using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using _Math = System.Math; namespace THREE { /// /// @author mrdoob / http://mrdoob.com/ /// @author kile / http://kile.stravaganza.org/ /// @author philogb / http://blog.thejit.org/ /// @author mikael emtinger / http://gomo.se/ /// @author egraether / http://egraether.com/ /// @author WestLangley / http://github.com/WestLangley /// @author tengge / https://github.com/tengge1 /// public class Vector3 { public double x = 0.0; public double y = 0.0; public double z = 0.0; public Vector3(double x = 0.0, double y = 0.0, double z = 0.0) { this.x = x; this.y = y; this.z = z; } public const bool isVector3 = true; public Vector3 Set(double x, double y, double z) { this.x = x; this.y = y; this.z = z; return this; } public Vector3 SetScalar(double scalar) { this.x = scalar; this.y = scalar; this.z = scalar; return this; } public Vector3 SetX(double x) { this.x = x; return this; } public Vector3 SetY(double y) { this.y = y; return this; } public Vector3 SetZ(double z) { this.z = z; return this; } public Vector3 SetComponent(int index, double value) { switch (index) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; default: throw new Exception($"index is out of range: {index}"); } return this; } public double GetComponent(int index) { switch (index) { case 0: return this.x; case 1: return this.y; case 2: return this.z; default: throw new Exception($"index is out of range: {index}"); } } public Vector3 Clone() { return new Vector3(this.x, this.y, this.z); } public Vector3 Copy(Vector3 v) { this.x = v.x; this.y = v.y; this.z = v.z; return this; } public Vector3 Add(Vector3 v, Vector3 w = null) { if (w != null) { Console.WriteLine("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."); return this.AddVectors(v, w); } this.x += v.x; this.y += v.y; this.z += v.z; return this; } public Vector3 AddScalar(double s) { this.x += s; this.y += s; this.z += s; return this; } public Vector3 AddVectors(Vector3 a, Vector3 b) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this; } public Vector3 AddScaledVector(Vector3 v, double s) { this.x += v.x * s; this.y += v.y * s; this.z += v.z * s; return this; } public Vector3 Sub(Vector3 v, Vector3 w = null) { if (w != null) { Console.WriteLine("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."); return this.SubVectors(v, w); } this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; } public Vector3 SubScalar(double s) { this.x -= s; this.y -= s; this.z -= s; return this; } public Vector3 SubVectors(Vector3 a, Vector3 b) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this; } public Vector3 Multiply(Vector3 v, Vector3 w = null) { if (w != null) { Console.WriteLine("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."); return this.MultiplyVectors(v, w); } this.x *= v.x; this.y *= v.y; this.z *= v.z; return this; } public Vector3 MultiplyScalar(double scalar) { this.x *= scalar; this.y *= scalar; this.z *= scalar; return this; } public Vector3 MultiplyVectors(Vector3 a, Vector3 b) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this; } public Vector3 ApplyEuler(Euler euler) { var quaternion = new Quaternion(); return this.ApplyQuaternion(quaternion.SetFromEuler(euler)); } public Vector3 ApplyAxisAngle(Vector3 axis, double angle) { var quaternion = new Quaternion(); return this.ApplyQuaternion(quaternion.SetFromAxisAngle(axis, angle)); } public Vector3 ApplyMatrix3(Matrix3 m) { double x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[0] * x + e[3] * y + e[6] * z; this.y = e[1] * x + e[4] * y + e[7] * z; this.z = e[2] * x + e[5] * y + e[8] * z; return this; } public Vector3 ApplyMatrix4(Matrix4 m) { double x = this.x, y = this.y, z = this.z; var e = m.elements; var w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]); this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w; this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w; this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w; return this; } public Vector3 ApplyQuaternion(Quaternion q) { double x = this.x, y = this.y, z = this.z; double qx = q._x, qy = q._y, qz = q._z, qw = q._w; // calculate quat * vector var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return this; } //public Project(camera ) // { // return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix); // }, //public Unproject() // { // var matrix = new Matrix4(); // return this.ApplyMatrix4(matrix.GetInverse(Camera.projectionMatrix)).applyMatrix4(Camera.matrixWorld); // } public Vector3 TransformDirection(Matrix4 m) { // input: THREE.Matrix4 affine matrix // vector interpreted as a direction double x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[0] * x + e[4] * y + e[8] * z; this.y = e[1] * x + e[5] * y + e[9] * z; this.z = e[2] * x + e[6] * y + e[10] * z; return this.Normalize(); } public Vector3 Divide(Vector3 v) { this.x /= v.x; this.y /= v.y; this.z /= v.z; return this; } public Vector3 DivideScalar(double scalar) { return this.MultiplyScalar(1 / scalar); } public Vector3 Min(Vector3 v) { this.x = _Math.Min(this.x, v.x); this.y = _Math.Min(this.y, v.y); this.z = _Math.Min(this.z, v.z); return this; } public Vector3 Max(Vector3 v) { this.x = _Math.Max(this.x, v.x); this.y = _Math.Max(this.y, v.y); this.z = _Math.Max(this.z, v.z); return this; } public Vector3 Clamp(Vector3 min, Vector3 max) { // assumes min < max, componentwise this.x = _Math.Max(min.x, _Math.Min(max.x, this.x)); this.y = _Math.Max(min.y, _Math.Min(max.y, this.y)); this.z = _Math.Max(min.z, _Math.Min(max.z, this.z)); return this; } public Vector3 ClampScalar(double minVal, double maxVal) { var min = new Vector3(); var max = new Vector3(); min.Set(minVal, minVal, minVal); max.Set(maxVal, maxVal, maxVal); return this.Clamp(min, max); } public Vector3 ClampLength(double min, double max) { var length = this.Length(); return this.DivideScalar(length == 0 ? 1.0 : length).MultiplyScalar(_Math.Max(min, _Math.Min(max, length))); } public Vector3 Floor() { this.x = _Math.Floor(this.x); this.y = _Math.Floor(this.y); this.z = _Math.Floor(this.z); return this; } public Vector3 Ceil() { this.x = _Math.Ceiling(this.x); this.y = _Math.Ceiling(this.y); this.z = _Math.Ceiling(this.z); return this; } public Vector3 Round() { this.x = _Math.Round(this.x); this.y = _Math.Round(this.y); this.z = _Math.Round(this.z); return this; } public Vector3 RoundToZero() { this.x = (this.x < 0) ? _Math.Ceiling(this.x) : _Math.Floor(this.x); this.y = (this.y < 0) ? _Math.Ceiling(this.y) : _Math.Floor(this.y); this.z = (this.z < 0) ? _Math.Ceiling(this.z) : _Math.Floor(this.z); return this; } public Vector3 Negate() { this.x = -this.x; this.y = -this.y; this.z = -this.z; return this; } public double Dot(Vector3 v) { return this.x * v.x + this.y * v.y + this.z * v.z; } // TODO lengthSquared? public double LengthSq() { return this.x * this.x + this.y * this.y + this.z * this.z; } public double Length() { return _Math.Sqrt(this.x * this.x + this.y * this.y + this.z * this.z); } public double ManhattanLength() { return _Math.Abs(this.x) + _Math.Abs(this.y) + _Math.Abs(this.z); } public Vector3 Normalize() { var length = this.Length(); return this.DivideScalar(length == 0 ? 1.0 : length); } public Vector3 SetLength(double length) { return this.Normalize().MultiplyScalar(length); } public Vector3 Lerp(Vector3 v, double alpha) { this.x += (v.x - this.x) * alpha; this.y += (v.y - this.y) * alpha; this.z += (v.z - this.z) * alpha; return this; } public Vector3 LerpVectors(Vector3 v1, Vector3 v2, double alpha) { return this.SubVectors(v2, v1).MultiplyScalar(alpha).Add(v1); } public Vector3 Cross(Vector3 v, Vector3 w = null) { if (w != null) { Console.WriteLine("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."); return this.CrossVectors(v, w); } return this.CrossVectors(this, v); } public Vector3 CrossVectors(Vector3 a, Vector3 b) { double ax = a.x, ay = a.y, az = a.z; double bx = b.x, by = b.y, bz = b.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx; return this; } public Vector3 ProjectOnVector(Vector3 vector) { var scalar = vector.Dot(this) / vector.LengthSq(); return this.Copy(vector).MultiplyScalar(scalar); } public Vector3 ProjectOnPlane(Vector3 planeNormal) { var v1 = new Vector3(); v1.Copy(this).ProjectOnVector(planeNormal); return this.Sub(v1); } public Vector3 Reflect(Vector3 normal) { // reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length var v1 = new Vector3(); return this.Sub(v1.Copy(normal).MultiplyScalar(2 * this.Dot(normal))); } public double AngleTo(Vector3 v) { var theta = this.Dot(v) / (_Math.Sqrt(this.LengthSq() * v.LengthSq())); // clamp, to handle numerical problems return _Math.Acos(Math.Clamp(theta, -1, 1)); } public double DistanceTo(Vector3 v) { return _Math.Sqrt(this.DistanceToSquared(v)); } public double DistanceToSquared(Vector3 v) { double dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; return dx * dx + dy * dy + dz * dz; } public double ManhattanDistanceTo(Vector3 v) { return _Math.Abs(this.x - v.x) + _Math.Abs(this.y - v.y) + _Math.Abs(this.z - v.z); } public Vector3 SetFromSpherical(Spherical s) { return this.SetFromSphericalCoords(s.radius, s.phi, s.theta); } public Vector3 SetFromSphericalCoords(double radius, double phi, double theta) { var sinPhiRadius = _Math.Sin(phi) * radius; this.x = sinPhiRadius * _Math.Sin(theta); this.y = _Math.Cos(phi) * radius; this.z = sinPhiRadius * _Math.Cos(theta); return this; } public Vector3 SetFromCylindrical(Cylindrical c) { return this.SetFromCylindricalCoords(c.radius, c.theta, c.y); } public Vector3 SetFromCylindricalCoords(double radius, double theta, double y) { this.x = radius * _Math.Sin(theta); this.y = y; this.z = radius * _Math.Cos(theta); return this; } public Vector3 SetFromMatrixPosition(Matrix4 m) { var e = m.elements; this.x = e[12]; this.y = e[13]; this.z = e[14]; return this; } public Vector3 SetFromMatrixScale(Matrix4 m) { var sx = this.SetFromMatrixColumn(m, 0).Length(); var sy = this.SetFromMatrixColumn(m, 1).Length(); var sz = this.SetFromMatrixColumn(m, 2).Length(); this.x = sx; this.y = sy; this.z = sz; return this; } public Vector3 SetFromMatrixColumn(Matrix4 m, int index) { return this.FromArray(m.elements, index * 4); } public bool Equals(Vector3 v) { return (v.x == this.x) && (v.y == this.y) && (v.z == this.z); } public Vector3 FromArray(double[] array, int offset = 0) { this.x = array[offset]; this.y = array[offset + 1]; this.z = array[offset + 2]; return this; } public double[] ToArray(double[] array = null, int offset = 0) { if (array == null) array = new double[2]; array[offset] = this.x; array[offset + 1] = this.y; array[offset + 2] = this.z; return array; } } }