This commit is contained in:
commit
1e4c2a0a9b
362
.gitignore
vendored
Normal file
362
.gitignore
vendored
Normal file
@ -0,0 +1,362 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
25
TrueSync-Math.sln
Normal file
25
TrueSync-Math.sln
Normal file
@ -0,0 +1,25 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 15
|
||||
VisualStudioVersion = 15.0.28307.1382
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TrueSync-Math", "TrueSync-Math\TrueSync-Math.csproj", "{7F9D0971-ECEA-4E83-97A1-888839852D10}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{7F9D0971-ECEA-4E83-97A1-888839852D10}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{7F9D0971-ECEA-4E83-97A1-888839852D10}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{7F9D0971-ECEA-4E83-97A1-888839852D10}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{7F9D0971-ECEA-4E83-97A1-888839852D10}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {642F8F9F-8584-4BB7-88C8-E2B8E47A86D7}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
1019
TrueSync-Math/Math/Fix64.cs
Normal file
1019
TrueSync-Math/Math/Fix64.cs
Normal file
File diff suppressed because it is too large
Load Diff
25742
TrueSync-Math/Math/Fix64AcosLut.cs
Normal file
25742
TrueSync-Math/Math/Fix64AcosLut.cs
Normal file
File diff suppressed because it is too large
Load Diff
25742
TrueSync-Math/Math/Fix64SinLut.cs
Normal file
25742
TrueSync-Math/Math/Fix64SinLut.cs
Normal file
File diff suppressed because it is too large
Load Diff
25742
TrueSync-Math/Math/Fix64TanLut.cs
Normal file
25742
TrueSync-Math/Math/Fix64TanLut.cs
Normal file
File diff suppressed because it is too large
Load Diff
533
TrueSync-Math/Math/TSMath.cs
Normal file
533
TrueSync-Math/Math/TSMath.cs
Normal file
@ -0,0 +1,533 @@
|
||||
using System;
|
||||
/* Copyright (C) <2009-2011> <Thorben Linneweber, Jitter Physics>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
namespace TrueSync {
|
||||
|
||||
/// <summary>
|
||||
/// Contains common math operations.
|
||||
/// </summary>
|
||||
public sealed class TSMath {
|
||||
|
||||
/// <summary>
|
||||
/// PI constant.
|
||||
/// </summary>
|
||||
public static FP Pi = FP.Pi;
|
||||
|
||||
/**
|
||||
* @brief PI over 2 constant.
|
||||
**/
|
||||
public static FP PiOver2 = FP.PiOver2;
|
||||
|
||||
/// <summary>
|
||||
/// A small value often used to decide if numeric
|
||||
/// results are zero.
|
||||
/// </summary>
|
||||
public static FP Epsilon = FP.Epsilon;
|
||||
|
||||
/**
|
||||
* @brief Degree to radians constant.
|
||||
**/
|
||||
public static FP Deg2Rad = FP.Deg2Rad;
|
||||
|
||||
/**
|
||||
* @brief Radians to degree constant.
|
||||
**/
|
||||
public static FP Rad2Deg = FP.Rad2Deg;
|
||||
|
||||
|
||||
/**
|
||||
* @brief FP infinity.
|
||||
* */
|
||||
public static FP Infinity = FP.MaxValue;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the square root.
|
||||
/// </summary>
|
||||
/// <param name="number">The number to get the square root from.</param>
|
||||
/// <returns></returns>
|
||||
#region public static FP Sqrt(FP number)
|
||||
public static FP Sqrt(FP number) {
|
||||
return FP.Sqrt(number);
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets the maximum number of two values.
|
||||
/// </summary>
|
||||
/// <param name="val1">The first value.</param>
|
||||
/// <param name="val2">The second value.</param>
|
||||
/// <returns>Returns the largest value.</returns>
|
||||
#region public static FP Max(FP val1, FP val2)
|
||||
public static FP Max(FP val1, FP val2) {
|
||||
return (val1 > val2) ? val1 : val2;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets the minimum number of two values.
|
||||
/// </summary>
|
||||
/// <param name="val1">The first value.</param>
|
||||
/// <param name="val2">The second value.</param>
|
||||
/// <returns>Returns the smallest value.</returns>
|
||||
#region public static FP Min(FP val1, FP val2)
|
||||
public static FP Min(FP val1, FP val2) {
|
||||
return (val1 < val2) ? val1 : val2;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets the maximum number of three values.
|
||||
/// </summary>
|
||||
/// <param name="val1">The first value.</param>
|
||||
/// <param name="val2">The second value.</param>
|
||||
/// <param name="val3">The third value.</param>
|
||||
/// <returns>Returns the largest value.</returns>
|
||||
#region public static FP Max(FP val1, FP val2,FP val3)
|
||||
public static FP Max(FP val1, FP val2, FP val3) {
|
||||
FP max12 = (val1 > val2) ? val1 : val2;
|
||||
return (max12 > val3) ? max12 : val3;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Returns a number which is within [min,max]
|
||||
/// </summary>
|
||||
/// <param name="value">The value to clamp.</param>
|
||||
/// <param name="min">The minimum value.</param>
|
||||
/// <param name="max">The maximum value.</param>
|
||||
/// <returns>The clamped value.</returns>
|
||||
#region public static FP Clamp(FP value, FP min, FP max)
|
||||
public static FP Clamp(FP value, FP min, FP max) {
|
||||
if (value < min)
|
||||
{
|
||||
value = min;
|
||||
return value;
|
||||
}
|
||||
if (value > max)
|
||||
{
|
||||
value = max;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Returns a number which is within [FP.Zero, FP.One]
|
||||
/// </summary>
|
||||
/// <param name="value">The value to clamp.</param>
|
||||
/// <returns>The clamped value.</returns>
|
||||
public static FP Clamp01(FP value)
|
||||
{
|
||||
if (value < FP.Zero)
|
||||
return FP.Zero;
|
||||
|
||||
if (value > FP.One)
|
||||
return FP.One;
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes every sign of the matrix entry to '+'
|
||||
/// </summary>
|
||||
/// <param name="matrix">The matrix.</param>
|
||||
/// <param name="result">The absolute matrix.</param>
|
||||
#region public static void Absolute(ref JMatrix matrix,out JMatrix result)
|
||||
public static void Absolute(ref TSMatrix matrix, out TSMatrix result) {
|
||||
result.M11 = FP.Abs(matrix.M11);
|
||||
result.M12 = FP.Abs(matrix.M12);
|
||||
result.M13 = FP.Abs(matrix.M13);
|
||||
result.M21 = FP.Abs(matrix.M21);
|
||||
result.M22 = FP.Abs(matrix.M22);
|
||||
result.M23 = FP.Abs(matrix.M23);
|
||||
result.M31 = FP.Abs(matrix.M31);
|
||||
result.M32 = FP.Abs(matrix.M32);
|
||||
result.M33 = FP.Abs(matrix.M33);
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Returns the sine of value.
|
||||
/// </summary>
|
||||
public static FP Sin(FP value) {
|
||||
return FP.Sin(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the cosine of value.
|
||||
/// </summary>
|
||||
public static FP Cos(FP value) {
|
||||
return FP.Cos(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the tan of value.
|
||||
/// </summary>
|
||||
public static FP Tan(FP value) {
|
||||
return FP.Tan(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the arc sine of value.
|
||||
/// </summary>
|
||||
public static FP Asin(FP value) {
|
||||
return FP.Asin(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the arc cosine of value.
|
||||
/// </summary>
|
||||
public static FP Acos(FP value) {
|
||||
return FP.Acos(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the arc tan of value.
|
||||
/// </summary>
|
||||
public static FP Atan(FP value) {
|
||||
return FP.Atan(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the arc tan of coordinates x-y.
|
||||
/// </summary>
|
||||
public static FP Atan2(FP y, FP x) {
|
||||
return FP.Atan2(y, x);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the largest integer less than or equal to the specified number.
|
||||
/// </summary>
|
||||
public static FP Floor(FP value) {
|
||||
return FP.Floor(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the smallest integral value that is greater than or equal to the specified number.
|
||||
/// </summary>
|
||||
public static FP Ceiling(FP value) {
|
||||
return value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rounds a value to the nearest integral value.
|
||||
/// If the value is halfway between an even and an uneven value, returns the even value.
|
||||
/// </summary>
|
||||
public static FP Round(FP value) {
|
||||
return FP.Round(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a number indicating the sign of a Fix64 number.
|
||||
/// Returns 1 if the value is positive, 0 if is 0, and -1 if it is negative.
|
||||
/// </summary>
|
||||
public static int Sign(FP value) {
|
||||
return FP.Sign(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the absolute value of a Fix64 number.
|
||||
/// Note: Abs(Fix64.MinValue) == Fix64.MaxValue.
|
||||
/// </summary>
|
||||
public static FP Abs(FP value) {
|
||||
return FP.Abs(value);
|
||||
}
|
||||
|
||||
public static FP Barycentric(FP value1, FP value2, FP value3, FP amount1, FP amount2) {
|
||||
return value1 + (value2 - value1) * amount1 + (value3 - value1) * amount2;
|
||||
}
|
||||
|
||||
public static FP CatmullRom(FP value1, FP value2, FP value3, FP value4, FP amount) {
|
||||
// Using formula from http://www.mvps.org/directx/articles/catmull/
|
||||
// Internally using FPs not to lose precission
|
||||
FP amountSquared = amount * amount;
|
||||
FP amountCubed = amountSquared * amount;
|
||||
return (FP)(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));
|
||||
}
|
||||
|
||||
public static FP Distance(FP value1, FP value2) {
|
||||
return FP.Abs(value1 - value2);
|
||||
}
|
||||
|
||||
public static FP Hermite(FP value1, FP tangent1, FP value2, FP tangent2, FP amount) {
|
||||
// All transformed to FP not to lose precission
|
||||
// Otherwise, for high numbers of param:amount the result is NaN instead of Infinity
|
||||
FP v1 = value1, v2 = value2, t1 = tangent1, t2 = tangent2, s = amount, result;
|
||||
FP sCubed = s * s * s;
|
||||
FP sSquared = s * s;
|
||||
|
||||
if (amount == 0f)
|
||||
result = value1;
|
||||
else if (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 (FP)result;
|
||||
}
|
||||
|
||||
public static FP Lerp(FP value1, FP value2, FP amount) {
|
||||
return value1 + (value2 - value1) * Clamp01(amount);
|
||||
}
|
||||
|
||||
public static FP InverseLerp(FP value1, FP value2, FP amount) {
|
||||
if (value1 != value2)
|
||||
return Clamp01((amount - value1) / (value2 - value1));
|
||||
return FP.Zero;
|
||||
}
|
||||
|
||||
public static FP SmoothStep(FP value1, FP value2, FP amount) {
|
||||
// It is expected that 0 < amount < 1
|
||||
// If amount < 0, return value1
|
||||
// If amount > 1, return value2
|
||||
FP result = Clamp(amount, 0f, 1f);
|
||||
result = Hermite(value1, 0f, value2, 0f, result);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Returns 2 raised to the specified power.
|
||||
/// Provides at least 6 decimals of accuracy.
|
||||
/// </summary>
|
||||
internal static FP Pow2(FP x)
|
||||
{
|
||||
if (x.RawValue == 0)
|
||||
{
|
||||
return FP.One;
|
||||
}
|
||||
|
||||
// Avoid negative arguments by exploiting that exp(-x) = 1/exp(x).
|
||||
bool neg = x.RawValue < 0;
|
||||
if (neg)
|
||||
{
|
||||
x = -x;
|
||||
}
|
||||
|
||||
if (x == FP.One)
|
||||
{
|
||||
return neg ? FP.One / (FP)2 : (FP)2;
|
||||
}
|
||||
if (x >= FP.Log2Max)
|
||||
{
|
||||
return neg ? FP.One / FP.MaxValue : FP.MaxValue;
|
||||
}
|
||||
if (x <= FP.Log2Min)
|
||||
{
|
||||
return neg ? FP.MaxValue : FP.Zero;
|
||||
}
|
||||
|
||||
/* The algorithm is based on the power series for exp(x):
|
||||
* http://en.wikipedia.org/wiki/Exponential_function#Formal_definition
|
||||
*
|
||||
* From term n, we get term n+1 by multiplying with x/n.
|
||||
* When the sum term drops to zero, we can stop summing.
|
||||
*/
|
||||
|
||||
int integerPart = (int)Floor(x);
|
||||
// Take fractional part of exponent
|
||||
x = FP.FromRaw(x.RawValue & 0x00000000FFFFFFFF);
|
||||
|
||||
var result = FP.One;
|
||||
var term = FP.One;
|
||||
int i = 1;
|
||||
while (term.RawValue != 0)
|
||||
{
|
||||
term = FP.FastMul(FP.FastMul(x, term), FP.Ln2) / (FP)i;
|
||||
result += term;
|
||||
i++;
|
||||
}
|
||||
|
||||
result = FP.FromRaw(result.RawValue << integerPart);
|
||||
if (neg)
|
||||
{
|
||||
result = FP.One / result;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the base-2 logarithm of a specified number.
|
||||
/// Provides at least 9 decimals of accuracy.
|
||||
/// </summary>
|
||||
/// <exception cref="ArgumentOutOfRangeException">
|
||||
/// The argument was non-positive
|
||||
/// </exception>
|
||||
internal static FP Log2(FP x)
|
||||
{
|
||||
if (x.RawValue <= 0)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException("Non-positive value passed to Ln", "x");
|
||||
}
|
||||
|
||||
// This implementation is based on Clay. S. Turner's fast binary logarithm
|
||||
// algorithm (C. S. Turner, "A Fast Binary Logarithm Algorithm", IEEE Signal
|
||||
// Processing Mag., pp. 124,140, Sep. 2010.)
|
||||
|
||||
long b = 1U << (FP.FRACTIONAL_PLACES - 1);
|
||||
long y = 0;
|
||||
|
||||
long rawX = x.RawValue;
|
||||
while (rawX < FP.ONE)
|
||||
{
|
||||
rawX <<= 1;
|
||||
y -= FP.ONE;
|
||||
}
|
||||
|
||||
while (rawX >= (FP.ONE << 1))
|
||||
{
|
||||
rawX >>= 1;
|
||||
y += FP.ONE;
|
||||
}
|
||||
|
||||
var z = FP.FromRaw(rawX);
|
||||
|
||||
for (int i = 0; i < FP.FRACTIONAL_PLACES; i++)
|
||||
{
|
||||
z = FP.FastMul(z, z);
|
||||
if (z.RawValue >= (FP.ONE << 1))
|
||||
{
|
||||
z = FP.FromRaw(z.RawValue >> 1);
|
||||
y += b;
|
||||
}
|
||||
b >>= 1;
|
||||
}
|
||||
|
||||
return FP.FromRaw(y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the natural logarithm of a specified number.
|
||||
/// Provides at least 7 decimals of accuracy.
|
||||
/// </summary>
|
||||
/// <exception cref="ArgumentOutOfRangeException">
|
||||
/// The argument was non-positive
|
||||
/// </exception>
|
||||
public static FP Ln(FP x)
|
||||
{
|
||||
return FP.FastMul(Log2(x), FP.Ln2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a specified number raised to the specified power.
|
||||
/// Provides about 5 digits of accuracy for the result.
|
||||
/// </summary>
|
||||
/// <exception cref="DivideByZeroException">
|
||||
/// The base was zero, with a negative exponent
|
||||
/// </exception>
|
||||
/// <exception cref="ArgumentOutOfRangeException">
|
||||
/// The base was negative, with a non-zero exponent
|
||||
/// </exception>
|
||||
public static FP Pow(FP b, FP exp)
|
||||
{
|
||||
if (b == FP.One)
|
||||
{
|
||||
return FP.One;
|
||||
}
|
||||
|
||||
if (exp.RawValue == 0)
|
||||
{
|
||||
return FP.One;
|
||||
}
|
||||
|
||||
if (b.RawValue == 0)
|
||||
{
|
||||
if (exp.RawValue < 0)
|
||||
{
|
||||
//throw new DivideByZeroException();
|
||||
return FP.MaxValue;
|
||||
}
|
||||
return FP.Zero;
|
||||
}
|
||||
|
||||
FP log2 = Log2(b);
|
||||
return Pow2(exp * log2);
|
||||
}
|
||||
|
||||
public static FP MoveTowards(FP current, FP target, FP maxDelta)
|
||||
{
|
||||
if (Abs(target - current) <= maxDelta)
|
||||
return target;
|
||||
return (current + (Sign(target - current)) * maxDelta);
|
||||
}
|
||||
|
||||
public static FP Repeat(FP t, FP length)
|
||||
{
|
||||
return (t - (Floor(t / length) * length));
|
||||
}
|
||||
|
||||
public static FP DeltaAngle(FP current, FP target)
|
||||
{
|
||||
FP num = Repeat(target - current, (FP)360f);
|
||||
if (num > (FP)180f)
|
||||
{
|
||||
num -= (FP)360f;
|
||||
}
|
||||
return num;
|
||||
}
|
||||
|
||||
public static FP MoveTowardsAngle(FP current, FP target, float maxDelta)
|
||||
{
|
||||
target = current + DeltaAngle(current, target);
|
||||
return MoveTowards(current, target, maxDelta);
|
||||
}
|
||||
|
||||
public static FP SmoothDamp(FP current, FP target, ref FP currentVelocity, FP smoothTime, FP maxSpeed)
|
||||
{
|
||||
FP deltaTime = FP.EN2;
|
||||
return SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
|
||||
}
|
||||
|
||||
public static FP SmoothDamp(FP current, FP target, ref FP currentVelocity, FP smoothTime)
|
||||
{
|
||||
FP deltaTime = FP.EN2;
|
||||
FP positiveInfinity = -FP.MaxValue;
|
||||
return SmoothDamp(current, target, ref currentVelocity, smoothTime, positiveInfinity, deltaTime);
|
||||
}
|
||||
|
||||
public static FP SmoothDamp(FP current, FP target, ref FP currentVelocity, FP smoothTime, FP maxSpeed, FP deltaTime)
|
||||
{
|
||||
smoothTime = Max(FP.EN4, smoothTime);
|
||||
FP num = (FP)2f / smoothTime;
|
||||
FP num2 = num * deltaTime;
|
||||
FP num3 = FP.One / (((FP.One + num2) + (((FP)0.48f * num2) * num2)) + ((((FP)0.235f * num2) * num2) * num2));
|
||||
FP num4 = current - target;
|
||||
FP num5 = target;
|
||||
FP max = maxSpeed * smoothTime;
|
||||
num4 = Clamp(num4, -max, max);
|
||||
target = current - num4;
|
||||
FP num7 = (currentVelocity + (num * num4)) * deltaTime;
|
||||
currentVelocity = (currentVelocity - (num * num7)) * num3;
|
||||
FP num8 = target + ((num4 + num7) * num3);
|
||||
if (((num5 - current) > FP.Zero) == (num8 > num5))
|
||||
{
|
||||
num8 = num5;
|
||||
currentVelocity = (num8 - num5) / deltaTime;
|
||||
}
|
||||
return num8;
|
||||
}
|
||||
}
|
||||
}
|
706
TrueSync-Math/Math/TSMatrix.cs
Normal file
706
TrueSync-Math/Math/TSMatrix.cs
Normal file
@ -0,0 +1,706 @@
|
||||
/* Copyright (C) <2009-2011> <Thorben Linneweber, Jitter Physics>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
namespace TrueSync
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// 3x3 Matrix.
|
||||
/// </summary>
|
||||
public struct TSMatrix
|
||||
{
|
||||
/// <summary>
|
||||
/// M11
|
||||
/// </summary>
|
||||
public FP M11; // 1st row vector
|
||||
/// <summary>
|
||||
/// M12
|
||||
/// </summary>
|
||||
public FP M12;
|
||||
/// <summary>
|
||||
/// M13
|
||||
/// </summary>
|
||||
public FP M13;
|
||||
/// <summary>
|
||||
/// M21
|
||||
/// </summary>
|
||||
public FP M21; // 2nd row vector
|
||||
/// <summary>
|
||||
/// M22
|
||||
/// </summary>
|
||||
public FP M22;
|
||||
/// <summary>
|
||||
/// M23
|
||||
/// </summary>
|
||||
public FP M23;
|
||||
/// <summary>
|
||||
/// M31
|
||||
/// </summary>
|
||||
public FP M31; // 3rd row vector
|
||||
/// <summary>
|
||||
/// M32
|
||||
/// </summary>
|
||||
public FP M32;
|
||||
/// <summary>
|
||||
/// M33
|
||||
/// </summary>
|
||||
public FP M33;
|
||||
|
||||
internal static TSMatrix InternalIdentity;
|
||||
|
||||
/// <summary>
|
||||
/// Identity matrix.
|
||||
/// </summary>
|
||||
public static readonly TSMatrix Identity;
|
||||
public static readonly TSMatrix Zero;
|
||||
|
||||
static TSMatrix()
|
||||
{
|
||||
Zero = new TSMatrix();
|
||||
|
||||
Identity = new TSMatrix();
|
||||
Identity.M11 = FP.One;
|
||||
Identity.M22 = FP.One;
|
||||
Identity.M33 = FP.One;
|
||||
|
||||
InternalIdentity = Identity;
|
||||
}
|
||||
|
||||
public TSVector eulerAngles {
|
||||
get {
|
||||
TSVector result = new TSVector();
|
||||
|
||||
result.x = TSMath.Atan2(M32, M33) * FP.Rad2Deg;
|
||||
result.y = TSMath.Atan2(-M31, TSMath.Sqrt(M32 * M32 + M33 * M33)) * FP.Rad2Deg;
|
||||
result.z = TSMath.Atan2(M21, M11) * FP.Rad2Deg;
|
||||
|
||||
return result * -1;
|
||||
}
|
||||
}
|
||||
|
||||
public static TSMatrix CreateFromYawPitchRoll(FP yaw, FP pitch, FP roll)
|
||||
{
|
||||
TSMatrix matrix;
|
||||
TSQuaternion quaternion;
|
||||
TSQuaternion.CreateFromYawPitchRoll(yaw, pitch, roll, out quaternion);
|
||||
CreateFromQuaternion(ref quaternion, out matrix);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
public static TSMatrix CreateRotationX(FP radians)
|
||||
{
|
||||
TSMatrix matrix;
|
||||
FP num2 = FP.Cos(radians);
|
||||
FP num = FP.Sin(radians);
|
||||
matrix.M11 = FP.One;
|
||||
matrix.M12 = FP.Zero;
|
||||
matrix.M13 = FP.Zero;
|
||||
matrix.M21 = FP.Zero;
|
||||
matrix.M22 = num2;
|
||||
matrix.M23 = num;
|
||||
matrix.M31 = FP.Zero;
|
||||
matrix.M32 = -num;
|
||||
matrix.M33 = num2;
|
||||
return matrix;
|
||||
}
|
||||
|
||||
public static void CreateRotationX(FP radians, out TSMatrix result)
|
||||
{
|
||||
FP num2 = FP.Cos(radians);
|
||||
FP num = FP.Sin(radians);
|
||||
result.M11 = FP.One;
|
||||
result.M12 = FP.Zero;
|
||||
result.M13 = FP.Zero;
|
||||
result.M21 = FP.Zero;
|
||||
result.M22 = num2;
|
||||
result.M23 = num;
|
||||
result.M31 = FP.Zero;
|
||||
result.M32 = -num;
|
||||
result.M33 = num2;
|
||||
}
|
||||
|
||||
public static TSMatrix CreateRotationY(FP radians)
|
||||
{
|
||||
TSMatrix matrix;
|
||||
FP num2 = FP.Cos(radians);
|
||||
FP num = FP.Sin(radians);
|
||||
matrix.M11 = num2;
|
||||
matrix.M12 = FP.Zero;
|
||||
matrix.M13 = -num;
|
||||
matrix.M21 = FP.Zero;
|
||||
matrix.M22 = FP.One;
|
||||
matrix.M23 = FP.Zero;
|
||||
matrix.M31 = num;
|
||||
matrix.M32 = FP.Zero;
|
||||
matrix.M33 = num2;
|
||||
return matrix;
|
||||
}
|
||||
|
||||
public static void CreateRotationY(FP radians, out TSMatrix result)
|
||||
{
|
||||
FP num2 = FP.Cos(radians);
|
||||
FP num = FP.Sin(radians);
|
||||
result.M11 = num2;
|
||||
result.M12 = FP.Zero;
|
||||
result.M13 = -num;
|
||||
result.M21 = FP.Zero;
|
||||
result.M22 = FP.One;
|
||||
result.M23 = FP.Zero;
|
||||
result.M31 = num;
|
||||
result.M32 = FP.Zero;
|
||||
result.M33 = num2;
|
||||
}
|
||||
|
||||
public static TSMatrix CreateRotationZ(FP radians)
|
||||
{
|
||||
TSMatrix matrix;
|
||||
FP num2 = FP.Cos(radians);
|
||||
FP num = FP.Sin(radians);
|
||||
matrix.M11 = num2;
|
||||
matrix.M12 = num;
|
||||
matrix.M13 = FP.Zero;
|
||||
matrix.M21 = -num;
|
||||
matrix.M22 = num2;
|
||||
matrix.M23 = FP.Zero;
|
||||
matrix.M31 = FP.Zero;
|
||||
matrix.M32 = FP.Zero;
|
||||
matrix.M33 = FP.One;
|
||||
return matrix;
|
||||
}
|
||||
|
||||
|
||||
public static void CreateRotationZ(FP radians, out TSMatrix result)
|
||||
{
|
||||
FP num2 = FP.Cos(radians);
|
||||
FP num = FP.Sin(radians);
|
||||
result.M11 = num2;
|
||||
result.M12 = num;
|
||||
result.M13 = FP.Zero;
|
||||
result.M21 = -num;
|
||||
result.M22 = num2;
|
||||
result.M23 = FP.Zero;
|
||||
result.M31 = FP.Zero;
|
||||
result.M32 = FP.Zero;
|
||||
result.M33 = FP.One;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the matrix structure.
|
||||
/// </summary>
|
||||
/// <param name="m11">m11</param>
|
||||
/// <param name="m12">m12</param>
|
||||
/// <param name="m13">m13</param>
|
||||
/// <param name="m21">m21</param>
|
||||
/// <param name="m22">m22</param>
|
||||
/// <param name="m23">m23</param>
|
||||
/// <param name="m31">m31</param>
|
||||
/// <param name="m32">m32</param>
|
||||
/// <param name="m33">m33</param>
|
||||
#region public JMatrix(FP m11, FP m12, FP m13, FP m21, FP m22, FP m23,FP m31, FP m32, FP m33)
|
||||
public TSMatrix(FP m11, FP m12, FP m13, FP m21, FP m22, FP m23,FP m31, FP m32, FP m33)
|
||||
{
|
||||
this.M11 = m11;
|
||||
this.M12 = m12;
|
||||
this.M13 = m13;
|
||||
this.M21 = m21;
|
||||
this.M22 = m22;
|
||||
this.M23 = m23;
|
||||
this.M31 = m31;
|
||||
this.M32 = m32;
|
||||
this.M33 = m33;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets the determinant of the matrix.
|
||||
/// </summary>
|
||||
/// <returns>The determinant of the matrix.</returns>
|
||||
#region public FP Determinant()
|
||||
//public FP Determinant()
|
||||
//{
|
||||
// return M11 * M22 * M33 -M11 * M23 * M32 -M12 * M21 * M33 +M12 * M23 * M31 + M13 * M21 * M32 - M13 * M22 * M31;
|
||||
//}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiply two matrices. Notice: matrix multiplication is not commutative.
|
||||
/// </summary>
|
||||
/// <param name="matrix1">The first matrix.</param>
|
||||
/// <param name="matrix2">The second matrix.</param>
|
||||
/// <returns>The product of both matrices.</returns>
|
||||
#region public static JMatrix Multiply(JMatrix matrix1, JMatrix matrix2)
|
||||
public static TSMatrix Multiply(TSMatrix matrix1, TSMatrix matrix2)
|
||||
{
|
||||
TSMatrix result;
|
||||
TSMatrix.Multiply(ref matrix1, ref matrix2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiply two matrices. Notice: matrix multiplication is not commutative.
|
||||
/// </summary>
|
||||
/// <param name="matrix1">The first matrix.</param>
|
||||
/// <param name="matrix2">The second matrix.</param>
|
||||
/// <param name="result">The product of both matrices.</param>
|
||||
public static void Multiply(ref TSMatrix matrix1, ref TSMatrix matrix2, out TSMatrix result)
|
||||
{
|
||||
FP num0 = ((matrix1.M11 * matrix2.M11) + (matrix1.M12 * matrix2.M21)) + (matrix1.M13 * matrix2.M31);
|
||||
FP num1 = ((matrix1.M11 * matrix2.M12) + (matrix1.M12 * matrix2.M22)) + (matrix1.M13 * matrix2.M32);
|
||||
FP num2 = ((matrix1.M11 * matrix2.M13) + (matrix1.M12 * matrix2.M23)) + (matrix1.M13 * matrix2.M33);
|
||||
FP num3 = ((matrix1.M21 * matrix2.M11) + (matrix1.M22 * matrix2.M21)) + (matrix1.M23 * matrix2.M31);
|
||||
FP num4 = ((matrix1.M21 * matrix2.M12) + (matrix1.M22 * matrix2.M22)) + (matrix1.M23 * matrix2.M32);
|
||||
FP num5 = ((matrix1.M21 * matrix2.M13) + (matrix1.M22 * matrix2.M23)) + (matrix1.M23 * matrix2.M33);
|
||||
FP num6 = ((matrix1.M31 * matrix2.M11) + (matrix1.M32 * matrix2.M21)) + (matrix1.M33 * matrix2.M31);
|
||||
FP num7 = ((matrix1.M31 * matrix2.M12) + (matrix1.M32 * matrix2.M22)) + (matrix1.M33 * matrix2.M32);
|
||||
FP num8 = ((matrix1.M31 * matrix2.M13) + (matrix1.M32 * matrix2.M23)) + (matrix1.M33 * matrix2.M33);
|
||||
|
||||
result.M11 = num0;
|
||||
result.M12 = num1;
|
||||
result.M13 = num2;
|
||||
result.M21 = num3;
|
||||
result.M22 = num4;
|
||||
result.M23 = num5;
|
||||
result.M31 = num6;
|
||||
result.M32 = num7;
|
||||
result.M33 = num8;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Matrices are added.
|
||||
/// </summary>
|
||||
/// <param name="matrix1">The first matrix.</param>
|
||||
/// <param name="matrix2">The second matrix.</param>
|
||||
/// <returns>The sum of both matrices.</returns>
|
||||
#region public static JMatrix Add(JMatrix matrix1, JMatrix matrix2)
|
||||
public static TSMatrix Add(TSMatrix matrix1, TSMatrix matrix2)
|
||||
{
|
||||
TSMatrix result;
|
||||
TSMatrix.Add(ref matrix1, ref matrix2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Matrices are added.
|
||||
/// </summary>
|
||||
/// <param name="matrix1">The first matrix.</param>
|
||||
/// <param name="matrix2">The second matrix.</param>
|
||||
/// <param name="result">The sum of both matrices.</param>
|
||||
public static void Add(ref TSMatrix matrix1, ref TSMatrix matrix2, out TSMatrix result)
|
||||
{
|
||||
result.M11 = matrix1.M11 + matrix2.M11;
|
||||
result.M12 = matrix1.M12 + matrix2.M12;
|
||||
result.M13 = matrix1.M13 + matrix2.M13;
|
||||
result.M21 = matrix1.M21 + matrix2.M21;
|
||||
result.M22 = matrix1.M22 + matrix2.M22;
|
||||
result.M23 = matrix1.M23 + matrix2.M23;
|
||||
result.M31 = matrix1.M31 + matrix2.M31;
|
||||
result.M32 = matrix1.M32 + matrix2.M32;
|
||||
result.M33 = matrix1.M33 + matrix2.M33;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the inverse of a give matrix.
|
||||
/// </summary>
|
||||
/// <param name="matrix">The matrix to invert.</param>
|
||||
/// <returns>The inverted JMatrix.</returns>
|
||||
#region public static JMatrix Inverse(JMatrix matrix)
|
||||
public static TSMatrix Inverse(TSMatrix matrix)
|
||||
{
|
||||
TSMatrix result;
|
||||
TSMatrix.Inverse(ref matrix, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public FP Determinant()
|
||||
{
|
||||
return M11 * M22 * M33 + M12 * M23 * M31 + M13 * M21 * M32 -
|
||||
M31 * M22 * M13 - M32 * M23 * M11 - M33 * M21 * M12;
|
||||
}
|
||||
|
||||
public static void Invert(ref TSMatrix matrix, out TSMatrix result)
|
||||
{
|
||||
FP determinantInverse = 1 / matrix.Determinant();
|
||||
FP m11 = (matrix.M22 * matrix.M33 - matrix.M23 * matrix.M32) * determinantInverse;
|
||||
FP m12 = (matrix.M13 * matrix.M32 - matrix.M33 * matrix.M12) * determinantInverse;
|
||||
FP m13 = (matrix.M12 * matrix.M23 - matrix.M22 * matrix.M13) * determinantInverse;
|
||||
|
||||
FP m21 = (matrix.M23 * matrix.M31 - matrix.M21 * matrix.M33) * determinantInverse;
|
||||
FP m22 = (matrix.M11 * matrix.M33 - matrix.M13 * matrix.M31) * determinantInverse;
|
||||
FP m23 = (matrix.M13 * matrix.M21 - matrix.M11 * matrix.M23) * determinantInverse;
|
||||
|
||||
FP m31 = (matrix.M21 * matrix.M32 - matrix.M22 * matrix.M31) * determinantInverse;
|
||||
FP m32 = (matrix.M12 * matrix.M31 - matrix.M11 * matrix.M32) * determinantInverse;
|
||||
FP m33 = (matrix.M11 * matrix.M22 - matrix.M12 * matrix.M21) * determinantInverse;
|
||||
|
||||
result.M11 = m11;
|
||||
result.M12 = m12;
|
||||
result.M13 = m13;
|
||||
|
||||
result.M21 = m21;
|
||||
result.M22 = m22;
|
||||
result.M23 = m23;
|
||||
|
||||
result.M31 = m31;
|
||||
result.M32 = m32;
|
||||
result.M33 = m33;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the inverse of a give matrix.
|
||||
/// </summary>
|
||||
/// <param name="matrix">The matrix to invert.</param>
|
||||
/// <param name="result">The inverted JMatrix.</param>
|
||||
public static void Inverse(ref TSMatrix matrix, out TSMatrix result)
|
||||
{
|
||||
FP det = 1024 * matrix.M11 * matrix.M22 * matrix.M33 -
|
||||
1024 * matrix.M11 * matrix.M23 * matrix.M32 -
|
||||
1024 * matrix.M12 * matrix.M21 * matrix.M33 +
|
||||
1024 * matrix.M12 * matrix.M23 * matrix.M31 +
|
||||
1024 * matrix.M13 * matrix.M21 * matrix.M32 -
|
||||
1024 * matrix.M13 * matrix.M22 * matrix.M31;
|
||||
|
||||
FP num11 =1024* matrix.M22 * matrix.M33 - 1024*matrix.M23 * matrix.M32;
|
||||
FP num12 =1024* matrix.M13 * matrix.M32 -1024* matrix.M12 * matrix.M33;
|
||||
FP num13 =1024* matrix.M12 * matrix.M23 -1024* matrix.M22 * matrix.M13;
|
||||
|
||||
FP num21 =1024* matrix.M23 * matrix.M31 -1024* matrix.M33 * matrix.M21;
|
||||
FP num22 =1024* matrix.M11 * matrix.M33 -1024* matrix.M31 * matrix.M13;
|
||||
FP num23 =1024* matrix.M13 * matrix.M21 -1024* matrix.M23 * matrix.M11;
|
||||
|
||||
FP num31 =1024* matrix.M21 * matrix.M32 - 1024* matrix.M31 * matrix.M22;
|
||||
FP num32 =1024* matrix.M12 * matrix.M31 - 1024* matrix.M32 * matrix.M11;
|
||||
FP num33 =1024* matrix.M11 * matrix.M22 - 1024*matrix.M21 * matrix.M12;
|
||||
|
||||
if(det == 0){
|
||||
result.M11 = FP.PositiveInfinity;
|
||||
result.M12 = FP.PositiveInfinity;
|
||||
result.M13 = FP.PositiveInfinity;
|
||||
result.M21 = FP.PositiveInfinity;
|
||||
result.M22 = FP.PositiveInfinity;
|
||||
result.M23 = FP.PositiveInfinity;
|
||||
result.M31 = FP.PositiveInfinity;
|
||||
result.M32 = FP.PositiveInfinity;
|
||||
result.M33 = FP.PositiveInfinity;
|
||||
} else{
|
||||
result.M11 = num11 / det;
|
||||
result.M12 = num12 / det;
|
||||
result.M13 = num13 / det;
|
||||
result.M21 = num21 / det;
|
||||
result.M22 = num22 / det;
|
||||
result.M23 = num23 / det;
|
||||
result.M31 = num31 / det;
|
||||
result.M32 = num32 / det;
|
||||
result.M33 = num33 / det;
|
||||
}
|
||||
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiply a matrix by a scalefactor.
|
||||
/// </summary>
|
||||
/// <param name="matrix1">The matrix.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <returns>A JMatrix multiplied by the scale factor.</returns>
|
||||
#region public static JMatrix Multiply(JMatrix matrix1, FP scaleFactor)
|
||||
public static TSMatrix Multiply(TSMatrix matrix1, FP scaleFactor)
|
||||
{
|
||||
TSMatrix result;
|
||||
TSMatrix.Multiply(ref matrix1, scaleFactor, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiply a matrix by a scalefactor.
|
||||
/// </summary>
|
||||
/// <param name="matrix1">The matrix.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <param name="result">A JMatrix multiplied by the scale factor.</param>
|
||||
public static void Multiply(ref TSMatrix matrix1, FP scaleFactor, out TSMatrix result)
|
||||
{
|
||||
FP num = scaleFactor;
|
||||
result.M11 = matrix1.M11 * num;
|
||||
result.M12 = matrix1.M12 * num;
|
||||
result.M13 = matrix1.M13 * num;
|
||||
result.M21 = matrix1.M21 * num;
|
||||
result.M22 = matrix1.M22 * num;
|
||||
result.M23 = matrix1.M23 * num;
|
||||
result.M31 = matrix1.M31 * num;
|
||||
result.M32 = matrix1.M32 * num;
|
||||
result.M33 = matrix1.M33 * num;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Creates a JMatrix representing an orientation from a quaternion.
|
||||
/// </summary>
|
||||
/// <param name="quaternion">The quaternion the matrix should be created from.</param>
|
||||
/// <returns>JMatrix representing an orientation.</returns>
|
||||
#region public static JMatrix CreateFromQuaternion(JQuaternion quaternion)
|
||||
|
||||
public static TSMatrix CreateFromLookAt(TSVector position, TSVector target){
|
||||
TSMatrix result;
|
||||
LookAt (target - position, TSVector.up, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static TSMatrix LookAt(TSVector forward, TSVector upwards) {
|
||||
TSMatrix result;
|
||||
LookAt(forward, upwards, out result);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static void LookAt(TSVector forward, TSVector upwards, out TSMatrix result) {
|
||||
TSVector zaxis = forward; zaxis.Normalize();
|
||||
TSVector xaxis = TSVector.Cross(upwards, zaxis); xaxis.Normalize();
|
||||
TSVector yaxis = TSVector.Cross(zaxis, xaxis);
|
||||
|
||||
result.M11 = xaxis.x;
|
||||
result.M21 = yaxis.x;
|
||||
result.M31 = zaxis.x;
|
||||
result.M12 = xaxis.y;
|
||||
result.M22 = yaxis.y;
|
||||
result.M32 = zaxis.y;
|
||||
result.M13 = xaxis.z;
|
||||
result.M23 = yaxis.z;
|
||||
result.M33 = zaxis.z;
|
||||
}
|
||||
|
||||
public static TSMatrix CreateFromQuaternion(TSQuaternion quaternion)
|
||||
{
|
||||
TSMatrix result;
|
||||
TSMatrix.CreateFromQuaternion(ref quaternion,out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a JMatrix representing an orientation from a quaternion.
|
||||
/// </summary>
|
||||
/// <param name="quaternion">The quaternion the matrix should be created from.</param>
|
||||
/// <param name="result">JMatrix representing an orientation.</param>
|
||||
public static void CreateFromQuaternion(ref TSQuaternion quaternion, out TSMatrix result)
|
||||
{
|
||||
FP num9 = quaternion.x * quaternion.x;
|
||||
FP num8 = quaternion.y * quaternion.y;
|
||||
FP num7 = quaternion.z * quaternion.z;
|
||||
FP num6 = quaternion.x * quaternion.y;
|
||||
FP num5 = quaternion.z * quaternion.w;
|
||||
FP num4 = quaternion.z * quaternion.x;
|
||||
FP num3 = quaternion.y * quaternion.w;
|
||||
FP num2 = quaternion.y * quaternion.z;
|
||||
FP num = quaternion.x * quaternion.w;
|
||||
result.M11 = FP.One - (2 * (num8 + num7));
|
||||
result.M12 = 2 * (num6 + num5);
|
||||
result.M13 = 2 * (num4 - num3);
|
||||
result.M21 = 2 * (num6 - num5);
|
||||
result.M22 = FP.One - (2 * (num7 + num9));
|
||||
result.M23 = 2 * (num2 + num);
|
||||
result.M31 = 2 * (num4 + num3);
|
||||
result.M32 = 2 * (num2 - num);
|
||||
result.M33 = FP.One - (2 * (num8 + num9));
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Creates the transposed matrix.
|
||||
/// </summary>
|
||||
/// <param name="matrix">The matrix which should be transposed.</param>
|
||||
/// <returns>The transposed JMatrix.</returns>
|
||||
#region public static JMatrix Transpose(JMatrix matrix)
|
||||
public static TSMatrix Transpose(TSMatrix matrix)
|
||||
{
|
||||
TSMatrix result;
|
||||
TSMatrix.Transpose(ref matrix, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates the transposed matrix.
|
||||
/// </summary>
|
||||
/// <param name="matrix">The matrix which should be transposed.</param>
|
||||
/// <param name="result">The transposed JMatrix.</param>
|
||||
public static void Transpose(ref TSMatrix matrix, out TSMatrix result)
|
||||
{
|
||||
result.M11 = matrix.M11;
|
||||
result.M12 = matrix.M21;
|
||||
result.M13 = matrix.M31;
|
||||
result.M21 = matrix.M12;
|
||||
result.M22 = matrix.M22;
|
||||
result.M23 = matrix.M32;
|
||||
result.M31 = matrix.M13;
|
||||
result.M32 = matrix.M23;
|
||||
result.M33 = matrix.M33;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies two matrices.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first matrix.</param>
|
||||
/// <param name="value2">The second matrix.</param>
|
||||
/// <returns>The product of both values.</returns>
|
||||
#region public static JMatrix operator *(JMatrix value1,JMatrix value2)
|
||||
public static TSMatrix operator *(TSMatrix value1,TSMatrix value2)
|
||||
{
|
||||
TSMatrix result; TSMatrix.Multiply(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
public FP Trace()
|
||||
{
|
||||
return this.M11 + this.M22 + this.M33;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds two matrices.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first matrix.</param>
|
||||
/// <param name="value2">The second matrix.</param>
|
||||
/// <returns>The sum of both values.</returns>
|
||||
#region public static JMatrix operator +(JMatrix value1, JMatrix value2)
|
||||
public static TSMatrix operator +(TSMatrix value1, TSMatrix value2)
|
||||
{
|
||||
TSMatrix result; TSMatrix.Add(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Subtracts two matrices.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first matrix.</param>
|
||||
/// <param name="value2">The second matrix.</param>
|
||||
/// <returns>The difference of both values.</returns>
|
||||
#region public static JMatrix operator -(JMatrix value1, JMatrix value2)
|
||||
public static TSMatrix operator -(TSMatrix value1, TSMatrix value2)
|
||||
{
|
||||
TSMatrix result; TSMatrix.Multiply(ref value2, -FP.One, out value2);
|
||||
TSMatrix.Add(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
public static bool operator == (TSMatrix value1, TSMatrix value2) {
|
||||
return value1.M11 == value2.M11 &&
|
||||
value1.M12 == value2.M12 &&
|
||||
value1.M13 == value2.M13 &&
|
||||
value1.M21 == value2.M21 &&
|
||||
value1.M22 == value2.M22 &&
|
||||
value1.M23 == value2.M23 &&
|
||||
value1.M31 == value2.M31 &&
|
||||
value1.M32 == value2.M32 &&
|
||||
value1.M33 == value2.M33;
|
||||
}
|
||||
|
||||
public static bool operator != (TSMatrix value1, TSMatrix value2) {
|
||||
return value1.M11 != value2.M11 ||
|
||||
value1.M12 != value2.M12 ||
|
||||
value1.M13 != value2.M13 ||
|
||||
value1.M21 != value2.M21 ||
|
||||
value1.M22 != value2.M22 ||
|
||||
value1.M23 != value2.M23 ||
|
||||
value1.M31 != value2.M31 ||
|
||||
value1.M32 != value2.M32 ||
|
||||
value1.M33 != value2.M33;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj) {
|
||||
if (!(obj is TSMatrix)) return false;
|
||||
TSMatrix other = (TSMatrix) obj;
|
||||
|
||||
return this.M11 == other.M11 &&
|
||||
this.M12 == other.M12 &&
|
||||
this.M13 == other.M13 &&
|
||||
this.M21 == other.M21 &&
|
||||
this.M22 == other.M22 &&
|
||||
this.M23 == other.M23 &&
|
||||
this.M31 == other.M31 &&
|
||||
this.M32 == other.M32 &&
|
||||
this.M33 == other.M33;
|
||||
}
|
||||
|
||||
public override int GetHashCode() {
|
||||
return M11.GetHashCode() ^
|
||||
M12.GetHashCode() ^
|
||||
M13.GetHashCode() ^
|
||||
M21.GetHashCode() ^
|
||||
M22.GetHashCode() ^
|
||||
M23.GetHashCode() ^
|
||||
M31.GetHashCode() ^
|
||||
M32.GetHashCode() ^
|
||||
M33.GetHashCode();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a matrix which rotates around the given axis by the given angle.
|
||||
/// </summary>
|
||||
/// <param name="axis">The axis.</param>
|
||||
/// <param name="angle">The angle.</param>
|
||||
/// <param name="result">The resulting rotation matrix</param>
|
||||
#region public static void CreateFromAxisAngle(ref JVector axis, FP angle, out JMatrix result)
|
||||
public static void CreateFromAxisAngle(ref TSVector axis, FP angle, out TSMatrix result)
|
||||
{
|
||||
FP x = axis.x;
|
||||
FP y = axis.y;
|
||||
FP z = axis.z;
|
||||
FP num2 = FP.Sin(angle);
|
||||
FP num = FP.Cos(angle);
|
||||
FP num11 = x * x;
|
||||
FP num10 = y * y;
|
||||
FP num9 = z * z;
|
||||
FP num8 = x * y;
|
||||
FP num7 = x * z;
|
||||
FP num6 = y * z;
|
||||
result.M11 = num11 + (num * (FP.One - num11));
|
||||
result.M12 = (num8 - (num * num8)) + (num2 * z);
|
||||
result.M13 = (num7 - (num * num7)) - (num2 * y);
|
||||
result.M21 = (num8 - (num * num8)) - (num2 * z);
|
||||
result.M22 = num10 + (num * (FP.One - num10));
|
||||
result.M23 = (num6 - (num * num6)) + (num2 * x);
|
||||
result.M31 = (num7 - (num * num7)) + (num2 * y);
|
||||
result.M32 = (num6 - (num * num6)) - (num2 * x);
|
||||
result.M33 = num9 + (num * (FP.One - num9));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a matrix which rotates around the given axis by the given angle.
|
||||
/// </summary>
|
||||
/// <param name="axis">The axis.</param>
|
||||
/// <param name="angle">The angle.</param>
|
||||
/// <returns>The resulting rotation matrix</returns>
|
||||
public static TSMatrix AngleAxis(FP angle, TSVector axis)
|
||||
{
|
||||
TSMatrix result; CreateFromAxisAngle(ref axis, angle, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public override string ToString() {
|
||||
return string.Format("{0}|{1}|{2}|{3}|{4}|{5}|{6}|{7}|{8}", M11.RawValue, M12.RawValue, M13.RawValue, M21.RawValue, M22.RawValue, M23.RawValue, M31.RawValue, M32.RawValue, M33.RawValue);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
1206
TrueSync-Math/Math/TSMatrix4x4.cs
Normal file
1206
TrueSync-Math/Math/TSMatrix4x4.cs
Normal file
File diff suppressed because it is too large
Load Diff
522
TrueSync-Math/Math/TSQuaternion.cs
Normal file
522
TrueSync-Math/Math/TSQuaternion.cs
Normal file
@ -0,0 +1,522 @@
|
||||
/* Copyright (C) <2009-2011> <Thorben Linneweber, Jitter Physics>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
namespace TrueSync
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// A Quaternion representing an orientation.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public struct TSQuaternion
|
||||
{
|
||||
|
||||
/// <summary>The X component of the quaternion.</summary>
|
||||
public FP x;
|
||||
/// <summary>The Y component of the quaternion.</summary>
|
||||
public FP y;
|
||||
/// <summary>The Z component of the quaternion.</summary>
|
||||
public FP z;
|
||||
/// <summary>The W component of the quaternion.</summary>
|
||||
public FP w;
|
||||
|
||||
public static readonly TSQuaternion identity;
|
||||
|
||||
static TSQuaternion() {
|
||||
identity = new TSQuaternion(0, 0, 0, 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the JQuaternion structure.
|
||||
/// </summary>
|
||||
/// <param name="x">The X component of the quaternion.</param>
|
||||
/// <param name="y">The Y component of the quaternion.</param>
|
||||
/// <param name="z">The Z component of the quaternion.</param>
|
||||
/// <param name="w">The W component of the quaternion.</param>
|
||||
public TSQuaternion(FP x, FP y, FP z, FP w)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
public void Set(FP new_x, FP new_y, FP new_z, FP new_w) {
|
||||
this.x = new_x;
|
||||
this.y = new_y;
|
||||
this.z = new_z;
|
||||
this.w = new_w;
|
||||
}
|
||||
|
||||
public void SetFromToRotation(TSVector fromDirection, TSVector toDirection) {
|
||||
TSQuaternion targetRotation = TSQuaternion.FromToRotation(fromDirection, toDirection);
|
||||
this.Set(targetRotation.x, targetRotation.y, targetRotation.z, targetRotation.w);
|
||||
}
|
||||
|
||||
public TSVector eulerAngles {
|
||||
get {
|
||||
TSVector result = new TSVector();
|
||||
|
||||
FP ysqr = y * y;
|
||||
FP t0 = -2.0f * (ysqr + z * z) + 1.0f;
|
||||
FP t1 = +2.0f * (x * y - w * z);
|
||||
FP t2 = -2.0f * (x * z + w * y);
|
||||
FP t3 = +2.0f * (y * z - w * x);
|
||||
FP t4 = -2.0f * (x * x + ysqr) + 1.0f;
|
||||
|
||||
t2 = t2 > 1.0f ? 1.0f : t2;
|
||||
t2 = t2 < -1.0f ? -1.0f : t2;
|
||||
|
||||
result.x = FP.Atan2(t3, t4) * FP.Rad2Deg;
|
||||
result.y = FP.Asin(t2) * FP.Rad2Deg;
|
||||
result.z = FP.Atan2(t1, t0) * FP.Rad2Deg;
|
||||
|
||||
return result * -1;
|
||||
}
|
||||
}
|
||||
|
||||
public static FP Angle(TSQuaternion a, TSQuaternion b) {
|
||||
TSQuaternion aInv = TSQuaternion.Inverse(a);
|
||||
TSQuaternion f = b * aInv;
|
||||
|
||||
FP angle = FP.Acos(f.w) * 2 * FP.Rad2Deg;
|
||||
|
||||
if (angle > 180) {
|
||||
angle = 360 - angle;
|
||||
}
|
||||
|
||||
return angle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Quaternions are added.
|
||||
/// </summary>
|
||||
/// <param name="quaternion1">The first quaternion.</param>
|
||||
/// <param name="quaternion2">The second quaternion.</param>
|
||||
/// <returns>The sum of both quaternions.</returns>
|
||||
#region public static JQuaternion Add(JQuaternion quaternion1, JQuaternion quaternion2)
|
||||
public static TSQuaternion Add(TSQuaternion quaternion1, TSQuaternion quaternion2)
|
||||
{
|
||||
TSQuaternion result;
|
||||
TSQuaternion.Add(ref quaternion1, ref quaternion2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static TSQuaternion LookRotation(TSVector forward) {
|
||||
return CreateFromMatrix(TSMatrix.LookAt(forward, TSVector.up));
|
||||
}
|
||||
|
||||
public static TSQuaternion LookRotation(TSVector forward, TSVector upwards) {
|
||||
return CreateFromMatrix(TSMatrix.LookAt(forward, upwards));
|
||||
}
|
||||
|
||||
public static TSQuaternion Slerp(TSQuaternion from, TSQuaternion to, FP t) {
|
||||
t = TSMath.Clamp(t, 0, 1);
|
||||
|
||||
FP dot = Dot(from, to);
|
||||
|
||||
if (dot < 0.0f) {
|
||||
to = Multiply(to, -1);
|
||||
dot = -dot;
|
||||
}
|
||||
|
||||
FP halfTheta = FP.Acos(dot);
|
||||
|
||||
return Multiply(Multiply(from, FP.Sin((1 - t) * halfTheta)) + Multiply(to, FP.Sin(t * halfTheta)), 1 / FP.Sin(halfTheta));
|
||||
}
|
||||
|
||||
public static TSQuaternion RotateTowards(TSQuaternion from, TSQuaternion to, FP maxDegreesDelta) {
|
||||
FP dot = Dot(from, to);
|
||||
|
||||
if (dot < 0.0f) {
|
||||
to = Multiply(to, -1);
|
||||
dot = -dot;
|
||||
}
|
||||
|
||||
FP halfTheta = FP.Acos(dot);
|
||||
FP theta = halfTheta * 2;
|
||||
|
||||
maxDegreesDelta *= FP.Deg2Rad;
|
||||
|
||||
if (maxDegreesDelta >= theta) {
|
||||
return to;
|
||||
}
|
||||
|
||||
maxDegreesDelta /= theta;
|
||||
|
||||
return Multiply(Multiply(from, FP.Sin((1 - maxDegreesDelta) * halfTheta)) + Multiply(to, FP.Sin(maxDegreesDelta * halfTheta)), 1 / FP.Sin(halfTheta));
|
||||
}
|
||||
|
||||
public static TSQuaternion Euler(FP x, FP y, FP z) {
|
||||
x *= FP.Deg2Rad;
|
||||
y *= FP.Deg2Rad;
|
||||
z *= FP.Deg2Rad;
|
||||
|
||||
TSQuaternion rotation;
|
||||
TSQuaternion.CreateFromYawPitchRoll(y, x, z, out rotation);
|
||||
|
||||
return rotation;
|
||||
}
|
||||
|
||||
public static TSQuaternion Euler(TSVector eulerAngles) {
|
||||
return Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);
|
||||
}
|
||||
|
||||
public static TSQuaternion AngleAxis(FP angle, TSVector axis) {
|
||||
axis = axis * FP.Deg2Rad;
|
||||
axis.Normalize();
|
||||
|
||||
FP halfAngle = angle * FP.Deg2Rad * FP.Half;
|
||||
|
||||
TSQuaternion rotation;
|
||||
FP sin = FP.Sin(halfAngle);
|
||||
|
||||
rotation.x = axis.x * sin;
|
||||
rotation.y = axis.y * sin;
|
||||
rotation.z = axis.z * sin;
|
||||
rotation.w = FP.Cos(halfAngle);
|
||||
|
||||
return rotation;
|
||||
}
|
||||
|
||||
public static void CreateFromYawPitchRoll(FP yaw, FP pitch, FP roll, out TSQuaternion result)
|
||||
{
|
||||
FP num9 = roll * FP.Half;
|
||||
FP num6 = FP.Sin(num9);
|
||||
FP num5 = FP.Cos(num9);
|
||||
FP num8 = pitch * FP.Half;
|
||||
FP num4 = FP.Sin(num8);
|
||||
FP num3 = FP.Cos(num8);
|
||||
FP num7 = yaw * FP.Half;
|
||||
FP num2 = FP.Sin(num7);
|
||||
FP num = FP.Cos(num7);
|
||||
result.x = ((num * num4) * num5) + ((num2 * num3) * num6);
|
||||
result.y = ((num2 * num3) * num5) - ((num * num4) * num6);
|
||||
result.z = ((num * num3) * num6) - ((num2 * num4) * num5);
|
||||
result.w = ((num * num3) * num5) + ((num2 * num4) * num6);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Quaternions are added.
|
||||
/// </summary>
|
||||
/// <param name="quaternion1">The first quaternion.</param>
|
||||
/// <param name="quaternion2">The second quaternion.</param>
|
||||
/// <param name="result">The sum of both quaternions.</param>
|
||||
public static void Add(ref TSQuaternion quaternion1, ref TSQuaternion quaternion2, out TSQuaternion 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;
|
||||
}
|
||||
#endregion
|
||||
|
||||
public static TSQuaternion Conjugate(TSQuaternion value)
|
||||
{
|
||||
TSQuaternion quaternion;
|
||||
quaternion.x = -value.x;
|
||||
quaternion.y = -value.y;
|
||||
quaternion.z = -value.z;
|
||||
quaternion.w = value.w;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
public static FP Dot(TSQuaternion a, TSQuaternion b) {
|
||||
return a.w * b.w + a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
}
|
||||
|
||||
public static TSQuaternion Inverse(TSQuaternion rotation) {
|
||||
FP invNorm = FP.One / ((rotation.x * rotation.x) + (rotation.y * rotation.y) + (rotation.z * rotation.z) + (rotation.w * rotation.w));
|
||||
return TSQuaternion.Multiply(TSQuaternion.Conjugate(rotation), invNorm);
|
||||
}
|
||||
|
||||
public static TSQuaternion FromToRotation(TSVector fromVector, TSVector toVector) {
|
||||
TSVector w = TSVector.Cross(fromVector, toVector);
|
||||
TSQuaternion q = new TSQuaternion(w.x, w.y, w.z, TSVector.Dot(fromVector, toVector));
|
||||
q.w += FP.Sqrt(fromVector.sqrMagnitude * toVector.sqrMagnitude);
|
||||
q.Normalize();
|
||||
|
||||
return q;
|
||||
}
|
||||
|
||||
public static TSQuaternion Lerp(TSQuaternion a, TSQuaternion b, FP t) {
|
||||
t = TSMath.Clamp(t, FP.Zero, FP.One);
|
||||
|
||||
return LerpUnclamped(a, b, t);
|
||||
}
|
||||
|
||||
public static TSQuaternion LerpUnclamped(TSQuaternion a, TSQuaternion b, FP t) {
|
||||
TSQuaternion result = TSQuaternion.Multiply(a, (1 - t)) + TSQuaternion.Multiply(b, t);
|
||||
result.Normalize();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Quaternions are subtracted.
|
||||
/// </summary>
|
||||
/// <param name="quaternion1">The first quaternion.</param>
|
||||
/// <param name="quaternion2">The second quaternion.</param>
|
||||
/// <returns>The difference of both quaternions.</returns>
|
||||
#region public static JQuaternion Subtract(JQuaternion quaternion1, JQuaternion quaternion2)
|
||||
public static TSQuaternion Subtract(TSQuaternion quaternion1, TSQuaternion quaternion2)
|
||||
{
|
||||
TSQuaternion result;
|
||||
TSQuaternion.Subtract(ref quaternion1, ref quaternion2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Quaternions are subtracted.
|
||||
/// </summary>
|
||||
/// <param name="quaternion1">The first quaternion.</param>
|
||||
/// <param name="quaternion2">The second quaternion.</param>
|
||||
/// <param name="result">The difference of both quaternions.</param>
|
||||
public static void Subtract(ref TSQuaternion quaternion1, ref TSQuaternion quaternion2, out TSQuaternion 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;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiply two quaternions.
|
||||
/// </summary>
|
||||
/// <param name="quaternion1">The first quaternion.</param>
|
||||
/// <param name="quaternion2">The second quaternion.</param>
|
||||
/// <returns>The product of both quaternions.</returns>
|
||||
#region public static JQuaternion Multiply(JQuaternion quaternion1, JQuaternion quaternion2)
|
||||
public static TSQuaternion Multiply(TSQuaternion quaternion1, TSQuaternion quaternion2)
|
||||
{
|
||||
TSQuaternion result;
|
||||
TSQuaternion.Multiply(ref quaternion1, ref quaternion2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiply two quaternions.
|
||||
/// </summary>
|
||||
/// <param name="quaternion1">The first quaternion.</param>
|
||||
/// <param name="quaternion2">The second quaternion.</param>
|
||||
/// <param name="result">The product of both quaternions.</param>
|
||||
public static void Multiply(ref TSQuaternion quaternion1, ref TSQuaternion quaternion2, out TSQuaternion result)
|
||||
{
|
||||
FP x = quaternion1.x;
|
||||
FP y = quaternion1.y;
|
||||
FP z = quaternion1.z;
|
||||
FP w = quaternion1.w;
|
||||
FP num4 = quaternion2.x;
|
||||
FP num3 = quaternion2.y;
|
||||
FP num2 = quaternion2.z;
|
||||
FP num = quaternion2.w;
|
||||
FP num12 = (y * num2) - (z * num3);
|
||||
FP num11 = (z * num4) - (x * num2);
|
||||
FP num10 = (x * num3) - (y * num4);
|
||||
FP 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;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Scale a quaternion
|
||||
/// </summary>
|
||||
/// <param name="quaternion1">The quaternion to scale.</param>
|
||||
/// <param name="scaleFactor">Scale factor.</param>
|
||||
/// <returns>The scaled quaternion.</returns>
|
||||
#region public static JQuaternion Multiply(JQuaternion quaternion1, FP scaleFactor)
|
||||
public static TSQuaternion Multiply(TSQuaternion quaternion1, FP scaleFactor)
|
||||
{
|
||||
TSQuaternion result;
|
||||
TSQuaternion.Multiply(ref quaternion1, scaleFactor, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scale a quaternion
|
||||
/// </summary>
|
||||
/// <param name="quaternion1">The quaternion to scale.</param>
|
||||
/// <param name="scaleFactor">Scale factor.</param>
|
||||
/// <param name="result">The scaled quaternion.</param>
|
||||
public static void Multiply(ref TSQuaternion quaternion1, FP scaleFactor, out TSQuaternion result)
|
||||
{
|
||||
result.x = quaternion1.x * scaleFactor;
|
||||
result.y = quaternion1.y * scaleFactor;
|
||||
result.z = quaternion1.z * scaleFactor;
|
||||
result.w = quaternion1.w * scaleFactor;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Sets the length of the quaternion to one.
|
||||
/// </summary>
|
||||
#region public void Normalize()
|
||||
public void Normalize()
|
||||
{
|
||||
FP num2 = (((this.x * this.x) + (this.y * this.y)) + (this.z * this.z)) + (this.w * this.w);
|
||||
FP num = 1 / (FP.Sqrt(num2));
|
||||
this.x *= num;
|
||||
this.y *= num;
|
||||
this.z *= num;
|
||||
this.w *= num;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Creates a quaternion from a matrix.
|
||||
/// </summary>
|
||||
/// <param name="matrix">A matrix representing an orientation.</param>
|
||||
/// <returns>JQuaternion representing an orientation.</returns>
|
||||
#region public static JQuaternion CreateFromMatrix(JMatrix matrix)
|
||||
public static TSQuaternion CreateFromMatrix(TSMatrix matrix)
|
||||
{
|
||||
TSQuaternion result;
|
||||
TSQuaternion.CreateFromMatrix(ref matrix, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a quaternion from a matrix.
|
||||
/// </summary>
|
||||
/// <param name="matrix">A matrix representing an orientation.</param>
|
||||
/// <param name="result">JQuaternion representing an orientation.</param>
|
||||
public static void CreateFromMatrix(ref TSMatrix matrix, out TSQuaternion result)
|
||||
{
|
||||
FP num8 = (matrix.M11 + matrix.M22) + matrix.M33;
|
||||
if (num8 > FP.Zero)
|
||||
{
|
||||
FP num = FP.Sqrt((num8 + FP.One));
|
||||
result.w = num * FP.Half;
|
||||
num = FP.Half / num;
|
||||
result.x = (matrix.M23 - matrix.M32) * num;
|
||||
result.y = (matrix.M31 - matrix.M13) * num;
|
||||
result.z = (matrix.M12 - matrix.M21) * num;
|
||||
}
|
||||
else if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
|
||||
{
|
||||
FP num7 = FP.Sqrt((((FP.One + matrix.M11) - matrix.M22) - matrix.M33));
|
||||
FP num4 = FP.Half / num7;
|
||||
result.x = FP.Half * num7;
|
||||
result.y = (matrix.M12 + matrix.M21) * num4;
|
||||
result.z = (matrix.M13 + matrix.M31) * num4;
|
||||
result.w = (matrix.M23 - matrix.M32) * num4;
|
||||
}
|
||||
else if (matrix.M22 > matrix.M33)
|
||||
{
|
||||
FP num6 = FP.Sqrt((((FP.One + matrix.M22) - matrix.M11) - matrix.M33));
|
||||
FP num3 = FP.Half / num6;
|
||||
result.x = (matrix.M21 + matrix.M12) * num3;
|
||||
result.y = FP.Half * num6;
|
||||
result.z = (matrix.M32 + matrix.M23) * num3;
|
||||
result.w = (matrix.M31 - matrix.M13) * num3;
|
||||
}
|
||||
else
|
||||
{
|
||||
FP num5 = FP.Sqrt((((FP.One + matrix.M33) - matrix.M11) - matrix.M22));
|
||||
FP num2 = FP.Half / num5;
|
||||
result.x = (matrix.M31 + matrix.M13) * num2;
|
||||
result.y = (matrix.M32 + matrix.M23) * num2;
|
||||
result.z = FP.Half * num5;
|
||||
result.w = (matrix.M12 - matrix.M21) * num2;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiply two quaternions.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first quaternion.</param>
|
||||
/// <param name="value2">The second quaternion.</param>
|
||||
/// <returns>The product of both quaternions.</returns>
|
||||
#region public static FP operator *(JQuaternion value1, JQuaternion value2)
|
||||
public static TSQuaternion operator *(TSQuaternion value1, TSQuaternion value2)
|
||||
{
|
||||
TSQuaternion result;
|
||||
TSQuaternion.Multiply(ref value1, ref value2,out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Add two quaternions.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first quaternion.</param>
|
||||
/// <param name="value2">The second quaternion.</param>
|
||||
/// <returns>The sum of both quaternions.</returns>
|
||||
#region public static FP operator +(JQuaternion value1, JQuaternion value2)
|
||||
public static TSQuaternion operator +(TSQuaternion value1, TSQuaternion value2)
|
||||
{
|
||||
TSQuaternion result;
|
||||
TSQuaternion.Add(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Subtract two quaternions.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first quaternion.</param>
|
||||
/// <param name="value2">The second quaternion.</param>
|
||||
/// <returns>The difference of both quaternions.</returns>
|
||||
#region public static FP operator -(JQuaternion value1, JQuaternion value2)
|
||||
public static TSQuaternion operator -(TSQuaternion value1, TSQuaternion value2)
|
||||
{
|
||||
TSQuaternion result;
|
||||
TSQuaternion.Subtract(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/**
|
||||
* @brief Rotates a {@link TSVector} by the {@link TSQuanternion}.
|
||||
**/
|
||||
public static TSVector operator *(TSQuaternion quat, TSVector vec) {
|
||||
FP num = quat.x * 2f;
|
||||
FP num2 = quat.y * 2f;
|
||||
FP num3 = quat.z * 2f;
|
||||
FP num4 = quat.x * num;
|
||||
FP num5 = quat.y * num2;
|
||||
FP num6 = quat.z * num3;
|
||||
FP num7 = quat.x * num2;
|
||||
FP num8 = quat.x * num3;
|
||||
FP num9 = quat.y * num3;
|
||||
FP num10 = quat.w * num;
|
||||
FP num11 = quat.w * num2;
|
||||
FP num12 = quat.w * num3;
|
||||
|
||||
TSVector result;
|
||||
result.x = (1f - (num5 + num6)) * vec.x + (num7 - num12) * vec.y + (num8 + num11) * vec.z;
|
||||
result.y = (num7 + num12) * vec.x + (1f - (num4 + num6)) * vec.y + (num9 - num10) * vec.z;
|
||||
result.z = (num8 - num11) * vec.x + (num9 + num10) * vec.y + (1f - (num4 + num5)) * vec.z;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public override string ToString() {
|
||||
return string.Format("({0:f1}, {1:f1}, {2:f1}, {3:f1})", x.AsFloat(), y.AsFloat(), z.AsFloat(), w.AsFloat());
|
||||
}
|
||||
|
||||
}
|
||||
}
|
280
TrueSync-Math/Math/TSRandom.cs
Normal file
280
TrueSync-Math/Math/TSRandom.cs
Normal file
@ -0,0 +1,280 @@
|
||||
using System;
|
||||
|
||||
namespace TrueSync {
|
||||
|
||||
/**
|
||||
* @brief Generates random numbers based on a deterministic approach.
|
||||
**/
|
||||
public class TSRandom {
|
||||
// From http://www.codeproject.com/Articles/164087/Random-Number-Generation
|
||||
// Class TSRandom generates random numbers
|
||||
// from a uniform distribution using the Mersenne
|
||||
// Twister algorithm.
|
||||
private const int N = 624;
|
||||
private const int M = 397;
|
||||
private const uint MATRIX_A = 0x9908b0dfU;
|
||||
private const uint UPPER_MASK = 0x80000000U;
|
||||
private const uint LOWER_MASK = 0x7fffffffU;
|
||||
private const int MAX_RAND_INT = 0x7fffffff;
|
||||
private uint[] mag01 = { 0x0U, MATRIX_A };
|
||||
private uint[] mt = new uint[N];
|
||||
private int mti = N + 1;
|
||||
|
||||
/**
|
||||
* @brief Static instance of {@link TSRandom} with seed 1.
|
||||
**/
|
||||
public static TSRandom instance;
|
||||
|
||||
internal static void Init() {
|
||||
instance = New(1);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Generates a new instance based on a given seed.
|
||||
**/
|
||||
public static TSRandom New(int seed) {
|
||||
TSRandom r = new TSRandom(seed);
|
||||
return r;
|
||||
}
|
||||
|
||||
private TSRandom() {
|
||||
init_genrand((uint)DateTime.Now.Millisecond);
|
||||
}
|
||||
|
||||
private TSRandom(int seed) {
|
||||
init_genrand((uint)seed);
|
||||
}
|
||||
|
||||
private TSRandom(int[] init) {
|
||||
uint[] initArray = new uint[init.Length];
|
||||
for (int i = 0; i < init.Length; ++i)
|
||||
initArray[i] = (uint)init[i];
|
||||
init_by_array(initArray, (uint)initArray.Length);
|
||||
}
|
||||
|
||||
public static int MaxRandomInt { get { return 0x7fffffff; } }
|
||||
|
||||
/**
|
||||
* @brief Returns a random integer.
|
||||
**/
|
||||
public int Next() {
|
||||
return genrand_int31();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a random integer.
|
||||
**/
|
||||
public static int CallNext() {
|
||||
return instance.Next();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a integer between a min value [inclusive] and a max value [exclusive].
|
||||
**/
|
||||
public int Next(int minValue, int maxValue) {
|
||||
if (minValue > maxValue) {
|
||||
int tmp = maxValue;
|
||||
maxValue = minValue;
|
||||
minValue = tmp;
|
||||
}
|
||||
|
||||
int range = maxValue - minValue;
|
||||
|
||||
return minValue + Next() % range;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a {@link FP} between a min value [inclusive] and a max value [inclusive].
|
||||
**/
|
||||
public FP Next(float minValue, float maxValue) {
|
||||
int minValueInt = (int)(minValue * 1000), maxValueInt = (int)(maxValue * 1000);
|
||||
|
||||
if (minValueInt > maxValueInt) {
|
||||
int tmp = maxValueInt;
|
||||
maxValueInt = minValueInt;
|
||||
minValueInt = tmp;
|
||||
}
|
||||
|
||||
return (FP.Floor((maxValueInt - minValueInt + 1) * NextFP() +
|
||||
minValueInt)) / 1000;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a integer between a min value [inclusive] and a max value [exclusive].
|
||||
**/
|
||||
public static int Range(int minValue, int maxValue) {
|
||||
return instance.Next(minValue, maxValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a {@link FP} between a min value [inclusive] and a max value [inclusive].
|
||||
**/
|
||||
public static FP Range(float minValue, float maxValue) {
|
||||
return instance.Next(minValue, maxValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a {@link FP} between 0.0 [inclusive] and 1.0 [inclusive].
|
||||
**/
|
||||
public FP NextFP() {
|
||||
return ((FP) Next()) / (MaxRandomInt);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a {@link FP} between 0.0 [inclusive] and 1.0 [inclusive].
|
||||
**/
|
||||
public static FP value {
|
||||
get {
|
||||
return instance.NextFP();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a random {@link TSVector} representing a point inside a sphere with radius 1.
|
||||
**/
|
||||
public static TSVector insideUnitSphere {
|
||||
get {
|
||||
return new TSVector(value, value, value);
|
||||
}
|
||||
}
|
||||
|
||||
private float NextFloat() {
|
||||
return (float)genrand_real2();
|
||||
}
|
||||
|
||||
private float NextFloat(bool includeOne) {
|
||||
if (includeOne) {
|
||||
return (float)genrand_real1();
|
||||
}
|
||||
return (float)genrand_real2();
|
||||
}
|
||||
|
||||
private float NextFloatPositive() {
|
||||
return (float)genrand_real3();
|
||||
}
|
||||
|
||||
private double NextDouble() {
|
||||
return genrand_real2();
|
||||
}
|
||||
|
||||
private double NextDouble(bool includeOne) {
|
||||
if (includeOne) {
|
||||
return genrand_real1();
|
||||
}
|
||||
return genrand_real2();
|
||||
}
|
||||
|
||||
private double NextDoublePositive() {
|
||||
return genrand_real3();
|
||||
}
|
||||
|
||||
private double Next53BitRes() {
|
||||
return genrand_res53();
|
||||
}
|
||||
|
||||
public void Initialize() {
|
||||
init_genrand((uint)DateTime.Now.Millisecond);
|
||||
}
|
||||
|
||||
public void Initialize(int seed) {
|
||||
init_genrand((uint)seed);
|
||||
}
|
||||
|
||||
public void Initialize(int[] init) {
|
||||
uint[] initArray = new uint[init.Length];
|
||||
for (int i = 0; i < init.Length; ++i)
|
||||
initArray[i] = (uint)init[i];
|
||||
init_by_array(initArray, (uint)initArray.Length);
|
||||
}
|
||||
|
||||
private void init_genrand(uint s) {
|
||||
mt[0] = s & 0xffffffffU;
|
||||
for (mti = 1; mti < N; mti++) {
|
||||
mt[mti] = (uint)(1812433253U * (mt[mti - 1] ^ (mt[mti - 1] >> 30)) + mti);
|
||||
mt[mti] &= 0xffffffffU;
|
||||
}
|
||||
}
|
||||
|
||||
private void init_by_array(uint[] init_key, uint key_length) {
|
||||
int i, j, k;
|
||||
init_genrand(19650218U);
|
||||
i = 1;
|
||||
j = 0;
|
||||
k = (int)(N > key_length ? N : key_length);
|
||||
for (; k > 0; k--) {
|
||||
mt[i] = (uint)((uint)(mt[i] ^ ((mt[i - 1] ^ (mt[i - 1] >> 30)) * 1664525U)) + init_key[j] + j);
|
||||
mt[i] &= 0xffffffffU;
|
||||
i++;
|
||||
j++;
|
||||
if (i >= N) {
|
||||
mt[0] = mt[N - 1];
|
||||
i = 1;
|
||||
}
|
||||
if (j >= key_length)
|
||||
j = 0;
|
||||
}
|
||||
for (k = N - 1; k > 0; k--) {
|
||||
mt[i] = (uint)((uint)(mt[i] ^ ((mt[i - 1] ^ (mt[i - 1] >> 30)) *
|
||||
1566083941U)) - i);
|
||||
mt[i] &= 0xffffffffU;
|
||||
i++;
|
||||
if (i >= N) {
|
||||
mt[0] = mt[N - 1];
|
||||
i = 1;
|
||||
}
|
||||
}
|
||||
mt[0] = 0x80000000U;
|
||||
}
|
||||
|
||||
uint genrand_int32() {
|
||||
uint y;
|
||||
if (mti >= N) {
|
||||
int kk;
|
||||
if (mti == N + 1)
|
||||
init_genrand(5489U);
|
||||
for (kk = 0; kk < N - M; kk++) {
|
||||
y = (mt[kk] & UPPER_MASK) | (mt[kk + 1] & LOWER_MASK);
|
||||
mt[kk] = mt[kk + M] ^ (y >> 1) ^ mag01[y & 0x1U];
|
||||
}
|
||||
for (; kk < N - 1; kk++) {
|
||||
y = (mt[kk] & UPPER_MASK) | (mt[kk + 1] & LOWER_MASK);
|
||||
mt[kk] = mt[kk + (M - N)] ^ (y >> 1) ^ mag01[y & 0x1U];
|
||||
}
|
||||
y = (mt[N - 1] & UPPER_MASK) | (mt[0] & LOWER_MASK);
|
||||
mt[N - 1] = mt[M - 1] ^ (y >> 1) ^ mag01[y & 0x1U];
|
||||
mti = 0;
|
||||
}
|
||||
y = mt[mti++];
|
||||
y ^= (y >> 11);
|
||||
y ^= (y << 7) & 0x9d2c5680U;
|
||||
y ^= (y << 15) & 0xefc60000U;
|
||||
y ^= (y >> 18);
|
||||
return y;
|
||||
}
|
||||
|
||||
private int genrand_int31() {
|
||||
return (int)(genrand_int32() >> 1);
|
||||
}
|
||||
|
||||
FP genrand_FP() {
|
||||
return (FP)genrand_int32() * (FP.One / (FP)4294967295);
|
||||
}
|
||||
|
||||
double genrand_real1() {
|
||||
return genrand_int32() * (1.0 / 4294967295.0);
|
||||
}
|
||||
double genrand_real2() {
|
||||
return genrand_int32() * (1.0 / 4294967296.0);
|
||||
}
|
||||
|
||||
double genrand_real3() {
|
||||
return (((double)genrand_int32()) + 0.5) * (1.0 / 4294967296.0);
|
||||
}
|
||||
|
||||
double genrand_res53() {
|
||||
uint a = genrand_int32() >> 5, b = genrand_int32() >> 6;
|
||||
return (a * 67108864.0 + b) * (1.0 / 9007199254740992.0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
843
TrueSync-Math/Math/TSVector.cs
Normal file
843
TrueSync-Math/Math/TSVector.cs
Normal file
@ -0,0 +1,843 @@
|
||||
/* Copyright (C) <2009-2011> <Thorben Linneweber, Jitter Physics>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
namespace TrueSync
|
||||
{
|
||||
/// <summary>
|
||||
/// A vector structure.
|
||||
/// </summary>
|
||||
public struct TSVector
|
||||
{
|
||||
|
||||
private static FP ZeroEpsilonSq = TSMath.Epsilon;
|
||||
internal static TSVector InternalZero;
|
||||
internal static TSVector Arbitrary;
|
||||
|
||||
/// <summary>The X component of the vector.</summary>
|
||||
public FP x;
|
||||
/// <summary>The Y component of the vector.</summary>
|
||||
public FP y;
|
||||
/// <summary>The Z component of the vector.</summary>
|
||||
public FP z;
|
||||
|
||||
#region Static readonly variables
|
||||
/// <summary>
|
||||
/// A vector with components (0,0,0);
|
||||
/// </summary>
|
||||
public static readonly TSVector zero;
|
||||
/// <summary>
|
||||
/// A vector with components (-1,0,0);
|
||||
/// </summary>
|
||||
public static readonly TSVector left;
|
||||
/// <summary>
|
||||
/// A vector with components (1,0,0);
|
||||
/// </summary>
|
||||
public static readonly TSVector right;
|
||||
/// <summary>
|
||||
/// A vector with components (0,1,0);
|
||||
/// </summary>
|
||||
public static readonly TSVector up;
|
||||
/// <summary>
|
||||
/// A vector with components (0,-1,0);
|
||||
/// </summary>
|
||||
public static readonly TSVector down;
|
||||
/// <summary>
|
||||
/// A vector with components (0,0,-1);
|
||||
/// </summary>
|
||||
public static readonly TSVector back;
|
||||
/// <summary>
|
||||
/// A vector with components (0,0,1);
|
||||
/// </summary>
|
||||
public static readonly TSVector forward;
|
||||
/// <summary>
|
||||
/// A vector with components (1,1,1);
|
||||
/// </summary>
|
||||
public static readonly TSVector one;
|
||||
/// <summary>
|
||||
/// A vector with components
|
||||
/// (FP.MinValue,FP.MinValue,FP.MinValue);
|
||||
/// </summary>
|
||||
public static readonly TSVector MinValue;
|
||||
/// <summary>
|
||||
/// A vector with components
|
||||
/// (FP.MaxValue,FP.MaxValue,FP.MaxValue);
|
||||
/// </summary>
|
||||
public static readonly TSVector MaxValue;
|
||||
#endregion
|
||||
|
||||
#region Private static constructor
|
||||
static TSVector()
|
||||
{
|
||||
one = new TSVector(1, 1, 1);
|
||||
zero = new TSVector(0, 0, 0);
|
||||
left = new TSVector(-1, 0, 0);
|
||||
right = new TSVector(1, 0, 0);
|
||||
up = new TSVector(0, 1, 0);
|
||||
down = new TSVector(0, -1, 0);
|
||||
back = new TSVector(0, 0, -1);
|
||||
forward = new TSVector(0, 0, 1);
|
||||
MinValue = new TSVector(FP.MinValue);
|
||||
MaxValue = new TSVector(FP.MaxValue);
|
||||
Arbitrary = new TSVector(1, 1, 1);
|
||||
InternalZero = zero;
|
||||
}
|
||||
#endregion
|
||||
|
||||
public static TSVector Abs(TSVector other) {
|
||||
return new TSVector(FP.Abs(other.x), FP.Abs(other.y), FP.Abs(other.z));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the squared length of the vector.
|
||||
/// </summary>
|
||||
/// <returns>Returns the squared length of the vector.</returns>
|
||||
public FP sqrMagnitude {
|
||||
get {
|
||||
return (((this.x * this.x) + (this.y * this.y)) + (this.z * this.z));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the length of the vector.
|
||||
/// </summary>
|
||||
/// <returns>Returns the length of the vector.</returns>
|
||||
public FP magnitude {
|
||||
get {
|
||||
FP num = ((this.x * this.x) + (this.y * this.y)) + (this.z * this.z);
|
||||
return FP.Sqrt(num);
|
||||
}
|
||||
}
|
||||
|
||||
public static TSVector ClampMagnitude(TSVector vector, FP maxLength) {
|
||||
return Normalize(vector) * maxLength;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a normalized version of the vector.
|
||||
/// </summary>
|
||||
/// <returns>Returns a normalized version of the vector.</returns>
|
||||
public TSVector normalized {
|
||||
get {
|
||||
TSVector result = new TSVector(this.x, this.y, this.z);
|
||||
result.Normalize();
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor initializing a new instance of the structure
|
||||
/// </summary>
|
||||
/// <param name="x">The X component of the vector.</param>
|
||||
/// <param name="y">The Y component of the vector.</param>
|
||||
/// <param name="z">The Z component of the vector.</param>
|
||||
|
||||
public TSVector(int x,int y,int z)
|
||||
{
|
||||
this.x = (FP)x;
|
||||
this.y = (FP)y;
|
||||
this.z = (FP)z;
|
||||
}
|
||||
|
||||
public TSVector(FP x, FP y, FP z)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies each component of the vector by the same components of the provided vector.
|
||||
/// </summary>
|
||||
public void Scale(TSVector other) {
|
||||
this.x = x * other.x;
|
||||
this.y = y * other.y;
|
||||
this.z = z * other.z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets all vector component to specific values.
|
||||
/// </summary>
|
||||
/// <param name="x">The X component of the vector.</param>
|
||||
/// <param name="y">The Y component of the vector.</param>
|
||||
/// <param name="z">The Z component of the vector.</param>
|
||||
public void Set(FP x, FP y, FP z)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor initializing a new instance of the structure
|
||||
/// </summary>
|
||||
/// <param name="xyz">All components of the vector are set to xyz</param>
|
||||
public TSVector(FP xyz)
|
||||
{
|
||||
this.x = xyz;
|
||||
this.y = xyz;
|
||||
this.z = xyz;
|
||||
}
|
||||
|
||||
public static TSVector Lerp(TSVector from, TSVector to, FP percent) {
|
||||
return from + (to - from) * percent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds a string from the JVector.
|
||||
/// </summary>
|
||||
/// <returns>A string containing all three components.</returns>
|
||||
#region public override string ToString()
|
||||
public override string ToString() {
|
||||
return string.Format("({0:f1}, {1:f1}, {2:f1})", x.AsFloat(), y.AsFloat(), z.AsFloat());
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Tests if an object is equal to this vector.
|
||||
/// </summary>
|
||||
/// <param name="obj">The object to test.</param>
|
||||
/// <returns>Returns true if they are euqal, otherwise false.</returns>
|
||||
#region public override bool Equals(object obj)
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (!(obj is TSVector)) return false;
|
||||
TSVector other = (TSVector)obj;
|
||||
|
||||
return (((x == other.x) && (y == other.y)) && (z == other.z));
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies each component of the vector by the same components of the provided vector.
|
||||
/// </summary>
|
||||
public static TSVector Scale(TSVector vecA, TSVector vecB) {
|
||||
TSVector result;
|
||||
result.x = vecA.x * vecB.x;
|
||||
result.y = vecA.y * vecB.y;
|
||||
result.z = vecA.z * vecB.z;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if two JVector are equal.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <returns>Returns true if both values are equal, otherwise false.</returns>
|
||||
#region public static bool operator ==(JVector value1, JVector value2)
|
||||
public static bool operator ==(TSVector value1, TSVector value2)
|
||||
{
|
||||
return (((value1.x == value2.x) && (value1.y == value2.y)) && (value1.z == value2.z));
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Tests if two JVector are not equal.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <returns>Returns false if both values are equal, otherwise true.</returns>
|
||||
#region public static bool operator !=(JVector value1, JVector value2)
|
||||
public static bool operator !=(TSVector value1, TSVector value2)
|
||||
{
|
||||
if ((value1.x == value2.x) && (value1.y == value2.y))
|
||||
{
|
||||
return (value1.z != value2.z);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets a vector with the minimum x,y and z values of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <returns>A vector with the minimum x,y and z values of both vectors.</returns>
|
||||
#region public static JVector Min(JVector value1, JVector value2)
|
||||
|
||||
public static TSVector Min(TSVector value1, TSVector value2)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Min(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a vector with the minimum x,y and z values of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <param name="result">A vector with the minimum x,y and z values of both vectors.</param>
|
||||
public static void Min(ref TSVector value1, ref TSVector value2, out TSVector result)
|
||||
{
|
||||
result.x = (value1.x < value2.x) ? value1.x : value2.x;
|
||||
result.y = (value1.y < value2.y) ? value1.y : value2.y;
|
||||
result.z = (value1.z < value2.z) ? value1.z : value2.z;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets a vector with the maximum x,y and z values of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <returns>A vector with the maximum x,y and z values of both vectors.</returns>
|
||||
#region public static JVector Max(JVector value1, JVector value2)
|
||||
public static TSVector Max(TSVector value1, TSVector value2)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Max(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static FP Distance(TSVector v1, TSVector v2) {
|
||||
return FP.Sqrt ((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a vector with the maximum x,y and z values of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <param name="result">A vector with the maximum x,y and z values of both vectors.</param>
|
||||
public static void Max(ref TSVector value1, ref TSVector value2, out TSVector result)
|
||||
{
|
||||
result.x = (value1.x > value2.x) ? value1.x : value2.x;
|
||||
result.y = (value1.y > value2.y) ? value1.y : value2.y;
|
||||
result.z = (value1.z > value2.z) ? value1.z : value2.z;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Sets the length of the vector to zero.
|
||||
/// </summary>
|
||||
#region public void MakeZero()
|
||||
public void MakeZero()
|
||||
{
|
||||
x = FP.Zero;
|
||||
y = FP.Zero;
|
||||
z = FP.Zero;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the length of the vector is zero.
|
||||
/// </summary>
|
||||
/// <returns>Returns true if the vector is zero, otherwise false.</returns>
|
||||
#region public bool IsZero()
|
||||
public bool IsZero()
|
||||
{
|
||||
return (this.sqrMagnitude == FP.Zero);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the length of the vector is nearly zero.
|
||||
/// </summary>
|
||||
/// <returns>Returns true if the vector is nearly zero, otherwise false.</returns>
|
||||
public bool IsNearlyZero()
|
||||
{
|
||||
return (this.sqrMagnitude < ZeroEpsilonSq);
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Transforms a vector by the given matrix.
|
||||
/// </summary>
|
||||
/// <param name="position">The vector to transform.</param>
|
||||
/// <param name="matrix">The transform matrix.</param>
|
||||
/// <returns>The transformed vector.</returns>
|
||||
#region public static JVector Transform(JVector position, JMatrix matrix)
|
||||
public static TSVector Transform(TSVector position, TSMatrix matrix)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Transform(ref position, ref matrix, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transforms a vector by the given matrix.
|
||||
/// </summary>
|
||||
/// <param name="position">The vector to transform.</param>
|
||||
/// <param name="matrix">The transform matrix.</param>
|
||||
/// <param name="result">The transformed vector.</param>
|
||||
public static void Transform(ref TSVector position, ref TSMatrix matrix, out TSVector result)
|
||||
{
|
||||
FP num0 = ((position.x * matrix.M11) + (position.y * matrix.M21)) + (position.z * matrix.M31);
|
||||
FP num1 = ((position.x * matrix.M12) + (position.y * matrix.M22)) + (position.z * matrix.M32);
|
||||
FP num2 = ((position.x * matrix.M13) + (position.y * matrix.M23)) + (position.z * matrix.M33);
|
||||
|
||||
result.x = num0;
|
||||
result.y = num1;
|
||||
result.z = num2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transforms a vector by the transposed of the given Matrix.
|
||||
/// </summary>
|
||||
/// <param name="position">The vector to transform.</param>
|
||||
/// <param name="matrix">The transform matrix.</param>
|
||||
/// <param name="result">The transformed vector.</param>
|
||||
public static void TransposedTransform(ref TSVector position, ref TSMatrix matrix, out TSVector result)
|
||||
{
|
||||
FP num0 = ((position.x * matrix.M11) + (position.y * matrix.M12)) + (position.z * matrix.M13);
|
||||
FP num1 = ((position.x * matrix.M21) + (position.y * matrix.M22)) + (position.z * matrix.M23);
|
||||
FP num2 = ((position.x * matrix.M31) + (position.y * matrix.M32)) + (position.z * matrix.M33);
|
||||
|
||||
result.x = num0;
|
||||
result.y = num1;
|
||||
result.z = num2;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the dot product of two vectors.
|
||||
/// </summary>
|
||||
/// <param name="vector1">The first vector.</param>
|
||||
/// <param name="vector2">The second vector.</param>
|
||||
/// <returns>Returns the dot product of both vectors.</returns>
|
||||
#region public static FP Dot(JVector vector1, JVector vector2)
|
||||
public static FP Dot(TSVector vector1, TSVector vector2)
|
||||
{
|
||||
return TSVector.Dot(ref vector1, ref vector2);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the dot product of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="vector1">The first vector.</param>
|
||||
/// <param name="vector2">The second vector.</param>
|
||||
/// <returns>Returns the dot product of both vectors.</returns>
|
||||
public static FP Dot(ref TSVector vector1, ref TSVector vector2)
|
||||
{
|
||||
return ((vector1.x * vector2.x) + (vector1.y * vector2.y)) + (vector1.z * vector2.z);
|
||||
}
|
||||
#endregion
|
||||
|
||||
// Projects a vector onto another vector.
|
||||
public static TSVector Project(TSVector vector, TSVector onNormal)
|
||||
{
|
||||
FP sqrtMag = Dot(onNormal, onNormal);
|
||||
if (sqrtMag < TSMath.Epsilon)
|
||||
return zero;
|
||||
else
|
||||
return onNormal * Dot(vector, onNormal) / sqrtMag;
|
||||
}
|
||||
|
||||
// Projects a vector onto a plane defined by a normal orthogonal to the plane.
|
||||
public static TSVector ProjectOnPlane(TSVector vector, TSVector planeNormal)
|
||||
{
|
||||
return vector - Project(vector, planeNormal);
|
||||
}
|
||||
|
||||
|
||||
// Returns the angle in degrees between /from/ and /to/. This is always the smallest
|
||||
public static FP Angle(TSVector from, TSVector to)
|
||||
{
|
||||
return TSMath.Acos(TSMath.Clamp(Dot(from.normalized, to.normalized), -FP.ONE, FP.ONE)) * TSMath.Rad2Deg;
|
||||
}
|
||||
|
||||
// The smaller of the two possible angles between the two vectors is returned, therefore the result will never be greater than 180 degrees or smaller than -180 degrees.
|
||||
// If you imagine the from and to vectors as lines on a piece of paper, both originating from the same point, then the /axis/ vector would point up out of the paper.
|
||||
// The measured angle between the two vectors would be positive in a clockwise direction and negative in an anti-clockwise direction.
|
||||
public static FP SignedAngle(TSVector from, TSVector to, TSVector axis)
|
||||
{
|
||||
TSVector fromNorm = from.normalized, toNorm = to.normalized;
|
||||
FP unsignedAngle = TSMath.Acos(TSMath.Clamp(Dot(fromNorm, toNorm), -FP.ONE, FP.ONE)) * TSMath.Rad2Deg;
|
||||
FP sign = TSMath.Sign(Dot(axis, Cross(fromNorm, toNorm)));
|
||||
return unsignedAngle * sign;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>The sum of both vectors.</returns>
|
||||
#region public static void Add(JVector value1, JVector value2)
|
||||
public static TSVector Add(TSVector value1, TSVector value2)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Add(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds to vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <param name="result">The sum of both vectors.</param>
|
||||
public static void Add(ref TSVector value1, ref TSVector value2, out TSVector result)
|
||||
{
|
||||
FP num0 = value1.x + value2.x;
|
||||
FP num1 = value1.y + value2.y;
|
||||
FP num2 = value1.z + value2.z;
|
||||
|
||||
result.x = num0;
|
||||
result.y = num1;
|
||||
result.z = num2;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Divides a vector by a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to divide.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <returns>Returns the scaled vector.</returns>
|
||||
public static TSVector Divide(TSVector value1, FP scaleFactor) {
|
||||
TSVector result;
|
||||
TSVector.Divide(ref value1, scaleFactor, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Divides a vector by a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to divide.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <param name="result">Returns the scaled vector.</param>
|
||||
public static void Divide(ref TSVector value1, FP scaleFactor, out TSVector result) {
|
||||
result.x = value1.x / scaleFactor;
|
||||
result.y = value1.y / scaleFactor;
|
||||
result.z = value1.z / scaleFactor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subtracts two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>The difference of both vectors.</returns>
|
||||
#region public static JVector Subtract(JVector value1, JVector value2)
|
||||
public static TSVector Subtract(TSVector value1, TSVector value2)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Subtract(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subtracts to vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <param name="result">The difference of both vectors.</param>
|
||||
public static void Subtract(ref TSVector value1, ref TSVector value2, out TSVector result)
|
||||
{
|
||||
FP num0 = value1.x - value2.x;
|
||||
FP num1 = value1.y - value2.y;
|
||||
FP num2 = value1.z - value2.z;
|
||||
|
||||
result.x = num0;
|
||||
result.y = num1;
|
||||
result.z = num2;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// The cross product of two vectors.
|
||||
/// </summary>
|
||||
/// <param name="vector1">The first vector.</param>
|
||||
/// <param name="vector2">The second vector.</param>
|
||||
/// <returns>The cross product of both vectors.</returns>
|
||||
#region public static JVector Cross(JVector vector1, JVector vector2)
|
||||
public static TSVector Cross(TSVector vector1, TSVector vector2)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Cross(ref vector1, ref vector2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The cross product of two vectors.
|
||||
/// </summary>
|
||||
/// <param name="vector1">The first vector.</param>
|
||||
/// <param name="vector2">The second vector.</param>
|
||||
/// <param name="result">The cross product of both vectors.</param>
|
||||
public static void Cross(ref TSVector vector1, ref TSVector vector2, out TSVector result)
|
||||
{
|
||||
FP num3 = (vector1.y * vector2.z) - (vector1.z * vector2.y);
|
||||
FP num2 = (vector1.z * vector2.x) - (vector1.x * vector2.z);
|
||||
FP num = (vector1.x * vector2.y) - (vector1.y * vector2.x);
|
||||
result.x = num3;
|
||||
result.y = num2;
|
||||
result.z = num;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets the hashcode of the vector.
|
||||
/// </summary>
|
||||
/// <returns>Returns the hashcode of the vector.</returns>
|
||||
#region public override int GetHashCode()
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Inverses the direction of the vector.
|
||||
/// </summary>
|
||||
#region public static JVector Negate(JVector value)
|
||||
public void Negate()
|
||||
{
|
||||
this.x = -this.x;
|
||||
this.y = -this.y;
|
||||
this.z = -this.z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inverses the direction of a vector.
|
||||
/// </summary>
|
||||
/// <param name="value">The vector to inverse.</param>
|
||||
/// <returns>The negated vector.</returns>
|
||||
public static TSVector Negate(TSVector value)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Negate(ref value,out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inverses the direction of a vector.
|
||||
/// </summary>
|
||||
/// <param name="value">The vector to inverse.</param>
|
||||
/// <param name="result">The negated vector.</param>
|
||||
public static void Negate(ref TSVector value, out TSVector result)
|
||||
{
|
||||
FP num0 = -value.x;
|
||||
FP num1 = -value.y;
|
||||
FP num2 = -value.z;
|
||||
|
||||
result.x = num0;
|
||||
result.y = num1;
|
||||
result.z = num2;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Normalizes the given vector.
|
||||
/// </summary>
|
||||
/// <param name="value">The vector which should be normalized.</param>
|
||||
/// <returns>A normalized vector.</returns>
|
||||
#region public static JVector Normalize(JVector value)
|
||||
public static TSVector Normalize(TSVector value)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Normalize(ref value, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Normalizes this vector.
|
||||
/// </summary>
|
||||
public void Normalize()
|
||||
{
|
||||
FP num2 = ((this.x * this.x) + (this.y * this.y)) + (this.z * this.z);
|
||||
FP num = FP.One / FP.Sqrt(num2);
|
||||
this.x *= num;
|
||||
this.y *= num;
|
||||
this.z *= num;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Normalizes the given vector.
|
||||
/// </summary>
|
||||
/// <param name="value">The vector which should be normalized.</param>
|
||||
/// <param name="result">A normalized vector.</param>
|
||||
public static void Normalize(ref TSVector value, out TSVector result)
|
||||
{
|
||||
FP num2 = ((value.x * value.x) + (value.y * value.y)) + (value.z * value.z);
|
||||
FP num = FP.One / FP.Sqrt(num2);
|
||||
result.x = value.x * num;
|
||||
result.y = value.y * num;
|
||||
result.z = value.z * num;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region public static void Swap(ref JVector vector1, ref JVector vector2)
|
||||
|
||||
/// <summary>
|
||||
/// Swaps the components of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="vector1">The first vector to swap with the second.</param>
|
||||
/// <param name="vector2">The second vector to swap with the first.</param>
|
||||
public static void Swap(ref TSVector vector1, ref TSVector vector2)
|
||||
{
|
||||
FP temp;
|
||||
|
||||
temp = vector1.x;
|
||||
vector1.x = vector2.x;
|
||||
vector2.x = temp;
|
||||
|
||||
temp = vector1.y;
|
||||
vector1.y = vector2.y;
|
||||
vector2.y = temp;
|
||||
|
||||
temp = vector1.z;
|
||||
vector1.z = vector2.z;
|
||||
vector2.z = temp;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiply a vector with a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to multiply.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <returns>Returns the multiplied vector.</returns>
|
||||
#region public static JVector Multiply(JVector value1, FP scaleFactor)
|
||||
public static TSVector Multiply(TSVector value1, FP scaleFactor)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Multiply(ref value1, scaleFactor, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiply a vector with a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to multiply.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <param name="result">Returns the multiplied vector.</param>
|
||||
public static void Multiply(ref TSVector value1, FP scaleFactor, out TSVector result)
|
||||
{
|
||||
result.x = value1.x * scaleFactor;
|
||||
result.y = value1.y * scaleFactor;
|
||||
result.z = value1.z * scaleFactor;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the cross product of two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>Returns the cross product of both.</returns>
|
||||
#region public static JVector operator %(JVector value1, JVector value2)
|
||||
public static TSVector operator %(TSVector value1, TSVector value2)
|
||||
{
|
||||
TSVector result; TSVector.Cross(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the dot product of two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>Returns the dot product of both.</returns>
|
||||
#region public static FP operator *(JVector value1, JVector value2)
|
||||
public static FP operator *(TSVector value1, TSVector value2)
|
||||
{
|
||||
return TSVector.Dot(ref value1, ref value2);
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies a vector by a scale factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to scale.</param>
|
||||
/// <param name="value2">The scale factor.</param>
|
||||
/// <returns>Returns the scaled vector.</returns>
|
||||
#region public static JVector operator *(JVector value1, FP value2)
|
||||
public static TSVector operator *(TSVector value1, FP value2)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Multiply(ref value1, value2,out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies a vector by a scale factor.
|
||||
/// </summary>
|
||||
/// <param name="value2">The vector to scale.</param>
|
||||
/// <param name="value1">The scale factor.</param>
|
||||
/// <returns>Returns the scaled vector.</returns>
|
||||
#region public static JVector operator *(FP value1, JVector value2)
|
||||
public static TSVector operator *(FP value1, TSVector value2)
|
||||
{
|
||||
TSVector result;
|
||||
TSVector.Multiply(ref value2, value1, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Subtracts two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>The difference of both vectors.</returns>
|
||||
#region public static JVector operator -(JVector value1, JVector value2)
|
||||
public static TSVector operator -(TSVector value1, TSVector value2)
|
||||
{
|
||||
TSVector result; TSVector.Subtract(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Adds two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>The sum of both vectors.</returns>
|
||||
#region public static JVector operator +(JVector value1, JVector value2)
|
||||
public static TSVector operator +(TSVector value1, TSVector value2)
|
||||
{
|
||||
TSVector result; TSVector.Add(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Divides a vector by a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to divide.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <returns>Returns the scaled vector.</returns>
|
||||
public static TSVector operator /(TSVector value1, FP value2) {
|
||||
TSVector result;
|
||||
TSVector.Divide(ref value1, value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public TSVector2 ToTSVector2() {
|
||||
return new TSVector2(this.x, this.y);
|
||||
}
|
||||
|
||||
public TSVector4 ToTSVector4()
|
||||
{
|
||||
return new TSVector4(this.x, this.y, this.z, FP.One);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
585
TrueSync-Math/Math/TSVector2.cs
Normal file
585
TrueSync-Math/Math/TSVector2.cs
Normal file
@ -0,0 +1,585 @@
|
||||
#region License
|
||||
|
||||
/*
|
||||
MIT License
|
||||
Copyright © 2006 The Mono.Xna Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Authors
|
||||
* Alan McGovern
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#endregion License
|
||||
|
||||
using System;
|
||||
|
||||
namespace TrueSync {
|
||||
|
||||
[Serializable]
|
||||
public struct TSVector2 : IEquatable<TSVector2>
|
||||
{
|
||||
#region Private Fields
|
||||
|
||||
private static TSVector2 zeroVector = new TSVector2(0, 0);
|
||||
private static TSVector2 oneVector = new TSVector2(1, 1);
|
||||
|
||||
private static TSVector2 rightVector = new TSVector2(1, 0);
|
||||
private static TSVector2 leftVector = new TSVector2(-1, 0);
|
||||
|
||||
private static TSVector2 upVector = new TSVector2(0, 1);
|
||||
private static TSVector2 downVector = new TSVector2(0, -1);
|
||||
|
||||
#endregion Private Fields
|
||||
|
||||
#region Public Fields
|
||||
|
||||
public FP x;
|
||||
public FP y;
|
||||
|
||||
#endregion Public Fields
|
||||
|
||||
#region Properties
|
||||
|
||||
public static TSVector2 zero
|
||||
{
|
||||
get { return zeroVector; }
|
||||
}
|
||||
|
||||
public static TSVector2 one
|
||||
{
|
||||
get { return oneVector; }
|
||||
}
|
||||
|
||||
public static TSVector2 right
|
||||
{
|
||||
get { return rightVector; }
|
||||
}
|
||||
|
||||
public static TSVector2 left {
|
||||
get { return leftVector; }
|
||||
}
|
||||
|
||||
public static TSVector2 up
|
||||
{
|
||||
get { return upVector; }
|
||||
}
|
||||
|
||||
public static TSVector2 down {
|
||||
get { return downVector; }
|
||||
}
|
||||
|
||||
#endregion Properties
|
||||
|
||||
#region Constructors
|
||||
|
||||
/// <summary>
|
||||
/// Constructor foe standard 2D vector.
|
||||
/// </summary>
|
||||
/// <param name="x">
|
||||
/// A <see cref="System.Single"/>
|
||||
/// </param>
|
||||
/// <param name="y">
|
||||
/// A <see cref="System.Single"/>
|
||||
/// </param>
|
||||
public TSVector2(FP x, FP y)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for "square" vector.
|
||||
/// </summary>
|
||||
/// <param name="value">
|
||||
/// A <see cref="System.Single"/>
|
||||
/// </param>
|
||||
public TSVector2(FP value)
|
||||
{
|
||||
x = value;
|
||||
y = value;
|
||||
}
|
||||
|
||||
public void Set(FP x, FP y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
#endregion Constructors
|
||||
|
||||
#region Public Methods
|
||||
|
||||
public static void Reflect(ref TSVector2 vector, ref TSVector2 normal, out TSVector2 result)
|
||||
{
|
||||
FP dot = Dot(vector, normal);
|
||||
result.x = vector.x - ((2f*dot)*normal.x);
|
||||
result.y = vector.y - ((2f*dot)*normal.y);
|
||||
}
|
||||
|
||||
public static TSVector2 Reflect(TSVector2 vector, TSVector2 normal)
|
||||
{
|
||||
TSVector2 result;
|
||||
Reflect(ref vector, ref normal, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static TSVector2 Add(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
value1.x += value2.x;
|
||||
value1.y += value2.y;
|
||||
return value1;
|
||||
}
|
||||
|
||||
public static void Add(ref TSVector2 value1, ref TSVector2 value2, out TSVector2 result)
|
||||
{
|
||||
result.x = value1.x + value2.x;
|
||||
result.y = value1.y + value2.y;
|
||||
}
|
||||
|
||||
public static TSVector2 Barycentric(TSVector2 value1, TSVector2 value2, TSVector2 value3, FP amount1, FP amount2)
|
||||
{
|
||||
return new TSVector2(
|
||||
TSMath.Barycentric(value1.x, value2.x, value3.x, amount1, amount2),
|
||||
TSMath.Barycentric(value1.y, value2.y, value3.y, amount1, amount2));
|
||||
}
|
||||
|
||||
public static void Barycentric(ref TSVector2 value1, ref TSVector2 value2, ref TSVector2 value3, FP amount1,
|
||||
FP amount2, out TSVector2 result)
|
||||
{
|
||||
result = new TSVector2(
|
||||
TSMath.Barycentric(value1.x, value2.x, value3.x, amount1, amount2),
|
||||
TSMath.Barycentric(value1.y, value2.y, value3.y, amount1, amount2));
|
||||
}
|
||||
|
||||
public static TSVector2 CatmullRom(TSVector2 value1, TSVector2 value2, TSVector2 value3, TSVector2 value4, FP amount)
|
||||
{
|
||||
return new TSVector2(
|
||||
TSMath.CatmullRom(value1.x, value2.x, value3.x, value4.x, amount),
|
||||
TSMath.CatmullRom(value1.y, value2.y, value3.y, value4.y, amount));
|
||||
}
|
||||
|
||||
public static void CatmullRom(ref TSVector2 value1, ref TSVector2 value2, ref TSVector2 value3, ref TSVector2 value4,
|
||||
FP amount, out TSVector2 result)
|
||||
{
|
||||
result = new TSVector2(
|
||||
TSMath.CatmullRom(value1.x, value2.x, value3.x, value4.x, amount),
|
||||
TSMath.CatmullRom(value1.y, value2.y, value3.y, value4.y, amount));
|
||||
}
|
||||
|
||||
public static TSVector2 Clamp(TSVector2 value1, TSVector2 min, TSVector2 max)
|
||||
{
|
||||
return new TSVector2(
|
||||
TSMath.Clamp(value1.x, min.x, max.x),
|
||||
TSMath.Clamp(value1.y, min.y, max.y));
|
||||
}
|
||||
|
||||
public static void Clamp(ref TSVector2 value1, ref TSVector2 min, ref TSVector2 max, out TSVector2 result)
|
||||
{
|
||||
result = new TSVector2(
|
||||
TSMath.Clamp(value1.x, min.x, max.x),
|
||||
TSMath.Clamp(value1.y, min.y, max.y));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns FP precison distanve between two vectors
|
||||
/// </summary>
|
||||
/// <param name="value1">
|
||||
/// A <see cref="TSVector2"/>
|
||||
/// </param>
|
||||
/// <param name="value2">
|
||||
/// A <see cref="TSVector2"/>
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// A <see cref="System.Single"/>
|
||||
/// </returns>
|
||||
public static FP Distance(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
FP result;
|
||||
DistanceSquared(ref value1, ref value2, out result);
|
||||
return (FP) FP.Sqrt(result);
|
||||
}
|
||||
|
||||
|
||||
public static void Distance(ref TSVector2 value1, ref TSVector2 value2, out FP result)
|
||||
{
|
||||
DistanceSquared(ref value1, ref value2, out result);
|
||||
result = (FP) FP.Sqrt(result);
|
||||
}
|
||||
|
||||
public static FP DistanceSquared(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
FP result;
|
||||
DistanceSquared(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static void DistanceSquared(ref TSVector2 value1, ref TSVector2 value2, out FP result)
|
||||
{
|
||||
result = (value1.x - value2.x)*(value1.x - value2.x) + (value1.y - value2.y)*(value1.y - value2.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Devide first vector with the secund vector
|
||||
/// </summary>
|
||||
/// <param name="value1">
|
||||
/// A <see cref="TSVector2"/>
|
||||
/// </param>
|
||||
/// <param name="value2">
|
||||
/// A <see cref="TSVector2"/>
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// A <see cref="TSVector2"/>
|
||||
/// </returns>
|
||||
public static TSVector2 Divide(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
value1.x /= value2.x;
|
||||
value1.y /= value2.y;
|
||||
return value1;
|
||||
}
|
||||
|
||||
public static void Divide(ref TSVector2 value1, ref TSVector2 value2, out TSVector2 result)
|
||||
{
|
||||
result.x = value1.x/value2.x;
|
||||
result.y = value1.y/value2.y;
|
||||
}
|
||||
|
||||
public static TSVector2 Divide(TSVector2 value1, FP divider)
|
||||
{
|
||||
FP factor = 1/divider;
|
||||
value1.x *= factor;
|
||||
value1.y *= factor;
|
||||
return value1;
|
||||
}
|
||||
|
||||
public static void Divide(ref TSVector2 value1, FP divider, out TSVector2 result)
|
||||
{
|
||||
FP factor = 1/divider;
|
||||
result.x = value1.x*factor;
|
||||
result.y = value1.y*factor;
|
||||
}
|
||||
|
||||
public static FP Dot(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
return value1.x*value2.x + value1.y*value2.y;
|
||||
}
|
||||
|
||||
public static void Dot(ref TSVector2 value1, ref TSVector2 value2, out FP result)
|
||||
{
|
||||
result = value1.x*value2.x + value1.y*value2.y;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return (obj is TSVector2) ? this == ((TSVector2) obj) : false;
|
||||
}
|
||||
|
||||
public bool Equals(TSVector2 other)
|
||||
{
|
||||
return this == other;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return (int) (x + y);
|
||||
}
|
||||
|
||||
public static TSVector2 Hermite(TSVector2 value1, TSVector2 tangent1, TSVector2 value2, TSVector2 tangent2, FP amount)
|
||||
{
|
||||
TSVector2 result = new TSVector2();
|
||||
Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static void Hermite(ref TSVector2 value1, ref TSVector2 tangent1, ref TSVector2 value2, ref TSVector2 tangent2,
|
||||
FP amount, out TSVector2 result)
|
||||
{
|
||||
result.x = TSMath.Hermite(value1.x, tangent1.x, value2.x, tangent2.x, amount);
|
||||
result.y = TSMath.Hermite(value1.y, tangent1.y, value2.y, tangent2.y, amount);
|
||||
}
|
||||
|
||||
public FP magnitude {
|
||||
get {
|
||||
FP result;
|
||||
DistanceSquared(ref this, ref zeroVector, out result);
|
||||
return FP.Sqrt(result);
|
||||
}
|
||||
}
|
||||
|
||||
public static TSVector2 ClampMagnitude(TSVector2 vector, FP maxLength) {
|
||||
return Normalize(vector) * maxLength;
|
||||
}
|
||||
|
||||
public FP LengthSquared()
|
||||
{
|
||||
FP result;
|
||||
DistanceSquared(ref this, ref zeroVector, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static TSVector2 Lerp(TSVector2 value1, TSVector2 value2, FP amount) {
|
||||
amount = TSMath.Clamp(amount, 0, 1);
|
||||
|
||||
return new TSVector2(
|
||||
TSMath.Lerp(value1.x, value2.x, amount),
|
||||
TSMath.Lerp(value1.y, value2.y, amount));
|
||||
}
|
||||
|
||||
public static TSVector2 LerpUnclamped(TSVector2 value1, TSVector2 value2, FP amount)
|
||||
{
|
||||
return new TSVector2(
|
||||
TSMath.Lerp(value1.x, value2.x, amount),
|
||||
TSMath.Lerp(value1.y, value2.y, amount));
|
||||
}
|
||||
|
||||
public static void LerpUnclamped(ref TSVector2 value1, ref TSVector2 value2, FP amount, out TSVector2 result)
|
||||
{
|
||||
result = new TSVector2(
|
||||
TSMath.Lerp(value1.x, value2.x, amount),
|
||||
TSMath.Lerp(value1.y, value2.y, amount));
|
||||
}
|
||||
|
||||
public static TSVector2 Max(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
return new TSVector2(
|
||||
TSMath.Max(value1.x, value2.x),
|
||||
TSMath.Max(value1.y, value2.y));
|
||||
}
|
||||
|
||||
public static void Max(ref TSVector2 value1, ref TSVector2 value2, out TSVector2 result)
|
||||
{
|
||||
result.x = TSMath.Max(value1.x, value2.x);
|
||||
result.y = TSMath.Max(value1.y, value2.y);
|
||||
}
|
||||
|
||||
public static TSVector2 Min(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
return new TSVector2(
|
||||
TSMath.Min(value1.x, value2.x),
|
||||
TSMath.Min(value1.y, value2.y));
|
||||
}
|
||||
|
||||
public static void Min(ref TSVector2 value1, ref TSVector2 value2, out TSVector2 result)
|
||||
{
|
||||
result.x = TSMath.Min(value1.x, value2.x);
|
||||
result.y = TSMath.Min(value1.y, value2.y);
|
||||
}
|
||||
|
||||
public void Scale(TSVector2 other) {
|
||||
this.x = x * other.x;
|
||||
this.y = y * other.y;
|
||||
}
|
||||
|
||||
public static TSVector2 Scale(TSVector2 value1, TSVector2 value2) {
|
||||
TSVector2 result;
|
||||
result.x = value1.x * value2.x;
|
||||
result.y = value1.y * value2.y;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static TSVector2 Multiply(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
value1.x *= value2.x;
|
||||
value1.y *= value2.y;
|
||||
return value1;
|
||||
}
|
||||
|
||||
public static TSVector2 Multiply(TSVector2 value1, FP scaleFactor)
|
||||
{
|
||||
value1.x *= scaleFactor;
|
||||
value1.y *= scaleFactor;
|
||||
return value1;
|
||||
}
|
||||
|
||||
public static void Multiply(ref TSVector2 value1, FP scaleFactor, out TSVector2 result)
|
||||
{
|
||||
result.x = value1.x*scaleFactor;
|
||||
result.y = value1.y*scaleFactor;
|
||||
}
|
||||
|
||||
public static void Multiply(ref TSVector2 value1, ref TSVector2 value2, out TSVector2 result)
|
||||
{
|
||||
result.x = value1.x*value2.x;
|
||||
result.y = value1.y*value2.y;
|
||||
}
|
||||
|
||||
public static TSVector2 Negate(TSVector2 value)
|
||||
{
|
||||
value.x = -value.x;
|
||||
value.y = -value.y;
|
||||
return value;
|
||||
}
|
||||
|
||||
public static void Negate(ref TSVector2 value, out TSVector2 result)
|
||||
{
|
||||
result.x = -value.x;
|
||||
result.y = -value.y;
|
||||
}
|
||||
|
||||
public void Normalize()
|
||||
{
|
||||
Normalize(ref this, out this);
|
||||
}
|
||||
|
||||
public static TSVector2 Normalize(TSVector2 value)
|
||||
{
|
||||
Normalize(ref value, out value);
|
||||
return value;
|
||||
}
|
||||
|
||||
public TSVector2 normalized {
|
||||
get {
|
||||
TSVector2 result;
|
||||
TSVector2.Normalize(ref this, out result);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Normalize(ref TSVector2 value, out TSVector2 result)
|
||||
{
|
||||
FP factor;
|
||||
DistanceSquared(ref value, ref zeroVector, out factor);
|
||||
factor = 1f/(FP) FP.Sqrt(factor);
|
||||
result.x = value.x*factor;
|
||||
result.y = value.y*factor;
|
||||
}
|
||||
|
||||
public static TSVector2 SmoothStep(TSVector2 value1, TSVector2 value2, FP amount)
|
||||
{
|
||||
return new TSVector2(
|
||||
TSMath.SmoothStep(value1.x, value2.x, amount),
|
||||
TSMath.SmoothStep(value1.y, value2.y, amount));
|
||||
}
|
||||
|
||||
public static void SmoothStep(ref TSVector2 value1, ref TSVector2 value2, FP amount, out TSVector2 result)
|
||||
{
|
||||
result = new TSVector2(
|
||||
TSMath.SmoothStep(value1.x, value2.x, amount),
|
||||
TSMath.SmoothStep(value1.y, value2.y, amount));
|
||||
}
|
||||
|
||||
public static TSVector2 Subtract(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
value1.x -= value2.x;
|
||||
value1.y -= value2.y;
|
||||
return value1;
|
||||
}
|
||||
|
||||
public static void Subtract(ref TSVector2 value1, ref TSVector2 value2, out TSVector2 result)
|
||||
{
|
||||
result.x = value1.x - value2.x;
|
||||
result.y = value1.y - value2.y;
|
||||
}
|
||||
|
||||
public static FP Angle(TSVector2 a, TSVector2 b) {
|
||||
return FP.Acos(a.normalized * b.normalized) * FP.Rad2Deg;
|
||||
}
|
||||
|
||||
public TSVector ToTSVector() {
|
||||
return new TSVector(this.x, this.y, 0);
|
||||
}
|
||||
|
||||
public override string ToString() {
|
||||
return string.Format("({0:f1}, {1:f1})", x.AsFloat(), y.AsFloat());
|
||||
}
|
||||
|
||||
#endregion Public Methods
|
||||
|
||||
#region Operators
|
||||
|
||||
public static TSVector2 operator -(TSVector2 value)
|
||||
{
|
||||
value.x = -value.x;
|
||||
value.y = -value.y;
|
||||
return value;
|
||||
}
|
||||
|
||||
|
||||
public static bool operator ==(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
return value1.x == value2.x && value1.y == value2.y;
|
||||
}
|
||||
|
||||
|
||||
public static bool operator !=(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
return value1.x != value2.x || value1.y != value2.y;
|
||||
}
|
||||
|
||||
|
||||
public static TSVector2 operator +(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
value1.x += value2.x;
|
||||
value1.y += value2.y;
|
||||
return value1;
|
||||
}
|
||||
|
||||
|
||||
public static TSVector2 operator -(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
value1.x -= value2.x;
|
||||
value1.y -= value2.y;
|
||||
return value1;
|
||||
}
|
||||
|
||||
|
||||
public static FP operator *(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
return TSVector2.Dot(value1, value2);
|
||||
}
|
||||
|
||||
|
||||
public static TSVector2 operator *(TSVector2 value, FP scaleFactor)
|
||||
{
|
||||
value.x *= scaleFactor;
|
||||
value.y *= scaleFactor;
|
||||
return value;
|
||||
}
|
||||
|
||||
|
||||
public static TSVector2 operator *(FP scaleFactor, TSVector2 value)
|
||||
{
|
||||
value.x *= scaleFactor;
|
||||
value.y *= scaleFactor;
|
||||
return value;
|
||||
}
|
||||
|
||||
|
||||
public static TSVector2 operator /(TSVector2 value1, TSVector2 value2)
|
||||
{
|
||||
value1.x /= value2.x;
|
||||
value1.y /= value2.y;
|
||||
return value1;
|
||||
}
|
||||
|
||||
|
||||
public static TSVector2 operator /(TSVector2 value1, FP divider)
|
||||
{
|
||||
FP factor = 1/divider;
|
||||
value1.x *= factor;
|
||||
value1.y *= factor;
|
||||
return value1;
|
||||
}
|
||||
|
||||
#endregion Operators
|
||||
}
|
||||
}
|
756
TrueSync-Math/Math/TSVector4.cs
Normal file
756
TrueSync-Math/Math/TSVector4.cs
Normal file
@ -0,0 +1,756 @@
|
||||
/* Copyright (C) <2009-2011> <Thorben Linneweber, Jitter Physics>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
namespace TrueSync
|
||||
{
|
||||
/// <summary>
|
||||
/// A vector structure.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public struct TSVector4
|
||||
{
|
||||
|
||||
private static FP ZeroEpsilonSq = TSMath.Epsilon;
|
||||
internal static TSVector4 InternalZero;
|
||||
|
||||
/// <summary>The X component of the vector.</summary>
|
||||
public FP x;
|
||||
/// <summary>The Y component of the vector.</summary>
|
||||
public FP y;
|
||||
/// <summary>The Z component of the vector.</summary>
|
||||
public FP z;
|
||||
/// <summary>The W component of the vector.</summary>
|
||||
public FP w;
|
||||
|
||||
#region Static readonly variables
|
||||
/// <summary>
|
||||
/// A vector with components (0,0,0,0);
|
||||
/// </summary>
|
||||
public static readonly TSVector4 zero;
|
||||
/// <summary>
|
||||
/// A vector with components (1,1,1,1);
|
||||
/// </summary>
|
||||
public static readonly TSVector4 one;
|
||||
/// <summary>
|
||||
/// A vector with components
|
||||
/// (FP.MinValue,FP.MinValue,FP.MinValue);
|
||||
/// </summary>
|
||||
public static readonly TSVector4 MinValue;
|
||||
/// <summary>
|
||||
/// A vector with components
|
||||
/// (FP.MaxValue,FP.MaxValue,FP.MaxValue);
|
||||
/// </summary>
|
||||
public static readonly TSVector4 MaxValue;
|
||||
#endregion
|
||||
|
||||
#region Private static constructor
|
||||
static TSVector4()
|
||||
{
|
||||
one = new TSVector4(1, 1, 1, 1);
|
||||
zero = new TSVector4(0, 0, 0, 0);
|
||||
MinValue = new TSVector4(FP.MinValue);
|
||||
MaxValue = new TSVector4(FP.MaxValue);
|
||||
InternalZero = zero;
|
||||
}
|
||||
#endregion
|
||||
|
||||
public static TSVector4 Abs(TSVector4 other)
|
||||
{
|
||||
return new TSVector4(FP.Abs(other.x), FP.Abs(other.y), FP.Abs(other.z), FP.Abs(other.z));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the squared length of the vector.
|
||||
/// </summary>
|
||||
/// <returns>Returns the squared length of the vector.</returns>
|
||||
public FP sqrMagnitude
|
||||
{
|
||||
get
|
||||
{
|
||||
return (((this.x * this.x) + (this.y * this.y)) + (this.z * this.z) + (this.w * this.w));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the length of the vector.
|
||||
/// </summary>
|
||||
/// <returns>Returns the length of the vector.</returns>
|
||||
public FP magnitude
|
||||
{
|
||||
get
|
||||
{
|
||||
FP num = sqrMagnitude;
|
||||
return FP.Sqrt(num);
|
||||
}
|
||||
}
|
||||
|
||||
public static TSVector4 ClampMagnitude(TSVector4 vector, FP maxLength)
|
||||
{
|
||||
return Normalize(vector) * maxLength;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a normalized version of the vector.
|
||||
/// </summary>
|
||||
/// <returns>Returns a normalized version of the vector.</returns>
|
||||
public TSVector4 normalized
|
||||
{
|
||||
get
|
||||
{
|
||||
TSVector4 result = new TSVector4(this.x, this.y, this.z, this.w);
|
||||
result.Normalize();
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor initializing a new instance of the structure
|
||||
/// </summary>
|
||||
/// <param name="x">The X component of the vector.</param>
|
||||
/// <param name="y">The Y component of the vector.</param>
|
||||
/// <param name="z">The Z component of the vector.</param>
|
||||
/// <param name="w">The W component of the vector.</param>
|
||||
public TSVector4(int x, int y, int z, int w)
|
||||
{
|
||||
this.x = (FP)x;
|
||||
this.y = (FP)y;
|
||||
this.z = (FP)z;
|
||||
this.w = (FP)w;
|
||||
}
|
||||
|
||||
public TSVector4(FP x, FP y, FP z, FP w)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies each component of the vector by the same components of the provided vector.
|
||||
/// </summary>
|
||||
public void Scale(TSVector4 other)
|
||||
{
|
||||
this.x = x * other.x;
|
||||
this.y = y * other.y;
|
||||
this.z = z * other.z;
|
||||
this.w = w * other.w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets all vector component to specific values.
|
||||
/// </summary>
|
||||
/// <param name="x">The X component of the vector.</param>
|
||||
/// <param name="y">The Y component of the vector.</param>
|
||||
/// <param name="z">The Z component of the vector.</param>
|
||||
/// <param name="w">The W component of the vector.</param>
|
||||
public void Set(FP x, FP y, FP z, FP w)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor initializing a new instance of the structure
|
||||
/// </summary>
|
||||
/// <param name="xyz">All components of the vector are set to xyz</param>
|
||||
public TSVector4(FP xyzw)
|
||||
{
|
||||
this.x = xyzw;
|
||||
this.y = xyzw;
|
||||
this.z = xyzw;
|
||||
this.w = xyzw;
|
||||
}
|
||||
|
||||
public static TSVector4 Lerp(TSVector4 from, TSVector4 to, FP percent)
|
||||
{
|
||||
return from + (to - from) * percent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds a string from the JVector.
|
||||
/// </summary>
|
||||
/// <returns>A string containing all three components.</returns>
|
||||
#region public override string ToString()
|
||||
public override string ToString()
|
||||
{
|
||||
return string.Format("({0:f1}, {1:f1}, {2:f1}, {3:f1})", x.AsFloat(), y.AsFloat(), z.AsFloat(), w.AsFloat());
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Tests if an object is equal to this vector.
|
||||
/// </summary>
|
||||
/// <param name="obj">The object to test.</param>
|
||||
/// <returns>Returns true if they are euqal, otherwise false.</returns>
|
||||
#region public override bool Equals(object obj)
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (!(obj is TSVector4)) return false;
|
||||
TSVector4 other = (TSVector4)obj;
|
||||
|
||||
return (((x == other.x) && (y == other.y)) && (z == other.z) && (w == other.w));
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies each component of the vector by the same components of the provided vector.
|
||||
/// </summary>
|
||||
public static TSVector4 Scale(TSVector4 vecA, TSVector4 vecB)
|
||||
{
|
||||
TSVector4 result;
|
||||
result.x = vecA.x * vecB.x;
|
||||
result.y = vecA.y * vecB.y;
|
||||
result.z = vecA.z * vecB.z;
|
||||
result.w = vecA.w * vecB.w;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if two JVector are equal.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <returns>Returns true if both values are equal, otherwise false.</returns>
|
||||
#region public static bool operator ==(JVector value1, JVector value2)
|
||||
public static bool operator ==(TSVector4 value1, TSVector4 value2)
|
||||
{
|
||||
return (((value1.x == value2.x) && (value1.y == value2.y)) && (value1.z == value2.z) && (value1.w == value2.w));
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Tests if two JVector are not equal.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <returns>Returns false if both values are equal, otherwise true.</returns>
|
||||
#region public static bool operator !=(JVector value1, JVector value2)
|
||||
public static bool operator !=(TSVector4 value1, TSVector4 value2)
|
||||
{
|
||||
if ((value1.x == value2.x) && (value1.y == value2.y) && (value1.z == value2.z))
|
||||
{
|
||||
return (value1.w != value2.w);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets a vector with the minimum x,y and z values of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <returns>A vector with the minimum x,y and z values of both vectors.</returns>
|
||||
#region public static JVector Min(JVector value1, JVector value2)
|
||||
|
||||
public static TSVector4 Min(TSVector4 value1, TSVector4 value2)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Min(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a vector with the minimum x,y and z values of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <param name="result">A vector with the minimum x,y and z values of both vectors.</param>
|
||||
public static void Min(ref TSVector4 value1, ref TSVector4 value2, out TSVector4 result)
|
||||
{
|
||||
result.x = (value1.x < value2.x) ? value1.x : value2.x;
|
||||
result.y = (value1.y < value2.y) ? value1.y : value2.y;
|
||||
result.z = (value1.z < value2.z) ? value1.z : value2.z;
|
||||
result.w = (value1.w < value2.w) ? value1.w : value2.w;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets a vector with the maximum x,y and z values of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <returns>A vector with the maximum x,y and z values of both vectors.</returns>
|
||||
#region public static JVector Max(JVector value1, JVector value2)
|
||||
public static TSVector4 Max(TSVector4 value1, TSVector4 value2)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Max(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static FP Distance(TSVector4 v1, TSVector4 v2)
|
||||
{
|
||||
return FP.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z) + (v1.w - v2.w) * (v1.w - v2.w));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a vector with the maximum x,y and z values of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first value.</param>
|
||||
/// <param name="value2">The second value.</param>
|
||||
/// <param name="result">A vector with the maximum x,y and z values of both vectors.</param>
|
||||
public static void Max(ref TSVector4 value1, ref TSVector4 value2, out TSVector4 result)
|
||||
{
|
||||
result.x = (value1.x > value2.x) ? value1.x : value2.x;
|
||||
result.y = (value1.y > value2.y) ? value1.y : value2.y;
|
||||
result.z = (value1.z > value2.z) ? value1.z : value2.z;
|
||||
result.w = (value1.w > value2.w) ? value1.w : value2.w;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Sets the length of the vector to zero.
|
||||
/// </summary>
|
||||
#region public void MakeZero()
|
||||
public void MakeZero()
|
||||
{
|
||||
x = FP.Zero;
|
||||
y = FP.Zero;
|
||||
z = FP.Zero;
|
||||
w = FP.Zero;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the length of the vector is zero.
|
||||
/// </summary>
|
||||
/// <returns>Returns true if the vector is zero, otherwise false.</returns>
|
||||
#region public bool IsZero()
|
||||
public bool IsZero()
|
||||
{
|
||||
return (this.sqrMagnitude == FP.Zero);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the length of the vector is nearly zero.
|
||||
/// </summary>
|
||||
/// <returns>Returns true if the vector is nearly zero, otherwise false.</returns>
|
||||
public bool IsNearlyZero()
|
||||
{
|
||||
return (this.sqrMagnitude < ZeroEpsilonSq);
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Transforms a vector by the given matrix.
|
||||
/// </summary>
|
||||
/// <param name="position">The vector to transform.</param>
|
||||
/// <param name="matrix">The transform matrix.</param>
|
||||
/// <returns>The transformed vector.</returns>
|
||||
#region public static JVector Transform(JVector position, JMatrix matrix)
|
||||
public static TSVector4 Transform(TSVector4 position, TSMatrix4x4 matrix)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Transform(ref position, ref matrix, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static TSVector4 Transform(TSVector position, TSMatrix4x4 matrix)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Transform(ref position, ref matrix, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transforms a vector by the given matrix.
|
||||
/// </summary>
|
||||
/// <param name="vector">The vector to transform.</param>
|
||||
/// <param name="matrix">The transform matrix.</param>
|
||||
/// <param name="result">The transformed vector.</param>
|
||||
public static void Transform(ref TSVector vector, ref TSMatrix4x4 matrix, out TSVector4 result)
|
||||
{
|
||||
result.x = vector.x * matrix.M11 + vector.y * matrix.M12 + vector.z * matrix.M13 + matrix.M14;
|
||||
result.y = vector.x * matrix.M21 + vector.y * matrix.M22 + vector.z * matrix.M23 + matrix.M24;
|
||||
result.z = vector.x * matrix.M31 + vector.y * matrix.M32 + vector.z * matrix.M33 + matrix.M34;
|
||||
result.w = vector.x * matrix.M41 + vector.y * matrix.M42 + vector.z * matrix.M43 + matrix.M44;
|
||||
}
|
||||
|
||||
public static void Transform(ref TSVector4 vector, ref TSMatrix4x4 matrix, out TSVector4 result)
|
||||
{
|
||||
result.x = vector.x * matrix.M11 + vector.y * matrix.M12 + vector.z * matrix.M13 + vector.w * matrix.M14;
|
||||
result.y = vector.x * matrix.M21 + vector.y * matrix.M22 + vector.z * matrix.M23 + vector.w * matrix.M24;
|
||||
result.z = vector.x * matrix.M31 + vector.y * matrix.M32 + vector.z * matrix.M33 + vector.w * matrix.M34;
|
||||
result.w = vector.x * matrix.M41 + vector.y * matrix.M42 + vector.z * matrix.M43 + vector.w * matrix.M44;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the dot product of two vectors.
|
||||
/// </summary>
|
||||
/// <param name="vector1">The first vector.</param>
|
||||
/// <param name="vector2">The second vector.</param>
|
||||
/// <returns>Returns the dot product of both vectors.</returns>
|
||||
#region public static FP Dot(JVector vector1, JVector vector2)
|
||||
public static FP Dot(TSVector4 vector1, TSVector4 vector2)
|
||||
{
|
||||
return TSVector4.Dot(ref vector1, ref vector2);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the dot product of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="vector1">The first vector.</param>
|
||||
/// <param name="vector2">The second vector.</param>
|
||||
/// <returns>Returns the dot product of both vectors.</returns>
|
||||
public static FP Dot(ref TSVector4 vector1, ref TSVector4 vector2)
|
||||
{
|
||||
return ((vector1.x * vector2.x) + (vector1.y * vector2.y)) + (vector1.z * vector2.z) + (vector1.w * vector2.w);
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Adds two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>The sum of both vectors.</returns>
|
||||
#region public static void Add(JVector value1, JVector value2)
|
||||
public static TSVector4 Add(TSVector4 value1, TSVector4 value2)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Add(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds to vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <param name="result">The sum of both vectors.</param>
|
||||
public static void Add(ref TSVector4 value1, ref TSVector4 value2, out TSVector4 result)
|
||||
{
|
||||
result.x = value1.x + value2.x;
|
||||
result.y = value1.y + value2.y;
|
||||
result.z = value1.z + value2.z;
|
||||
result.w = value1.w + value2.w;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Divides a vector by a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to divide.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <returns>Returns the scaled vector.</returns>
|
||||
public static TSVector4 Divide(TSVector4 value1, FP scaleFactor)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Divide(ref value1, scaleFactor, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Divides a vector by a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to divide.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <param name="result">Returns the scaled vector.</param>
|
||||
public static void Divide(ref TSVector4 value1, FP scaleFactor, out TSVector4 result)
|
||||
{
|
||||
result.x = value1.x / scaleFactor;
|
||||
result.y = value1.y / scaleFactor;
|
||||
result.z = value1.z / scaleFactor;
|
||||
result.w = value1.w / scaleFactor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subtracts two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>The difference of both vectors.</returns>
|
||||
#region public static JVector Subtract(JVector value1, JVector value2)
|
||||
public static TSVector4 Subtract(TSVector4 value1, TSVector4 value2)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Subtract(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subtracts to vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <param name="result">The difference of both vectors.</param>
|
||||
public static void Subtract(ref TSVector4 value1, ref TSVector4 value2, out TSVector4 result)
|
||||
{
|
||||
result.x = value1.x - value2.x;
|
||||
result.y = value1.y - value2.y;
|
||||
result.z = value1.z - value2.z;
|
||||
result.w = value1.w - value2.w;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Gets the hashcode of the vector.
|
||||
/// </summary>
|
||||
/// <returns>Returns the hashcode of the vector.</returns>
|
||||
#region public override int GetHashCode()
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Inverses the direction of the vector.
|
||||
/// </summary>
|
||||
#region public static JVector Negate(JVector value)
|
||||
public void Negate()
|
||||
{
|
||||
this.x = -this.x;
|
||||
this.y = -this.y;
|
||||
this.z = -this.z;
|
||||
this.w = -this.w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inverses the direction of a vector.
|
||||
/// </summary>
|
||||
/// <param name="value">The vector to inverse.</param>
|
||||
/// <returns>The negated vector.</returns>
|
||||
public static TSVector4 Negate(TSVector4 value)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Negate(ref value, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inverses the direction of a vector.
|
||||
/// </summary>
|
||||
/// <param name="value">The vector to inverse.</param>
|
||||
/// <param name="result">The negated vector.</param>
|
||||
public static void Negate(ref TSVector4 value, out TSVector4 result)
|
||||
{
|
||||
result.x = -value.x;
|
||||
result.y = -value.y;
|
||||
result.z = -value.z;
|
||||
result.w = -value.w;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Normalizes the given vector.
|
||||
/// </summary>
|
||||
/// <param name="value">The vector which should be normalized.</param>
|
||||
/// <returns>A normalized vector.</returns>
|
||||
#region public static JVector Normalize(JVector value)
|
||||
public static TSVector4 Normalize(TSVector4 value)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Normalize(ref value, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Normalizes this vector.
|
||||
/// </summary>
|
||||
public void Normalize()
|
||||
{
|
||||
FP num2 = ((this.x * this.x) + (this.y * this.y)) + (this.z * this.z) + (this.w * this.w);
|
||||
FP num = FP.One / FP.Sqrt(num2);
|
||||
this.x *= num;
|
||||
this.y *= num;
|
||||
this.z *= num;
|
||||
this.w *= num;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Normalizes the given vector.
|
||||
/// </summary>
|
||||
/// <param name="value">The vector which should be normalized.</param>
|
||||
/// <param name="result">A normalized vector.</param>
|
||||
public static void Normalize(ref TSVector4 value, out TSVector4 result)
|
||||
{
|
||||
FP num2 = ((value.x * value.x) + (value.y * value.y)) + (value.z * value.z) + (value.w * value.w);
|
||||
FP num = FP.One / FP.Sqrt(num2);
|
||||
result.x = value.x * num;
|
||||
result.y = value.y * num;
|
||||
result.z = value.z * num;
|
||||
result.w = value.w * num;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region public static void Swap(ref JVector vector1, ref JVector vector2)
|
||||
|
||||
/// <summary>
|
||||
/// Swaps the components of both vectors.
|
||||
/// </summary>
|
||||
/// <param name="vector1">The first vector to swap with the second.</param>
|
||||
/// <param name="vector2">The second vector to swap with the first.</param>
|
||||
public static void Swap(ref TSVector4 vector1, ref TSVector4 vector2)
|
||||
{
|
||||
FP temp;
|
||||
|
||||
temp = vector1.x;
|
||||
vector1.x = vector2.x;
|
||||
vector2.x = temp;
|
||||
|
||||
temp = vector1.y;
|
||||
vector1.y = vector2.y;
|
||||
vector2.y = temp;
|
||||
|
||||
temp = vector1.z;
|
||||
vector1.z = vector2.z;
|
||||
vector2.z = temp;
|
||||
|
||||
temp = vector1.w;
|
||||
vector1.w = vector2.w;
|
||||
vector2.w = temp;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiply a vector with a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to multiply.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <returns>Returns the multiplied vector.</returns>
|
||||
#region public static JVector Multiply(JVector value1, FP scaleFactor)
|
||||
public static TSVector4 Multiply(TSVector4 value1, FP scaleFactor)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Multiply(ref value1, scaleFactor, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiply a vector with a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to multiply.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <param name="result">Returns the multiplied vector.</param>
|
||||
public static void Multiply(ref TSVector4 value1, FP scaleFactor, out TSVector4 result)
|
||||
{
|
||||
result.x = value1.x * scaleFactor;
|
||||
result.y = value1.y * scaleFactor;
|
||||
result.z = value1.z * scaleFactor;
|
||||
result.w = value1.w * scaleFactor;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the dot product of two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>Returns the dot product of both.</returns>
|
||||
#region public static FP operator *(JVector value1, JVector value2)
|
||||
public static FP operator *(TSVector4 value1, TSVector4 value2)
|
||||
{
|
||||
return TSVector4.Dot(ref value1, ref value2);
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies a vector by a scale factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to scale.</param>
|
||||
/// <param name="value2">The scale factor.</param>
|
||||
/// <returns>Returns the scaled vector.</returns>
|
||||
#region public static JVector operator *(JVector value1, FP value2)
|
||||
public static TSVector4 operator *(TSVector4 value1, FP value2)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Multiply(ref value1, value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies a vector by a scale factor.
|
||||
/// </summary>
|
||||
/// <param name="value2">The vector to scale.</param>
|
||||
/// <param name="value1">The scale factor.</param>
|
||||
/// <returns>Returns the scaled vector.</returns>
|
||||
#region public static JVector operator *(FP value1, JVector value2)
|
||||
public static TSVector4 operator *(FP value1, TSVector4 value2)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Multiply(ref value2, value1, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Subtracts two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>The difference of both vectors.</returns>
|
||||
#region public static JVector operator -(JVector value1, JVector value2)
|
||||
public static TSVector4 operator -(TSVector4 value1, TSVector4 value2)
|
||||
{
|
||||
TSVector4 result; TSVector4.Subtract(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Adds two vectors.
|
||||
/// </summary>
|
||||
/// <param name="value1">The first vector.</param>
|
||||
/// <param name="value2">The second vector.</param>
|
||||
/// <returns>The sum of both vectors.</returns>
|
||||
#region public static JVector operator +(JVector value1, JVector value2)
|
||||
public static TSVector4 operator +(TSVector4 value1, TSVector4 value2)
|
||||
{
|
||||
TSVector4 result; TSVector4.Add(ref value1, ref value2, out result);
|
||||
return result;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Divides a vector by a factor.
|
||||
/// </summary>
|
||||
/// <param name="value1">The vector to divide.</param>
|
||||
/// <param name="scaleFactor">The scale factor.</param>
|
||||
/// <returns>Returns the scaled vector.</returns>
|
||||
public static TSVector4 operator /(TSVector4 value1, FP value2)
|
||||
{
|
||||
TSVector4 result;
|
||||
TSVector4.Divide(ref value1, value2, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public TSVector2 ToTSVector2()
|
||||
{
|
||||
return new TSVector2(this.x, this.y);
|
||||
}
|
||||
|
||||
public TSVector ToTSVector()
|
||||
{
|
||||
return new TSVector(this.x, this.y, this.z);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
36
TrueSync-Math/Properties/AssemblyInfo.cs
Normal file
36
TrueSync-Math/Properties/AssemblyInfo.cs
Normal file
@ -0,0 +1,36 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// 有关程序集的一般信息由以下
|
||||
// 控制。更改这些特性值可修改
|
||||
// 与程序集关联的信息。
|
||||
[assembly: AssemblyTitle("TrueSync-Math")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("TrueSync-Math")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2021")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// 将 ComVisible 设置为 false 会使此程序集中的类型
|
||||
//对 COM 组件不可见。如果需要从 COM 访问此程序集中的类型
|
||||
//请将此类型的 ComVisible 特性设置为 true。
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID
|
||||
[assembly: Guid("7f9d0971-ecea-4e83-97a1-888839852d10")]
|
||||
|
||||
// 程序集的版本信息由下列四个值组成:
|
||||
//
|
||||
// 主版本
|
||||
// 次版本
|
||||
// 生成号
|
||||
// 修订号
|
||||
//
|
||||
// 可以指定所有值,也可以使用以下所示的 "*" 预置版本号和修订号
|
||||
//通过使用 "*",如下所示:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
49
TrueSync-Math/TrueSync-Math.csproj
Normal file
49
TrueSync-Math/TrueSync-Math.csproj
Normal file
@ -0,0 +1,49 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{7F9D0971-ECEA-4E83-97A1-888839852D10}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>TrueSync_Math</RootNamespace>
|
||||
<AssemblyName>TrueSync-Math</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<Deterministic>true</Deterministic>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Math\Fix64.cs" />
|
||||
<Compile Include="Math\Fix64AcosLut.cs" />
|
||||
<Compile Include="Math\Fix64SinLut.cs" />
|
||||
<Compile Include="Math\Fix64TanLut.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Math\TSMath.cs" />
|
||||
<Compile Include="Math\TSMatrix.cs" />
|
||||
<Compile Include="Math\TSMatrix4x4.cs" />
|
||||
<Compile Include="Math\TSQuaternion.cs" />
|
||||
<Compile Include="Math\TSRandom.cs" />
|
||||
<Compile Include="Math\TSVector.cs" />
|
||||
<Compile Include="Math\TSVector2.cs" />
|
||||
<Compile Include="Math\TSVector4.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
Reference in New Issue
Block a user