
||||||
|
out Quaternion result
|
||||||
|
) {
|
||||||
|
float x = quaternion1.X;
|
||||||
|
float y = quaternion1.Y;
|
||||||
|
float z = quaternion1.Z;
|
||||||
|
float w = quaternion1.W;
|
||||||
|
float num14 = (
|
||||||
|
(quaternion2.X * quaternion2.X) +
|
||||||
|
(quaternion2.Y * quaternion2.Y) +
|
||||||
|
(quaternion2.Z * quaternion2.Z) +
|
||||||
|
(quaternion2.W * quaternion2.W)
|
||||||
|
);
|
||||||
|
float num5 = 1f / num14;
|
||||||
|
float num4 = -quaternion2.X * num5;
|
||||||
|
float num3 = -quaternion2.Y * num5;
|
||||||
|
float num2 = -quaternion2.Z * num5;
|
||||||
|
float num = quaternion2.W * num5;
|
||||||
|
float num13 = (y * num2) - (z * num3);
|
||||||
|
float num12 = (z * num4) - (x * num2);
|
||||||
|
float num11 = (x * num3) - (y * num4);
|
||||||
|
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||||
|
result.X = ((x * num) + (num4 * w)) + num13;
|
||||||
|
result.Y = ((y * num) + (num3 * w)) + num12;
|
||||||
|
result.Z = ((z * num) + (num2 * w)) + num11;
|
||||||
|
result.W = (w * num) - num10;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a dot product of two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">The first quaternion.</param>
|
||||||
|
/// <param name="quaternion2">The second quaternion.</param>
|
||||||
|
/// <returns>The dot product of two quaternions.</returns>
|
||||||
|
public static float Dot(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
(quaternion1.X * quaternion2.X) +
|
||||||
|
(quaternion1.Y * quaternion2.Y) +
|
||||||
|
(quaternion1.Z * quaternion2.Z) +
|
||||||
|
(quaternion1.W * quaternion2.W)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a dot product of two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">The first quaternion.</param>
|
||||||
|
/// <param name="quaternion2">The second quaternion.</param>
|
||||||
|
/// <param name="result">The dot product of two quaternions as an output parameter.</param>
|
||||||
|
public static void Dot(
|
||||||
|
ref Quaternion quaternion1,
|
||||||
|
ref Quaternion quaternion2,
|
||||||
|
out float result
|
||||||
|
) {
|
||||||
|
result = (
|
||||||
|
(quaternion1.X * quaternion2.X) +
|
||||||
|
(quaternion1.Y * quaternion2.Y) +
|
||||||
|
(quaternion1.Z * quaternion2.Z) +
|
||||||
|
(quaternion1.W * quaternion2.W)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the inverse quaternion which represents the opposite rotation.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <returns>The inverse quaternion.</returns>
|
||||||
|
public static Quaternion Inverse(Quaternion quaternion)
|
||||||
|
{
|
||||||
|
Quaternion inverse;
|
||||||
|
Inverse(ref quaternion, out inverse);
|
||||||
|
return inverse;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the inverse quaternion which represents the opposite rotation.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="result">The inverse quaternion as an output parameter.</param>
|
||||||
|
public static void Inverse(ref Quaternion quaternion, out Quaternion result)
|
||||||
|
{
|
||||||
|
float num2 = (
|
||||||
|
(quaternion.X * quaternion.X) +
|
||||||
|
(quaternion.Y * quaternion.Y) +
|
||||||
|
(quaternion.Z * quaternion.Z) +
|
||||||
|
(quaternion.W * quaternion.W)
|
||||||
|
);
|
||||||
|
float num = 1f / num2;
|
||||||
|
result.X = -quaternion.X * num;
|
||||||
|
result.Y = -quaternion.Y * num;
|
||||||
|
result.Z = -quaternion.Z * num;
|
||||||
|
result.W = quaternion.W * num;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a linear blend between two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="amount">The blend amount where 0 returns <paramref name="quaternion1"/> and 1 <paramref name="quaternion2"/>.</param>
|
||||||
|
/// <returns>The result of linear blending between two quaternions.</returns>
|
||||||
|
public static Quaternion Lerp(
|
||||||
|
Quaternion quaternion1,
|
||||||
|
Quaternion quaternion2,
|
||||||
|
float amount
|
||||||
|
) {
|
||||||
|
Quaternion quaternion;
|
||||||
|
Lerp(ref quaternion1, ref quaternion2, amount, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a linear blend between two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="amount">The blend amount where 0 returns <paramref name="quaternion1"/> and 1 <paramref name="quaternion2"/>.</param>
|
||||||
|
/// <param name="result">The result of linear blending between two quaternions as an output parameter.</param>
|
||||||
|
public static void Lerp(
|
||||||
|
ref Quaternion quaternion1,
|
||||||
|
ref Quaternion quaternion2,
|
||||||
|
float amount,
|
||||||
|
out Quaternion result
|
||||||
|
) {
|
||||||
|
float num = amount;
|
||||||
|
float num2 = 1f - num;
|
||||||
|
float num5 = (
|
||||||
|
(quaternion1.X * quaternion2.X) +
|
||||||
|
(quaternion1.Y * quaternion2.Y) +
|
||||||
|
(quaternion1.Z * quaternion2.Z) +
|
||||||
|
(quaternion1.W * quaternion2.W)
|
||||||
|
);
|
||||||
|
if (num5 >= 0f)
|
||||||
|
{
|
||||||
|
result.X = (num2 * quaternion1.X) + (num * quaternion2.X);
|
||||||
|
result.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
|
||||||
|
result.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
|
||||||
|
result.W = (num2 * quaternion1.W) + (num * quaternion2.W);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
result.X = (num2 * quaternion1.X) - (num * quaternion2.X);
|
||||||
|
result.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
|
||||||
|
result.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
|
||||||
|
result.W = (num2 * quaternion1.W) - (num * quaternion2.W);
|
||||||
|
}
|
||||||
|
float num4 = (
|
||||||
|
(result.X * result.X) +
|
||||||
|
(result.Y * result.Y) +
|
||||||
|
(result.Z * result.Z) +
|
||||||
|
(result.W * result.W)
|
||||||
|
);
|
||||||
|
float num3 = 1f / ((float) System.Math.Sqrt((double) num4));
|
||||||
|
result.X *= num3;
|
||||||
|
result.Y *= num3;
|
||||||
|
result.Z *= num3;
|
||||||
|
result.W *= num3;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a spherical linear blend between two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="amount">The blend amount where 0 returns <paramref name="quaternion1"/> and 1 <paramref name="quaternion2"/>.</param>
|
||||||
|
/// <returns>The result of spherical linear blending between two quaternions.</returns>
|
||||||
|
public static Quaternion Slerp(
|
||||||
|
Quaternion quaternion1,
|
||||||
|
Quaternion quaternion2,
|
||||||
|
float amount
|
||||||
|
) {
|
||||||
|
Quaternion quaternion;
|
||||||
|
Slerp(ref quaternion1, ref quaternion2, amount, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a spherical linear blend between two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="amount">The blend amount where 0 returns <paramref name="quaternion1"/> and 1 <paramref name="quaternion2"/>.</param>
|
||||||
|
/// <param name="result">The result of spherical linear blending between two quaternions as an output parameter.</param>
|
||||||
|
public static void Slerp(
|
||||||
|
ref Quaternion quaternion1,
|
||||||
|
ref Quaternion quaternion2,
|
||||||
|
float amount,
|
||||||
|
out Quaternion result
|
||||||
|
) {
|
||||||
|
float num2;
|
||||||
|
float num3;
|
||||||
|
float num = amount;
|
||||||
|
float num4 = (
|
||||||
|
(quaternion1.X * quaternion2.X) +
|
||||||
|
(quaternion1.Y * quaternion2.Y) +
|
||||||
|
(quaternion1.Z * quaternion2.Z) +
|
||||||
|
(quaternion1.W * quaternion2.W)
|
||||||
|
);
|
||||||
|
float flag = 1.0f;
|
||||||
|
if (num4 < 0f)
|
||||||
|
{
|
||||||
|
flag = -1.0f;
|
||||||
|
num4 = -num4;
|
||||||
|
}
|
||||||
|
if (num4 > 0.999999f)
|
||||||
|
{
|
||||||
|
num3 = 1f - num;
|
||||||
|
num2 = num * flag;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float num5 = (float) System.Math.Acos((double) num4);
|
||||||
|
float num6 = (float) (1.0 / System.Math.Sin((double) num5));
|
||||||
|
num3 = ((float) System.Math.Sin((double) ((1f - num) * num5))) * num6;
|
||||||
|
num2 = flag * (((float) System.Math.Sin((double) (num * num5))) * num6);
|
||||||
|
}
|
||||||
|
result.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
|
||||||
|
result.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
|
||||||
|
result.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
|
||||||
|
result.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains subtraction of one <see cref="Quaternion"/> from another.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <returns>The result of the quaternion subtraction.</returns>
|
||||||
|
public static Quaternion Subtract(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Subtract(ref quaternion1, ref quaternion2, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains subtraction of one <see cref="Quaternion"/> from another.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="result">The result of the quaternion subtraction as an output parameter.</param>
|
||||||
|
public static void Subtract(
|
||||||
|
ref Quaternion quaternion1,
|
||||||
|
ref Quaternion quaternion2,
|
||||||
|
out Quaternion result
|
||||||
|
) {
|
||||||
|
result.X = quaternion1.X - quaternion2.X;
|
||||||
|
result.Y = quaternion1.Y - quaternion2.Y;
|
||||||
|
result.Z = quaternion1.Z - quaternion2.Z;
|
||||||
|
result.W = quaternion1.W - quaternion2.W;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains a multiplication of two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <returns>The result of the quaternion multiplication.</returns>
|
||||||
|
public static Quaternion Multiply(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Multiply(ref quaternion1, ref quaternion2, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains a multiplication of <see cref="Quaternion"/> and a scalar.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="scaleFactor">Scalar value.</param>
|
||||||
|
/// <returns>The result of the quaternion multiplication with a scalar.</returns>
|
||||||
|
public static Quaternion Multiply(Quaternion quaternion1, float scaleFactor)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Multiply(ref quaternion1, scaleFactor, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains a multiplication of two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="result">The result of the quaternion multiplication as an output parameter.</param>
|
||||||
|
public static void Multiply(
|
||||||
|
ref Quaternion quaternion1,
|
||||||
|
ref Quaternion quaternion2,
|
||||||
|
out Quaternion result
|
||||||
|
) {
|
||||||
|
float x = quaternion1.X;
|
||||||
|
float y = quaternion1.Y;
|
||||||
|
float z = quaternion1.Z;
|
||||||
|
float w = quaternion1.W;
|
||||||
|
float num4 = quaternion2.X;
|
||||||
|
float num3 = quaternion2.Y;
|
||||||
|
float num2 = quaternion2.Z;
|
||||||
|
float num = quaternion2.W;
|
||||||
|
float num12 = (y * num2) - (z * num3);
|
||||||
|
float num11 = (z * num4) - (x * num2);
|
||||||
|
float num10 = (x * num3) - (y * num4);
|
||||||
|
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||||
|
result.X = ((x * num) + (num4 * w)) + num12;
|
||||||
|
result.Y = ((y * num) + (num3 * w)) + num11;
|
||||||
|
result.Z = ((z * num) + (num2 * w)) + num10;
|
||||||
|
result.W = (w * num) - num9;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="Quaternion"/> that contains a multiplication of <see cref="Quaternion"/> and a scalar.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="scaleFactor">Scalar value.</param>
|
||||||
|
/// <param name="result">The result of the quaternion multiplication with a scalar as an output parameter.</param>
|
||||||
|
public static void Multiply(
|
||||||
|
ref Quaternion quaternion1,
|
||||||
|
float scaleFactor,
|
||||||
|
out Quaternion result
|
||||||
|
) {
|
||||||
|
result.X = quaternion1.X * scaleFactor;
|
||||||
|
result.Y = quaternion1.Y * scaleFactor;
|
||||||
|
result.Z = quaternion1.Z * scaleFactor;
|
||||||
|
result.W = quaternion1.W * scaleFactor;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Flips the sign of the all the quaternion components.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <returns>The result of the quaternion negation.</returns>
|
||||||
|
public static Quaternion Negate(Quaternion quaternion)
|
||||||
|
{
|
||||||
|
return new Quaternion(
|
||||||
|
-quaternion.X,
|
||||||
|
-quaternion.Y,
|
||||||
|
-quaternion.Z,
|
||||||
|
-quaternion.W
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Flips the sign of the all the quaternion components.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="result">The result of the quaternion negation as an output parameter.</param>
|
||||||
|
public static void Negate(ref Quaternion quaternion, out Quaternion result)
|
||||||
|
{
|
||||||
|
result.X = -quaternion.X;
|
||||||
|
result.Y = -quaternion.Y;
|
||||||
|
result.Z = -quaternion.Z;
|
||||||
|
result.W = -quaternion.W;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Scales the quaternion magnitude to unit length.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <returns>The unit length quaternion.</returns>
|
||||||
|
public static Quaternion Normalize(Quaternion quaternion)
|
||||||
|
{
|
||||||
|
Quaternion quaternion2;
|
||||||
|
Normalize(ref quaternion, out quaternion2);
|
||||||
|
return quaternion2;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Scales the quaternion magnitude to unit length.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion">Source <see cref="Quaternion"/>.</param>
|
||||||
|
/// <param name="result">The unit length quaternion an output parameter.</param>
|
||||||
|
public static void Normalize(ref Quaternion quaternion, out Quaternion result)
|
||||||
|
{
|
||||||
|
float num = 1.0f / ((float) System.Math.Sqrt(
|
||||||
|
(quaternion.X * quaternion.X) +
|
||||||
|
(quaternion.Y * quaternion.Y) +
|
||||||
|
(quaternion.Z * quaternion.Z) +
|
||||||
|
(quaternion.W * quaternion.W)
|
||||||
|
));
|
||||||
|
result.X = quaternion.X * num;
|
||||||
|
result.Y = quaternion.Y * num;
|
||||||
|
result.Z = quaternion.Z * num;
|
||||||
|
result.W = quaternion.W * num;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Operator Overloads
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Adds two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/> on the left of the add sign.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/> on the right of the add sign.</param>
|
||||||
|
/// <returns>Sum of the vectors.</returns>
|
||||||
|
public static Quaternion operator +(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Add(ref quaternion1, ref quaternion2, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Divides a <see cref="Quaternion"/> by the other <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/> on the left of the div sign.</param>
|
||||||
|
/// <param name="quaternion2">Divisor <see cref="Quaternion"/> on the right of the div sign.</param>
|
||||||
|
/// <returns>The result of dividing the quaternions.</returns>
|
||||||
|
public static Quaternion operator /(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Divide(ref quaternion1, ref quaternion2, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether two <see cref="Quaternion"/> instances are equal.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1"><see cref="Quaternion"/> instance on the left of the equal sign.</param>
|
||||||
|
/// <param name="quaternion2"><see cref="Quaternion"/> 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 ==(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
return quaternion1.Equals(quaternion2);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Compares whether two <see cref="Quaternion"/> instances are not equal.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1"><see cref="Quaternion"/> instance on the left of the not equal sign.</param>
|
||||||
|
/// <param name="quaternion2"><see cref="Quaternion"/> 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 !=(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
return !quaternion1.Equals(quaternion2);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Multiplies two quaternions.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Quaternion"/> on the left of the mul sign.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Quaternion"/> on the right of the mul sign.</param>
|
||||||
|
/// <returns>Result of the quaternions multiplication.</returns>
|
||||||
|
public static Quaternion operator *(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Multiply(ref quaternion1, ref quaternion2, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Multiplies the components of quaternion by a scalar.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">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 quaternion multiplication with a scalar.</returns>
|
||||||
|
public static Quaternion operator *(Quaternion quaternion1, float scaleFactor)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Multiply(ref quaternion1, scaleFactor, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Subtracts a <see cref="Quaternion"/> from a <see cref="Quaternion"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion1">Source <see cref="Vector3"/> on the left of the sub sign.</param>
|
||||||
|
/// <param name="quaternion2">Source <see cref="Vector3"/> on the right of the sub sign.</param>
|
||||||
|
/// <returns>Result of the quaternion subtraction.</returns>
|
||||||
|
public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2)
|
||||||
|
{
|
||||||
|
Quaternion quaternion;
|
||||||
|
Subtract(ref quaternion1, ref quaternion2, out quaternion);
|
||||||
|
return quaternion;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Flips the sign of the all the quaternion components.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion">Source <see cref="Quaternion"/> on the right of the sub sign.</param>
|
||||||
|
/// <returns>The result of the quaternion negation.</returns>
|
||||||
|
public static Quaternion operator -(Quaternion quaternion)
|
||||||
|
{
|
||||||
|
Quaternion quaternion2;
|
||||||
|
Negate(ref quaternion, out quaternion2);
|
||||||
|
return quaternion2;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,300 @@
|
||||||
|
#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;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
[Serializable]
|
||||||
|
[DebuggerDisplay("{DebugDisplayString,nq}")]
|
||||||
|
public struct Ray : IEquatable<Ray>
|
||||||
|
{
|
||||||
|
#region Internal Properties
|
||||||
|
|
||||||
|
internal string DebugDisplayString
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return string.Concat(
|
||||||
|
"Pos( ", Position.DebugDisplayString, " ) \r\n",
|
||||||
|
"Dir( ", Direction.DebugDisplayString, " )"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Fields
|
||||||
|
|
||||||
|
public Vector3 Position;
|
||||||
|
public Vector3 Direction;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
#region Public Constructors
|
||||||
|
|
||||||
|
public Ray(Vector3 position, Vector3 direction)
|
||||||
|
{
|
||||||
|
Position = position;
|
||||||
|
Direction = direction;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
#region Public Methods
|
||||||
|
|
||||||
|
public override bool Equals(object obj)
|
||||||
|
{
|
||||||
|
return (obj is Ray) && Equals((Ray) obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public bool Equals(Ray other)
|
||||||
|
{
|
||||||
|
return ( this.Position.Equals(other.Position) &&
|
||||||
|
this.Direction.Equals(other.Direction) );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
return Position.GetHashCode() ^ Direction.GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Adapted from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
|
||||||
|
public float? Intersects(BoundingBox box)
|
||||||
|
{
|
||||||
|
float? tMin = null, tMax = null;
|
||||||
|
|
||||||
|
if (MathHelper.WithinEpsilon(Direction.X, 0.0f))
|
||||||
|
{
|
||||||
|
if (Position.X < box.Min.X || Position.X > box.Max.X)
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
tMin = (box.Min.X - Position.X) / Direction.X;
|
||||||
|
tMax = (box.Max.X - Position.X) / Direction.X;
|
||||||
|
|
||||||
|
if (tMin > tMax)
|
||||||
|
{
|
||||||
|
float? temp = tMin;
|
||||||
|
tMin = tMax;
|
||||||
|
tMax = temp;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (MathHelper.WithinEpsilon(Direction.Y, 0.0f))
|
||||||
|
{
|
||||||
|
if (Position.Y < box.Min.Y || Position.Y > box.Max.Y)
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float tMinY = (box.Min.Y - Position.Y) / Direction.Y;
|
||||||
|
float tMaxY = (box.Max.Y - Position.Y) / Direction.Y;
|
||||||
|
|
||||||
|
if (tMinY > tMaxY)
|
||||||
|
{
|
||||||
|
float temp = tMinY;
|
||||||
|
tMinY = tMaxY;
|
||||||
|
tMaxY = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( (tMin.HasValue && tMin > tMaxY) ||
|
||||||
|
(tMax.HasValue && tMinY > tMax) )
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!tMin.HasValue || tMinY > tMin) tMin = tMinY;
|
||||||
|
if (!tMax.HasValue || tMaxY < tMax) tMax = tMaxY;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (MathHelper.WithinEpsilon(Direction.Z, 0.0f))
|
||||||
|
{
|
||||||
|
if (Position.Z < box.Min.Z || Position.Z > box.Max.Z)
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float tMinZ = (box.Min.Z - Position.Z) / Direction.Z;
|
||||||
|
float tMaxZ = (box.Max.Z - Position.Z) / Direction.Z;
|
||||||
|
|
||||||
|
if (tMinZ > tMaxZ)
|
||||||
|
{
|
||||||
|
float temp = tMinZ;
|
||||||
|
tMinZ = tMaxZ;
|
||||||
|
tMaxZ = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( (tMin.HasValue && tMin > tMaxZ) ||
|
||||||
|
(tMax.HasValue && tMinZ > tMax) )
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!tMin.HasValue || tMinZ > tMin) tMin = tMinZ;
|
||||||
|
if (!tMax.HasValue || tMaxZ < tMax) tMax = tMaxZ;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Having a positive tMin and a negative tMax means the ray is inside the
|
||||||
|
* box we expect the intesection distance to be 0 in that case.
|
||||||
|
*/
|
||||||
|
if ((tMin.HasValue && tMin < 0) && tMax > 0) return 0;
|
||||||
|
|
||||||
|
/* A negative tMin means that the intersection point is behind the ray's
|
||||||
|
* origin. We discard these as not hitting the AABB.
|
||||||
|
*/
|
||||||
|
if (tMin < 0) return null;
|
||||||
|
|
||||||
|
return tMin;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void Intersects(ref BoundingBox box, out float? result)
|
||||||
|
{
|
||||||
|
result = Intersects(box);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float? Intersects(BoundingSphere sphere)
|
||||||
|
{
|
||||||
|
float? result;
|
||||||
|
Intersects(ref sphere, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public float? Intersects(Plane plane)
|
||||||
|
{
|
||||||
|
float? result;
|
||||||
|
Intersects(ref plane, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public float? Intersects(BoundingFrustum frustum)
|
||||||
|
{
|
||||||
|
float? result;
|
||||||
|
frustum.Intersects(ref this, out result);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Intersects(ref Plane plane, out float? result)
|
||||||
|
{
|
||||||
|
float den = Vector3.Dot(Direction, plane.Normal);
|
||||||
|
if (System.Math.Abs(den) < 0.00001f)
|
||||||
|
{
|
||||||
|
result = null;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
result = (-plane.D - Vector3.Dot(plane.Normal, Position)) / den;
|
||||||
|
|
||||||
|
if (result < 0.0f)
|
||||||
|
{
|
||||||
|
if (result < -0.00001f)
|
||||||
|
{
|
||||||
|
result = null;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
result = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Intersects(ref BoundingSphere sphere, out float? result)
|
||||||
|
{
|
||||||
|
// Find the vector between where the ray starts the the sphere's center.
|
||||||
|
Vector3 difference = sphere.Center - this.Position;
|
||||||
|
|
||||||
|
float differenceLengthSquared = difference.LengthSquared();
|
||||||
|
float sphereRadiusSquared = sphere.Radius * sphere.Radius;
|
||||||
|
|
||||||
|
float distanceAlongRay;
|
||||||
|
|
||||||
|
/* If the distance between the ray start and the sphere's center is less than
|
||||||
|
* the radius of the sphere, it means we've intersected. Checking the
|
||||||
|
* LengthSquared is faster.
|
||||||
|
*/
|
||||||
|
if (differenceLengthSquared < sphereRadiusSquared)
|
||||||
|
{
|
||||||
|
result = 0.0f;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3.Dot(ref this.Direction, ref difference, out distanceAlongRay);
|
||||||
|
// If the ray is pointing away from the sphere then we don't ever intersect.
|
||||||
|
if (distanceAlongRay < 0)
|
||||||
|
{
|
||||||
|
result = null;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Next we kinda use Pythagoras to check if we are within the bounds of the
|
||||||
|
* sphere.
|
||||||
|
* if x = radius of sphere
|
||||||
|
* if y = distance between ray position and sphere centre
|
||||||
|
* if z = the distance we've travelled along the ray
|
||||||
|
* if x^2 + z^2 - y^2 < 0, we do not intersect
|
||||||
|
*/
|
||||||
|
float dist = (
|
||||||
|
sphereRadiusSquared +
|
||||||
|
(distanceAlongRay * distanceAlongRay) -
|
||||||
|
differenceLengthSquared
|
||||||
|
);
|
||||||
|
|
||||||
|
result = (dist < 0) ? null : distanceAlongRay - (float?) System.Math.Sqrt(dist);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Methods
|
||||||
|
|
||||||
|
public static bool operator !=(Ray a, Ray b)
|
||||||
|
{
|
||||||
|
return !a.Equals(b);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public static bool operator ==(Ray a, Ray b)
|
||||||
|
{
|
||||||
|
return a.Equals(b);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
"{{Position:" + Position.ToString() +
|
||||||
|
" Direction:" + Direction.ToString() +
|
||||||
|
"}}"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,447 @@
|
||||||
|
#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;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
namespace MoonWorks.Math
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Describes a 2D-rectangle.
|
||||||
|
/// </summary>
|
||||||
|
[Serializable]
|
||||||
|
[DebuggerDisplay("{DebugDisplayString,nq}")]
|
||||||
|
public struct Rectangle : IEquatable<Rectangle>
|
||||||
|
{
|
||||||
|
#region Public Properties
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the x coordinate of the left edge of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int Left
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return X;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the x coordinate of the right edge of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int Right
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return (X + Width);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the y coordinate of the top edge of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int Top
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return Y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the y coordinate of the bottom edge of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int Bottom
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return (Y + Height);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The top-left coordinates of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
public Point Location
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return new Point(X, Y);
|
||||||
|
}
|
||||||
|
set
|
||||||
|
{
|
||||||
|
X = value.X;
|
||||||
|
Y = value.Y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A <see cref="Point"/> located in the center of this <see cref="Rectangle"/>'s bounds.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// If <see cref="Width"/> or <see cref="Height"/> is an odd number,
|
||||||
|
/// the center point will be rounded down.
|
||||||
|
/// </remarks>
|
||||||
|
public Point Center
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return new Point(
|
||||||
|
X + (Width / 2),
|
||||||
|
Y + (Height / 2)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Whether or not this <see cref="Rectangle"/> has a width and
|
||||||
|
/// height of 0, and a position of (0, 0).
|
||||||
|
/// </summary>
|
||||||
|
public bool IsEmpty
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return ( (Width == 0) &&
|
||||||
|
(Height == 0) &&
|
||||||
|
(X == 0) &&
|
||||||
|
(Y == 0) );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Properties
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a <see cref="Rectangle"/> with X=0, Y=0, Width=0, and Height=0.
|
||||||
|
/// </summary>
|
||||||
|
public static Rectangle Empty
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return emptyRectangle;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Internal Properties
|
||||||
|
|
||||||
|
internal string DebugDisplayString
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return string.Concat(
|
||||||
|
X.ToString(), " ",
|
||||||
|
Y.ToString(), " ",
|
||||||
|
Width.ToString(), " ",
|
||||||
|
Height.ToString()
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Fields
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The x coordinate of the top-left corner of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int X;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The y coordinate of the top-left corner of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int Y;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The width of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int Width;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The height of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
public int Height;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Private Static Fields
|
||||||
|
|
||||||
|
private static Rectangle emptyRectangle = new Rectangle();
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Constructors
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a <see cref="Rectangle"/> with the specified
|
||||||
|
/// position, width, and height.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="x">The x coordinate of the top-left corner of the created <see cref="Rectangle"/>.</param>
|
||||||
|
/// <param name="y">The y coordinate of the top-left corner of the created <see cref="Rectangle"/>.</param>
|
||||||
|
/// <param name="width">The width of the created <see cref="Rectangle"/>.</param>
|
||||||
|
/// <param name="height">The height of the created <see cref="Rectangle"/>.</param>
|
||||||
|
public Rectangle(int x, int y, int width, int height)
|
||||||
|
{
|
||||||
|
X = x;
|
||||||
|
Y = y;
|
||||||
|
Width = width;
|
||||||
|
Height = height;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Methods
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not the provided coordinates lie within the bounds of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="x">The x coordinate of the point to check for containment.</param>
|
||||||
|
/// <param name="y">The y coordinate of the point to check for containment.</param>
|
||||||
|
/// <returns><c>true</c> if the provided coordinates lie inside this <see cref="Rectangle"/>. <c>false</c> otherwise.</returns>
|
||||||
|
public bool Contains(int x, int y)
|
||||||
|
{
|
||||||
|
return ( (this.X <= x) &&
|
||||||
|
(x < (this.X + this.Width)) &&
|
||||||
|
(this.Y <= y) &&
|
||||||
|
(y < (this.Y + this.Height)) );
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not the provided <see cref="Point"/> lies within the bounds of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The coordinates to check for inclusion in this <see cref="Rectangle"/>.</param>
|
||||||
|
/// <returns><c>true</c> if the provided <see cref="Point"/> lies inside this <see cref="Rectangle"/>. <c>false</c> otherwise.</returns>
|
||||||
|
public bool Contains(Point value)
|
||||||
|
{
|
||||||
|
return ( (this.X <= value.X) &&
|
||||||
|
(value.X < (this.X + this.Width)) &&
|
||||||
|
(this.Y <= value.Y) &&
|
||||||
|
(value.Y < (this.Y + this.Height)) );
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not the provided <see cref="Rectangle"/> lies within the bounds of this <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The <see cref="Rectangle"/> to check for inclusion in this <see cref="Rectangle"/>.</param>
|
||||||
|
/// <returns><c>true</c> if the provided <see cref="Rectangle"/>'s bounds lie entirely inside this <see cref="Rectangle"/>. <c>false</c> otherwise.</returns>
|
||||||
|
public bool Contains(Rectangle value)
|
||||||
|
{
|
||||||
|
return ( (this.X <= value.X) &&
|
||||||
|
((value.X + value.Width) <= (this.X + this.Width)) &&
|
||||||
|
(this.Y <= value.Y) &&
|
||||||
|
((value.Y + value.Height) <= (this.Y + this.Height)) );
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Contains(ref Point value, out bool result)
|
||||||
|
{
|
||||||
|
result = ( (this.X <= value.X) &&
|
||||||
|
(value.X < (this.X + this.Width)) &&
|
||||||
|
(this.Y <= value.Y) &&
|
||||||
|
(value.Y < (this.Y + this.Height)) );
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Contains(ref Rectangle value, out bool result)
|
||||||
|
{
|
||||||
|
result = ( (this.X <= value.X) &&
|
||||||
|
((value.X + value.Width) <= (this.X + this.Width)) &&
|
||||||
|
(this.Y <= value.Y) &&
|
||||||
|
((value.Y + value.Height) <= (this.Y + this.Height)) );
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Increments this <see cref="Rectangle"/>'s <see cref="Location"/> by the
|
||||||
|
/// x and y components of the provided <see cref="Point"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="offset">The x and y components to add to this <see cref="Rectangle"/>'s <see cref="Location"/>.</param>
|
||||||
|
public void Offset(Point offset)
|
||||||
|
{
|
||||||
|
X += offset.X;
|
||||||
|
Y += offset.Y;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Increments this <see cref="Rectangle"/>'s <see cref="Location"/> by the
|
||||||
|
/// provided x and y coordinates.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="offsetX">The x coordinate to add to this <see cref="Rectangle"/>'s <see cref="Location"/>.</param>
|
||||||
|
/// <param name="offsetY">The y coordinate to add to this <see cref="Rectangle"/>'s <see cref="Location"/>.</param>
|
||||||
|
public void Offset(int offsetX, int offsetY)
|
||||||
|
{
|
||||||
|
X += offsetX;
|
||||||
|
Y += offsetY;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Inflate(int horizontalValue, int verticalValue)
|
||||||
|
{
|
||||||
|
X -= horizontalValue;
|
||||||
|
Y -= verticalValue;
|
||||||
|
Width += horizontalValue * 2;
|
||||||
|
Height += verticalValue * 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks whether or not this <see cref="Rectangle"/> is equivalent
|
||||||
|
/// to a provided <see cref="Rectangle"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="other">The <see cref="Rectangle"/> to test for equality.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// <c>true</c> if this <see cref="Rectangle"/>'s x coordinate, y coordinate, width, and height
|
||||||
|
/// match the values for the provided <see cref="Rectangle"/>. <c>false</c> otherwise.
|
||||||
|
/// </returns>
|
||||||
|
public bool Equals(Rectangle other)
|
||||||
|
{
|
||||||
|
return this == other;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks whether or not this <see cref="Rectangle"/> is equivalent
|
||||||
|
/// to a provided object.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="obj">The <see cref="object"/> to test for equality.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// <c>true</c> if the provided object is a <see cref="Rectangle"/>, and this
|
||||||
|
/// <see cref="Rectangle"/>'s x coordinate, y coordinate, width, and height
|
||||||
|
/// match the values for the provided <see cref="Rectangle"/>. <c>false</c> otherwise.
|
||||||
|
/// </returns>
|
||||||
|
public override bool Equals(object obj)
|
||||||
|
{
|
||||||
|
return (obj is Rectangle) && this == ((Rectangle) obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return (
|
||||||
|
"{X:" + X.ToString() +
|
||||||
|
" Y:" + Y.ToString() +
|
||||||
|
" Width:" + Width.ToString() +
|
||||||
|
" Height:" + Height.ToString() +
|
||||||
|
"}"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
return (this.X ^ this.Y ^ this.Width ^ this.Height);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not the other <see cref="Rectangle"/> intersects with this rectangle.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The other rectangle for testing.</param>
|
||||||
|
/// <returns><c>true</c> if other <see cref="Rectangle"/> intersects with this rectangle; <c>false</c> otherwise.</returns>
|
||||||
|
public bool Intersects(Rectangle value)
|
||||||
|
{
|
||||||
|
return ( value.Left < Right &&
|
||||||
|
Left < value.Right &&
|
||||||
|
value.Top < Bottom &&
|
||||||
|
Top < value.Bottom );
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets whether or not the other <see cref="Rectangle"/> intersects with this rectangle.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The other rectangle for testing.</param>
|
||||||
|
/// <param name="result"><c>true</c> if other <see cref="Rectangle"/> intersects with this rectangle; <c>false</c> otherwise. As an output parameter.</param>
|
||||||
|
public void Intersects(ref Rectangle value, out bool result)
|
||||||
|
{
|
||||||
|
result = ( value.Left < Right &&
|
||||||
|
Left < value.Right &&
|
||||||
|
value.Top < Bottom &&
|
||||||
|
Top < value.Bottom );
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Static Methods
|
||||||
|
|
||||||
|
public static bool operator ==(Rectangle a, Rectangle b)
|
||||||
|
{
|
||||||
|
return ( (a.X == b.X) &&
|
||||||
|
(a.Y == b.Y) &&
|
||||||
|
(a.Width == b.Width) &&
|
||||||
|
(a.Height == b.Height) );
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator !=(Rectangle a, Rectangle b)
|
||||||
|
{
|
||||||
|
return !(a == b);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Rectangle Intersect(Rectangle value1, Rectangle value2)
|
||||||
|
{
|
||||||
|
Rectangle rectangle;
|
||||||
|
Intersect(ref value1, ref value2, out rectangle);
|
||||||
|
return rectangle;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Intersect(
|
||||||
|
ref Rectangle value1,
|
||||||
|
ref Rectangle value2,
|
||||||
|
out Rectangle result
|
||||||
|
) {
|
||||||
|
if (value1.Intersects(value2))
|
||||||
|
{
|
||||||
|
int right_side = System.Math.Min(
|
||||||
|
value1.X + value1.Width,
|
||||||
|
value2.X + value2.Width
|
||||||
|
);
|
||||||
|
int left_side = System.Math.Max(value1.X, value2.X);
|
||||||
|
int top_side = System.Math.Max(value1.Y, value2.Y);
|
||||||
|
int bottom_side = System.Math.Min(
|
||||||
|
value1.Y + value1.Height,
|
||||||
|
value2.Y + value2.Height
|
||||||
|
);
|
||||||
|
result = new Rectangle(
|
||||||
|
left_side,
|
||||||
|
top_side,
|
||||||
|
right_side - left_side,
|
||||||
|
bottom_side - top_side
|
||||||
|
);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
result = new Rectangle(0, 0, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Rectangle Union(Rectangle value1, Rectangle value2)
|
||||||
|
{
|
||||||
|
int x = System.Math.Min(value1.X, value2.X);
|
||||||
|
int y = System.Math.Min(value1.Y, value2.Y);
|
||||||
|
return new Rectangle(
|
||||||
|
x,
|
||||||
|
y,
|
||||||
|
System.Math.Max(value1.Right, value2.Right) - x,
|
||||||
|
System.Math.Max(value1.Bottom, value2.Bottom) - y
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Union(ref Rectangle value1, ref Rectangle value2, out Rectangle result)
|
||||||
|
{
|
||||||
|
result.X = System.Math.Min(value1.X, value2.X);
|
||||||
|
result.Y = System.Math.Min(value1.Y, value2.Y);
|
||||||
|
result.Width = System.Math.Max(value1.Right, value2.Right) - result.X;
|
||||||
|
result.Height = System.Math.Max(value1.Bottom, value2.Bottom) - result.Y;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
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Load Diff
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Load Diff
File diff suppressed because it is too large
Load Diff
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Reference in New Issue