ShadowEditor/THREE/Math/Vector3.cs
2018-12-07 21:32:09 +08:00

625 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using _Math = System.Math;
namespace THREE
{
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)
{
if (!(euler && euler.isEuler))
{
Console.WriteLine("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.");
}
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.Cos(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;
}
}
}