namespace arrange; final wrap scheduale solution
This commit is contained in:
@@ -28,20 +28,12 @@
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Graphics.ShaderEdit;
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using StgSharp.HighPerformance;
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using StgSharp.Mathematics;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace StgSharp.Graphics
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namespace StgSharp.Mathematics.Graphic
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{
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public sealed class Camera : IglConvertable
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{
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@@ -150,7 +142,7 @@ namespace StgSharp.Graphics
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public unsafe void SetAllUniforms()
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{
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// Console.WriteLine(Projection * ViewBase);
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OpenGL.OpenGLFunction.CurrentGL.SetUniformValue(convertedUniform, Projection * View);
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OpenGLFunction.CurrentGL.SetUniformValue(convertedUniform, Projection * View);
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}
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public void SetViewDirection(Vec3 position, Vec3 target, Vec3 up)
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@@ -172,7 +164,7 @@ namespace StgSharp.Graphics
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_isLookAtAvailable = false;
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Linear.Orthogonalize(ref direction, ref up);
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direction.Orthogonalize(ref up);
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Vec3 right = Linear.Orthogonalize(Linear.Cross(up, direction));
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@@ -186,24 +178,24 @@ namespace StgSharp.Graphics
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InternalYaw();
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}
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public void SetViewRange(Radius fovRadius, Vec2 size, Vec2 offset, (float front, float back) dephRange)
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public void SetViewRange(Radius fovRadius, Vec2 size, Vec2 offset, (float front, float back) depthRange)
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{
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float
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distance = _target.GetLength(),
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near = distance - dephRange.front,
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far = distance + dephRange.back,
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near = distance - depthRange.front,
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far = distance + depthRange.back,
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offsetX = offset.X,
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offsetY = offset.Y,
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width = Scaler.Abs(GeometryScaler.Tan(fovRadius / 2) * near * 2),
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height = (width * size.Y) / size.X;
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height = width * size.Y / size.X;
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_projection.colum0.X = (2 * near) / width;
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_projection.colum1.Y = (2 * near) / height;
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_projection.colum2.X = (2 * offsetX) / width;
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_projection.colum2.Y = (2 * offsetY) / height;
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_projection.colum0.X = 2 * near / width;
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_projection.colum1.Y = 2 * near / height;
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_projection.colum2.X = 2 * offsetX / width;
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_projection.colum2.Y = 2 * offsetY / height;
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_projection.colum2.Z = (far + near) / (near - far);
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_projection.colum2.W = -1;
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_projection.colum3.Z = (2 * near * far) / (near - far);
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_projection.colum3.Z = 2 * near * far / (near - far);
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}
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public void Test(params Vec4[] vec)
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@@ -0,0 +1,270 @@
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="Matrix44.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Internal.Intrinsic;
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using StgSharp.Mathematics.Numeric;
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using System;
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using System.ComponentModel;
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using System.Drawing;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace StgSharp.Mathematics.Graphic
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{
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[StructLayout(LayoutKind.Explicit, Size = 2 * 16 * sizeof(float) + sizeof(bool), Pack = 16)]
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public unsafe struct Matrix44 : IEquatable<Matrix44>, IMatrix<Matrix44>
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{
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[FieldOffset(2 * 64 * sizeof(float))] internal bool isTransposed;
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[FieldOffset(0)] internal ColumnSet4 mat;
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[FieldOffset(16 * sizeof(float))] internal ColumnSet4 transpose;
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[FieldOffset(0 * sizeof(float))] internal Vec4 colum0;
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[FieldOffset(4 * sizeof(float))] internal Vec4 colum1;
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[FieldOffset(8 * sizeof(float))] internal Vec4 colum2;
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[FieldOffset(12 * sizeof(float))] internal Vec4 colum3;
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internal Matrix44(ColumnSet4 mat)
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{
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Unsafe.SkipInit(out this);
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isTransposed = false;
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this.mat = mat;
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}
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internal Matrix44(Vector4 vec0, Vector4 vec1, Vector4 vec2, Vector4 vec3)
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{
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Unsafe.SkipInit(out this);
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isTransposed = false;
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mat.colum0 = vec0;
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mat.colum1 = vec1;
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mat.colum2 = vec2;
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mat.colum3 = vec3;
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}
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public Matrix44()
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{
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Unsafe.SkipInit(out this);
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isTransposed = false;
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}
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public unsafe Matrix44(
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float a00,
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float a01,
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float a02,
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float a03,
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float a10,
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float a11,
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float a12,
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float a13,
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float a20,
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float a21,
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float a22,
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float a23,
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float a30,
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float a31,
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float a32,
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float a33)
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{
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Unsafe.SkipInit(out this);
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isTransposed = false;
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mat.colum0 = new Vector4(a00, a10, a20, a30);
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mat.colum1 = new Vector4(a01, a11, a21, a31);
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mat.colum2 = new Vector4(a02, a12, a22, a32);
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mat.colum3 = new Vector4(a03, a13, a23, a33);
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}
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public unsafe float this[int rowNum, int columNum]
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{
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get
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{
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#if DEBUG
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if (rowNum is > 3 or < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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if (columNum is > 3 or < 0) {
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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#endif
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InternalTranspose();
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fixed (float* p = &transpose.m00)
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{
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ulong pBit = (ulong)p + (ulong)sizeof(Vector4) * (ulong)rowNum + sizeof(float) * (ulong)columNum;
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return *(float*)pBit;
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}
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}
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set
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{
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#if DEBUG
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if (rowNum is > 3 or < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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if (columNum is > 3 or < 0) {
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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#endif
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InternalTranspose();
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fixed (float* p = &transpose.m00)
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{
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ulong pbit = (ulong)p + (ulong)sizeof(Vector4) * (ulong)rowNum + sizeof(float) * (ulong)columNum;
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*(float*)pbit = value;
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}
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isTransposed = false;
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}
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}
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public Matrix44 Transpose
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{
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get
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{
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InternalTranspose();
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return new Matrix44(transpose);
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}
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}
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public static Matrix44 Unit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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public static Matrix44 WNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1);
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public static Matrix44 XNegativeUnit => new Matrix44(-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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public static Matrix44 YNegativeUnit => new Matrix44(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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public static Matrix44 ZNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe float Det()
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{
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return 0;
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}
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public override bool Equals(object? obj)
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{
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return obj is Matrix44 x && Equals(x);
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}
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public bool Equals(Matrix44 other)
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{
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return mat.Equals(other.mat);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(
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mat.colum0.GetHashCode(), mat.colum1.GetHashCode(), mat.colum2.GetHashCode(),
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mat.colum3.GetHashCode());
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}
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public override string ToString()
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{
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InternalTranspose();
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return $"{transpose.colum0}{transpose.colum1}{transpose.colum2}{transpose.colum3}";
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal unsafe void InternalTranspose()
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{
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if (!isTransposed)
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{
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fixed (ColumnSet4* source = &mat, target = &transpose)
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{
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InternalIO.Intrinsic.f32_transpose(source, target);
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// InternalIO.Intrinsic.transpose44(source, target);
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}
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isTransposed = true;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix44 operator -(Matrix44 left, Matrix44 right)
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{
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return new Matrix44(
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right.mat.colum0 - left.mat.colum0, right.mat.colum1 - left.mat.colum1,
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right.mat.colum2 - left.mat.colum2, right.mat.colum3 - left.mat.colum3);
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}
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public static bool operator !=(Matrix44 left, Matrix44 right)
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{
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return !(left == right);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix44 operator *(Matrix44 mat, float value)
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{
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return new Matrix44(
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mat.mat.colum0 * value, mat.mat.colum1 * value, mat.mat.colum2 * value,
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mat.mat.colum3 * value);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix44 operator *(Matrix44 left, Matrix44 right)
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{
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left.InternalTranspose();
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return new Matrix44(
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum0, right.mat.colum3),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum3),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2),
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Vector4.Dot(left.transpose.colum2, right.mat.colum3),
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Vector4.Dot(left.transpose.colum3, right.mat.colum0),
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Vector4.Dot(left.transpose.colum3, right.mat.colum1),
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Vector4.Dot(left.transpose.colum3, right.mat.colum2),
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Vector4.Dot(left.transpose.colum3, right.mat.colum3));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix44 operator +(Matrix44 left, Matrix44 right)
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{
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Matrix44 ret = new Matrix44();
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// InternalIO.Intrinsic.add_mat_4(&left.mat, &right.mat, &ret.mat);
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return ret;
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}
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public static bool operator ==(Matrix44 left, Matrix44 right)
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{
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return left.Equals(right);
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}
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}
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}
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@@ -0,0 +1,164 @@
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="Vec2.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
|
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//
|
||||
// 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.
|
||||
//
|
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.HighPerformance;
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using StgSharp.Mathematics.Numeric;
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using System.Net.Http.Headers;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace StgSharp.Mathematics.Graphic
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{
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/// <summary>
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/// A two dimension vector defined by two elements. Vec2 in World are default used as colum
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/// vector.
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/// </summary>
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[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
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public struct Vec2 : IUnmanagedVector<Vec2>
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{
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[FieldOffset(0)] internal unsafe fixed float num[2];
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[FieldOffset(0)]
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internal M128 reg;
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[FieldOffset(0)]
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internal Vector2 v;
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[FieldOffset(0)]
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public float X;
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[FieldOffset(4)]
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public float Y;
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internal Vec2(Vector2 vec)
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{
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Unsafe.SkipInit(out reg);
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Unsafe.SkipInit(out X);
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Unsafe.SkipInit(out Y);
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v = vec;
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}
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internal Vec2(M128 vec)
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{
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Unsafe.SkipInit(out reg);
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Unsafe.SkipInit(out X);
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Unsafe.SkipInit(out Y);
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reg = vec;
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reg.Member<ulong>(1) = 0;
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}
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public Vec2(float x, float y)
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{
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v = new Vector2(x, y);
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}
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public static Vec2 Unit => new Vec2(1, 1);
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public static Vec2 Zero => new Vec2(0, 0);
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public static Vec2 One
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{
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get => new Vec2(1, 1);
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}
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public Vec2 XY
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{
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readonly get => this;
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set => this = value;
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}
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public Vec3 XYZ
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{
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readonly get => new(reg);
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set
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{
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reg = value.reg;
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reg.Member<ulong>(1) = 0;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float Cross(Vec2 right)
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{
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return X * right.Y - Y * right.X;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float Dot(Vec2 vec)
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{
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return Vector2.Dot(v, vec.v);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec2 operator -(Vec2 left, Vec2 right)
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{
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return new Vec2(left.v - right.v);
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}
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public static bool operator !=(Vec2 left, Vec2 right)
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{
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return !(left == right);
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}
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public static Vec2 operator *(Vec2 vec, float value)
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{
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return new Vec2(vec.v * value);
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}
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public static Vec2 operator *(float value, Vec2 vec)
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||||
{
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return new Vec2(vec.v * value);
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||||
}
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public static Vec2 operator /(Vec2 vec, float value)
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{
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return new Vec2(vec.v / value);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec2 operator +(Vec2 left, Vec2 right)
|
||||
{
|
||||
return new Vec2(left.v + right.v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static bool operator ==(Vec2 left, Vec2 right)
|
||||
{
|
||||
return left.v == right.v;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static implicit operator Vec2((float, float) tuple)
|
||||
{
|
||||
return new Vec2(tuple.Item1, tuple.Item2);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,256 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vec3.cs"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
// -----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
using StgSharp.HighPerformance;
|
||||
using StgSharp.Mathematics.Numeric;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace StgSharp.Mathematics.Graphic
|
||||
{
|
||||
[CollectionBuilder(typeof(Vec3), nameof(FromSpan))]
|
||||
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
|
||||
public struct Vec3 : IEquatable<Vec3>, IUnmanagedVector<Vec3>, IEnumerable<float>
|
||||
{
|
||||
|
||||
[FieldOffset(0)] internal unsafe fixed float num[3];
|
||||
[FieldOffset(0)] internal M128 reg;
|
||||
|
||||
[FieldOffset(0)] internal Vector3 v;
|
||||
|
||||
[FieldOffset(0)] public float X;
|
||||
[FieldOffset(4)] public float Y;
|
||||
[FieldOffset(8)] public float Z;
|
||||
|
||||
internal Vec3(M128 vector)
|
||||
{
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
Unsafe.SkipInit(out Z);
|
||||
Unsafe.SkipInit(out v);
|
||||
reg = vector;
|
||||
reg.Member<uint>(3) = 0;
|
||||
}
|
||||
|
||||
internal Vec3(Vector3 vector)
|
||||
{
|
||||
v = vector;
|
||||
}
|
||||
|
||||
public Vec3()
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
}
|
||||
|
||||
public Vec3(Vec2 xy, float z)
|
||||
{
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
Unsafe.SkipInit(out Z);
|
||||
Unsafe.SkipInit(out v);
|
||||
reg = xy.reg;
|
||||
Z = z;
|
||||
}
|
||||
|
||||
public Vec3(float x, float y, float z)
|
||||
{
|
||||
Unsafe.SkipInit(out reg);
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
Unsafe.SkipInit(out Z);
|
||||
v = new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
public unsafe Vec2 XY
|
||||
{
|
||||
get => new Vec2(reg);
|
||||
set
|
||||
{
|
||||
fixed (Vector3* vptr = &v) {
|
||||
*(Vector2*)vptr = value.v;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Vec3 XYZ
|
||||
{
|
||||
get => new(v);
|
||||
set => this = value;
|
||||
}
|
||||
|
||||
public static Vec3 Zero => new Vec3(0, 0, 0);
|
||||
|
||||
public static Vec3 One => new Vec3(1, 1, 1);
|
||||
|
||||
public static Vec3 UnitX => new Vec3(1, 0, 0);
|
||||
|
||||
public static Vec3 UnitY => new Vec3(0, 1, 0);
|
||||
|
||||
public static Vec3 UnitZ => new Vec3(0, 0, 1);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec3 Cross(Vec3 left, Vec3 right)
|
||||
{
|
||||
return Linear.Cross(left, right);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public float Dot(Vec3 right)
|
||||
{
|
||||
return Vector3.Dot(v, right.v);
|
||||
}
|
||||
|
||||
public bool Equals(Vec3 other)
|
||||
{
|
||||
return reg == other.reg;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is Vec3)
|
||||
{
|
||||
return this == (Vec3)obj;
|
||||
} else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public static Vec3 FromSpan(ReadOnlySpan<float> span)
|
||||
{
|
||||
Vec3 v = new Vec3();
|
||||
span.CopyTo(MemoryMarshal.CreateSpan(ref v.X, 3));
|
||||
return v;
|
||||
}
|
||||
|
||||
public unsafe IEnumerator<float> GetEnumerator()
|
||||
{
|
||||
for (int i = 0; i < 3; i++) {
|
||||
yield return reg.Member<float>(i);
|
||||
}
|
||||
}
|
||||
|
||||
public override unsafe int GetHashCode()
|
||||
{
|
||||
fixed (float* add = &X) {
|
||||
return HashCode.Combine(X, Y, Z, (ulong)add);
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public float GetMaxValue()
|
||||
{
|
||||
float ret = X;
|
||||
ret = ret > Y ? ret : Y;
|
||||
ret = ret > Z ? ret : Z;
|
||||
return ret;
|
||||
}
|
||||
|
||||
public static bool IsParallel(Vec3 left, Vec3 right)
|
||||
{
|
||||
return Cross(left, right) == Zero;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"[{X},{Y},{Z}]";
|
||||
}
|
||||
|
||||
public string ToString(string sample)
|
||||
{
|
||||
return $"[{X.ToString(sample)},{Y.ToString(sample)},{Z.ToString(sample)}]";
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec3 operator -(Vec3 vec)
|
||||
{
|
||||
return new Vec3(-vec.v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec3 operator -(Vec3 left, Vec3 right)
|
||||
{
|
||||
return new Vec3(left.v - right.v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static bool operator !=(Vec3 left, Vec3 right)
|
||||
{
|
||||
return left.v != right.v;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec3 operator *(Vec3 vec, float value)
|
||||
{
|
||||
return new Vec3(vec.v * value);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static float operator *(Vec3 left, Vec3 right)
|
||||
{
|
||||
return Vector3.Dot(left.v, right.v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec3 operator /(Vec3 vec, float value)
|
||||
{
|
||||
return new Vec3(vec.v / value);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec3 operator +(Vec3 left, Vec3 right)
|
||||
{
|
||||
return new Vec3(left.v + right.v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static bool operator ==(Vec3 left, Vec3 right)
|
||||
{
|
||||
return left.v == right.v;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe implicit operator Vec3((float, float, float) tuple)
|
||||
{
|
||||
Vec3 vec = new Vec3(*(Vector3*)&tuple);
|
||||
return vec;
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,191 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vec4.cs"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
// -----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
using StgSharp.HighPerformance;
|
||||
using StgSharp.Internal.Intrinsic;
|
||||
using StgSharp.Mathematics.Numeric;
|
||||
using System;
|
||||
using System.Data.Common;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace StgSharp.Mathematics.Graphic
|
||||
{
|
||||
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
|
||||
public struct Vec4 : IEquatable<Vec4>, IUnmanagedVector<Vec4>
|
||||
{
|
||||
|
||||
[FieldOffset(0)] internal unsafe fixed float num[4];
|
||||
|
||||
[FieldOffset(0)] internal M128 reg;
|
||||
|
||||
[FieldOffset(0)] internal Vector4 vec;
|
||||
[FieldOffset(12)] public float W;
|
||||
|
||||
[FieldOffset(0)] public float X;
|
||||
[FieldOffset(4)] public float Y;
|
||||
[FieldOffset(8)] public float Z;
|
||||
|
||||
internal Vec4(Vector4 v)
|
||||
{
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
Unsafe.SkipInit(out Z);
|
||||
Unsafe.SkipInit(out W);
|
||||
Unsafe.SkipInit(out reg);
|
||||
|
||||
vec = v;
|
||||
}
|
||||
|
||||
internal Vec4(M128 v)
|
||||
{
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
Unsafe.SkipInit(out Z);
|
||||
Unsafe.SkipInit(out W);
|
||||
Unsafe.SkipInit(out vec);
|
||||
|
||||
reg = v;
|
||||
}
|
||||
|
||||
public Vec4(Vec3 v3, float w)
|
||||
{
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
Unsafe.SkipInit(out Z);
|
||||
Unsafe.SkipInit(out W);
|
||||
reg = v3.reg;
|
||||
W = w;
|
||||
}
|
||||
|
||||
public Vec4(float x, float y, float z, float w)
|
||||
{
|
||||
vec = new Vector4(x, y, z, w);
|
||||
}
|
||||
|
||||
public unsafe Vec2 XY
|
||||
{
|
||||
get => new Vec2(reg);
|
||||
set
|
||||
{
|
||||
X = value.X;
|
||||
Y = value.Y;
|
||||
}
|
||||
}
|
||||
|
||||
public unsafe Vec3 XYZ
|
||||
{
|
||||
get => new Vec3(reg);
|
||||
set
|
||||
{
|
||||
float w = W;
|
||||
reg = value.reg;
|
||||
W = w;
|
||||
}
|
||||
}
|
||||
|
||||
public static Vec4 One
|
||||
{
|
||||
get => new Vec4(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
public static Vec4 Zero
|
||||
{
|
||||
get => new Vec4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec4 Add(Vec4 left, Vec4 right)
|
||||
{
|
||||
return left + right;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return obj is Vec4 v ? v == this : false;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return vec.GetHashCode();
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec4 Subtract(Vec4 left, Vec4 right)
|
||||
{
|
||||
return left - right;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return vec.ToString();
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec4 operator -(Vec4 left, Vec4 right)
|
||||
{
|
||||
return new Vec4(left.vec - right.vec);
|
||||
}
|
||||
|
||||
public static bool operator !=(Vec4 left, Vec4 right)
|
||||
{
|
||||
return !(left == right);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec4 operator *(Matrix44 mat, Vec4 vec)
|
||||
{
|
||||
mat.InternalTranspose();
|
||||
return new Vec4(
|
||||
Vector4.Dot(mat.transpose.colum0, vec.vec),
|
||||
Vector4.Dot(mat.transpose.colum1, vec.vec),
|
||||
Vector4.Dot(mat.transpose.colum2, vec.vec),
|
||||
Vector4.Dot(mat.transpose.colum3, vec.vec));
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec4 operator +(Vec4 left, Vec4 right)
|
||||
{
|
||||
return new Vec4(left.vec + right.vec);
|
||||
}
|
||||
|
||||
public static bool operator ==(Vec4 left, Vec4 right)
|
||||
{
|
||||
return left.vec == right.vec;
|
||||
}
|
||||
|
||||
bool IEquatable<Vec4>.Equals(Vec4 other)
|
||||
{
|
||||
return vec == other.vec;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,52 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.Cross.cs"
|
||||
// Project: World
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
// -----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
using StgSharp.Mathematics.Graphic;
|
||||
|
||||
namespace StgSharp.Mathematics.Graphic
|
||||
{
|
||||
public static unsafe partial class Linear
|
||||
{
|
||||
|
||||
public static float Cross(Vec2 vec1, Vec2 vec2)
|
||||
{
|
||||
return (vec1.X * vec2.Y) - (vec1.Y * vec2.X);
|
||||
}
|
||||
|
||||
public static Vec3 Cross(Vec3 vec1, Vec3 vec2)
|
||||
{
|
||||
return new Vec3(
|
||||
(vec1.Y * vec2.Z) - (vec1.Z * vec2.Y),
|
||||
(vec1.X * vec2.Z) - (vec1.Z * vec2.X),
|
||||
(vec1.X * vec2.Y) - (vec1.Y * vec2.X));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.GetAngle.cs"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
// -----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
using StgSharp.Mathematics.Graphic;
|
||||
|
||||
namespace StgSharp.Mathematics.Graphic
|
||||
{
|
||||
public static unsafe partial class Linear
|
||||
{
|
||||
|
||||
public static float GetAngle(Vec2 vec1, Vec2 vec2)
|
||||
{
|
||||
return Scaler.ACos(
|
||||
1 / (vec1.GetLength() * vec2.GetLength()));
|
||||
}
|
||||
|
||||
public static float GetAngle(Vec3 vec1, Vec3 vec2)
|
||||
{
|
||||
return Scaler.ACos((vec1 * vec2) / (vec1.GetLength() * vec2.GetLength()));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,49 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.GetLength.cs"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
// -----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
using StgSharp.Mathematics.Graphic;
|
||||
|
||||
namespace StgSharp.Mathematics.Graphic
|
||||
{
|
||||
public static unsafe partial class Linear
|
||||
{
|
||||
|
||||
public static float GetLength(this Vec3 vec)
|
||||
{
|
||||
return Scaler.Sqrt(vec.Dot(vec));
|
||||
}
|
||||
|
||||
public static float GetLength(this Vec2 vec)
|
||||
{
|
||||
return Scaler.Sqrt(vec.Dot(vec));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.Normalize.cs"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
// -----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
using StgSharp.Mathematics.Graphic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace StgSharp.Mathematics.Graphic
|
||||
{
|
||||
public static partial class Linear
|
||||
{
|
||||
|
||||
public static Vec4 Normalize(Vec4 vec)
|
||||
{
|
||||
return new Vec4
|
||||
{
|
||||
vec = Vector4.Normalize(vec.vec)
|
||||
};
|
||||
}
|
||||
|
||||
public static Vec3 Normalize(Vec3 vec)
|
||||
{
|
||||
return new Vec3
|
||||
{
|
||||
v = Vector3.Normalize(vec.v)
|
||||
};
|
||||
}
|
||||
|
||||
public static unsafe void Normalize(ref Vec4 source, ref Vec4 target)
|
||||
{
|
||||
Vector4 s = source.vec;
|
||||
Vector4 t = target.vec;
|
||||
|
||||
s = Vector4.Normalize(s);
|
||||
|
||||
Vector4 projection = Vector4.Multiply(s, t);
|
||||
|
||||
t -= projection;
|
||||
|
||||
source.vec = s;
|
||||
target.vec = t;
|
||||
}
|
||||
|
||||
public static unsafe void Normalize(ref Vec3 source, ref Vec3 target)
|
||||
{
|
||||
Vector3 s = source.v;
|
||||
Vector3 t = target.v;
|
||||
|
||||
s = Vector3.Normalize(s);
|
||||
Vector3 projection = Vector3.Dot(t, s) / Vector3.Dot(s, s) * s;
|
||||
t -= projection;
|
||||
t = Vector3.Normalize(t);
|
||||
|
||||
source.v = s;
|
||||
target.v = t;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,95 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.Orthogonalize.cs"
|
||||
// Project: World
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
// -----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
using StgSharp.Mathematics.Graphic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace StgSharp.Mathematics.Graphic
|
||||
{
|
||||
public static partial class Linear
|
||||
{
|
||||
|
||||
public static Vec4 Orthogonalize(this Vec4 vec)
|
||||
{
|
||||
return new Vec4
|
||||
{
|
||||
vec = Vector4.Normalize(vec.vec)
|
||||
};
|
||||
}
|
||||
|
||||
public static Vec3 Orthogonalize(Vec3 vec)
|
||||
{
|
||||
return new Vec3
|
||||
{
|
||||
v = Vector3.Normalize(vec.v)
|
||||
};
|
||||
}
|
||||
|
||||
public static unsafe void Orthogonalize(this Vec4 source, ref Vec4 target)
|
||||
{
|
||||
Vector4 s = source.vec;
|
||||
Vector4 t = target.vec;
|
||||
|
||||
s = Vector4.Normalize(s);
|
||||
|
||||
Vector4 projection = Vector4.Multiply(s, t);
|
||||
|
||||
t -= projection;
|
||||
|
||||
source.vec = s;
|
||||
target.vec = t;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Orthogonalize two <see cref="Vec3" />s, let their length be 1 and perpendicular to
|
||||
/// each other.
|
||||
/// </summary>
|
||||
/// <param _label="source">
|
||||
///
|
||||
/// </param>
|
||||
/// <param _label="target">
|
||||
///
|
||||
/// </param>
|
||||
public static unsafe void Orthogonalize(this Vec3 source, ref Vec3 target)
|
||||
{
|
||||
Vector3 s = source.v;
|
||||
Vector3 t = target.v;
|
||||
|
||||
s = Vector3.Normalize(s);
|
||||
Vector3 projection = Vector3.Dot(t, s) / Vector3.Dot(s, s) * s;
|
||||
t -= projection;
|
||||
t = Vector3.Normalize(t);
|
||||
|
||||
source.v = s;
|
||||
target.v = t;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user