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authorAndreas Haas <Hinsbart@users.noreply.github.com>2017-10-03 00:13:40 +0200
committerGitHub <noreply@github.com>2017-10-03 00:13:40 +0200
commitb0194a33f65970948ef66819913bf3034a3a22e8 (patch)
tree35e21b53b10bbd525506bb5b72b7f89214e1234f /modules/mono/glue/cs_files/Vector3.cs
parent5cd68abf8896fd86a33c048d6fece61c3cd3f8e5 (diff)
parentd5caf71c3fcdeb422d1b0ea97a836fcdb57a8713 (diff)
Merge pull request #11739 from neikeq/tengo-el-mono
Moved mono module here
Diffstat (limited to 'modules/mono/glue/cs_files/Vector3.cs')
-rw-r--r--modules/mono/glue/cs_files/Vector3.cs420
1 files changed, 420 insertions, 0 deletions
diff --git a/modules/mono/glue/cs_files/Vector3.cs b/modules/mono/glue/cs_files/Vector3.cs
new file mode 100644
index 0000000000..c023cd83cf
--- /dev/null
+++ b/modules/mono/glue/cs_files/Vector3.cs
@@ -0,0 +1,420 @@
+using System;
+using System.Runtime.InteropServices;
+
+// file: core/math/vector3.h
+// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
+// file: core/math/vector3.cpp
+// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
+// file: core/variant_call.cpp
+// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
+
+namespace Godot
+{
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Vector3 : IEquatable<Vector3>
+ {
+ public enum Axis
+ {
+ X = 0,
+ Y,
+ Z
+ }
+
+ public float x;
+ public float y;
+ public float z;
+
+ public float this[int index]
+ {
+ get
+ {
+ switch (index)
+ {
+ case 0:
+ return x;
+ case 1:
+ return y;
+ case 2:
+ return z;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ set
+ {
+ switch (index)
+ {
+ case 0:
+ x = value;
+ return;
+ case 1:
+ y = value;
+ return;
+ case 2:
+ z = value;
+ return;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ }
+
+ internal void normalize()
+ {
+ float length = this.length();
+
+ if (length == 0f)
+ {
+ x = y = z = 0f;
+ }
+ else
+ {
+ x /= length;
+ y /= length;
+ z /= length;
+ }
+ }
+
+ public Vector3 abs()
+ {
+ return new Vector3(Mathf.abs(x), Mathf.abs(y), Mathf.abs(z));
+ }
+
+ public float angle_to(Vector3 to)
+ {
+ return Mathf.atan2(cross(to).length(), dot(to));
+ }
+
+ public Vector3 bounce(Vector3 n)
+ {
+ return -reflect(n);
+ }
+
+ public Vector3 ceil()
+ {
+ return new Vector3(Mathf.ceil(x), Mathf.ceil(y), Mathf.ceil(z));
+ }
+
+ public Vector3 cross(Vector3 b)
+ {
+ return new Vector3
+ (
+ (y * b.z) - (z * b.y),
+ (z * b.x) - (x * b.z),
+ (x * b.y) - (y * b.x)
+ );
+ }
+
+ public Vector3 cubic_interpolate(Vector3 b, Vector3 preA, Vector3 postB, float t)
+ {
+ Vector3 p0 = preA;
+ Vector3 p1 = this;
+ Vector3 p2 = b;
+ Vector3 p3 = postB;
+
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ return 0.5f * (
+ (p1 * 2.0f) + (-p0 + p2) * t +
+ (2.0f * p0 - 5.0f * p1 + 4f * p2 - p3) * t2 +
+ (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
+ );
+ }
+
+ public float distance_squared_to(Vector3 b)
+ {
+ return (b - this).length_squared();
+ }
+
+ public float distance_to(Vector3 b)
+ {
+ return (b - this).length();
+ }
+
+ public float dot(Vector3 b)
+ {
+ return x * b.x + y * b.y + z * b.z;
+ }
+
+ public Vector3 floor()
+ {
+ return new Vector3(Mathf.floor(x), Mathf.floor(y), Mathf.floor(z));
+ }
+
+ public Vector3 inverse()
+ {
+ return new Vector3(1.0f / x, 1.0f / y, 1.0f / z);
+ }
+
+ public bool is_normalized()
+ {
+ return Mathf.abs(length_squared() - 1.0f) < Mathf.Epsilon;
+ }
+
+ public float length()
+ {
+ float x2 = x * x;
+ float y2 = y * y;
+ float z2 = z * z;
+
+ return Mathf.sqrt(x2 + y2 + z2);
+ }
+
+ public float length_squared()
+ {
+ float x2 = x * x;
+ float y2 = y * y;
+ float z2 = z * z;
+
+ return x2 + y2 + z2;
+ }
+
+ public Vector3 linear_interpolate(Vector3 b, float t)
+ {
+ return new Vector3
+ (
+ x + (t * (b.x - x)),
+ y + (t * (b.y - y)),
+ z + (t * (b.z - z))
+ );
+ }
+
+ public Axis max_axis()
+ {
+ return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
+ }
+
+ public Axis min_axis()
+ {
+ return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
+ }
+
+ public Vector3 normalized()
+ {
+ Vector3 v = this;
+ v.normalize();
+ return v;
+ }
+
+ public Basis outer(Vector3 b)
+ {
+ return new Basis(
+ new Vector3(x * b.x, x * b.y, x * b.z),
+ new Vector3(y * b.x, y * b.y, y * b.z),
+ new Vector3(z * b.x, z * b.y, z * b.z)
+ );
+ }
+
+ public Vector3 reflect(Vector3 n)
+ {
+#if DEBUG
+ if (!n.is_normalized())
+ throw new ArgumentException(String.Format("{0} is not normalized", n), nameof(n));
+#endif
+ return 2.0f * n * dot(n) - this;
+ }
+
+ public Vector3 rotated(Vector3 axis, float phi)
+ {
+ return new Basis(axis, phi).xform(this);
+ }
+
+ public Vector3 slide(Vector3 n)
+ {
+ return this - n * dot(n);
+ }
+
+ public Vector3 snapped(Vector3 by)
+ {
+ return new Vector3
+ (
+ Mathf.stepify(x, by.x),
+ Mathf.stepify(y, by.y),
+ Mathf.stepify(z, by.z)
+ );
+ }
+
+ public Basis to_diagonal_matrix()
+ {
+ return new Basis(
+ x, 0f, 0f,
+ 0f, y, 0f,
+ 0f, 0f, z
+ );
+ }
+
+ public Vector3(float x, float y, float z)
+ {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+
+ public static Vector3 operator +(Vector3 left, Vector3 right)
+ {
+ left.x += right.x;
+ left.y += right.y;
+ left.z += right.z;
+ return left;
+ }
+
+ public static Vector3 operator -(Vector3 left, Vector3 right)
+ {
+ left.x -= right.x;
+ left.y -= right.y;
+ left.z -= right.z;
+ return left;
+ }
+
+ public static Vector3 operator -(Vector3 vec)
+ {
+ vec.x = -vec.x;
+ vec.y = -vec.y;
+ vec.z = -vec.z;
+ return vec;
+ }
+
+ public static Vector3 operator *(Vector3 vec, float scale)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ vec.z *= scale;
+ return vec;
+ }
+
+ public static Vector3 operator *(float scale, Vector3 vec)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ vec.z *= scale;
+ return vec;
+ }
+
+ public static Vector3 operator *(Vector3 left, Vector3 right)
+ {
+ left.x *= right.x;
+ left.y *= right.y;
+ left.z *= right.z;
+ return left;
+ }
+
+ public static Vector3 operator /(Vector3 vec, float scale)
+ {
+ vec.x /= scale;
+ vec.y /= scale;
+ vec.z /= scale;
+ return vec;
+ }
+
+ public static Vector3 operator /(Vector3 left, Vector3 right)
+ {
+ left.x /= right.x;
+ left.y /= right.y;
+ left.z /= right.z;
+ return left;
+ }
+
+ public static bool operator ==(Vector3 left, Vector3 right)
+ {
+ return left.Equals(right);
+ }
+
+ public static bool operator !=(Vector3 left, Vector3 right)
+ {
+ return !left.Equals(right);
+ }
+
+ public static bool operator <(Vector3 left, Vector3 right)
+ {
+ if (left.x == right.x)
+ {
+ if (left.y == right.y)
+ return left.z < right.z;
+ else
+ return left.y < right.y;
+ }
+
+ return left.x < right.x;
+ }
+
+ public static bool operator >(Vector3 left, Vector3 right)
+ {
+ if (left.x == right.x)
+ {
+ if (left.y == right.y)
+ return left.z > right.z;
+ else
+ return left.y > right.y;
+ }
+
+ return left.x > right.x;
+ }
+
+ public static bool operator <=(Vector3 left, Vector3 right)
+ {
+ if (left.x == right.x)
+ {
+ if (left.y == right.y)
+ return left.z <= right.z;
+ else
+ return left.y < right.y;
+ }
+
+ return left.x < right.x;
+ }
+
+ public static bool operator >=(Vector3 left, Vector3 right)
+ {
+ if (left.x == right.x)
+ {
+ if (left.y == right.y)
+ return left.z >= right.z;
+ else
+ return left.y > right.y;
+ }
+
+ return left.x > right.x;
+ }
+
+ public override bool Equals(object obj)
+ {
+ if (obj is Vector3)
+ {
+ return Equals((Vector3)obj);
+ }
+
+ return false;
+ }
+
+ public bool Equals(Vector3 other)
+ {
+ return x == other.x && y == other.y && z == other.z;
+ }
+
+ public override int GetHashCode()
+ {
+ return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
+ }
+
+ public override string ToString()
+ {
+ return String.Format("({0}, {1}, {2})", new object[]
+ {
+ this.x.ToString(),
+ this.y.ToString(),
+ this.z.ToString()
+ });
+ }
+
+ public string ToString(string format)
+ {
+ return String.Format("({0}, {1}, {2})", new object[]
+ {
+ this.x.ToString(format),
+ this.y.ToString(format),
+ this.z.ToString(format)
+ });
+ }
+ }
+}