HLSF use long as aloloc size
This commit is contained in:
@@ -1,306 +1,306 @@
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="Camera"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// 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:
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||||
//
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||||
// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Graphics.ShaderEdit;
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using System;
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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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private bool _isLookAtAvailable;
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internal Matrix44 _lookAt;
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internal Matrix44 _projection;
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internal Matrix44 cameraAtt;
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internal Matrix44 rotation;
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internal Matrix44 rotationAtt;
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internal Radius _pitch;
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internal Radius _row;
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internal Radius _yaw;
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internal Uniform<Matrix44> convertedUniform;
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internal Vec3 _target, up;
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public Camera()
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{
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cameraAtt = Matrix44.Unit;
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_target = Vec3.Zero;
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up = Vec3.Zero;
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_isLookAtAvailable = false;
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_lookAt = Matrix44.Unit;
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rotationAtt = Matrix44.Unit;
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_projection = new Matrix44();
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}
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public Camera(Vec3 position, Vec3 target, Vec3 up)
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: this()
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{
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rotationAtt = Matrix44.Unit;
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cameraAtt = new Matrix44();
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SetViewDirection(position, target, up);
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_pitch = Radius.Zero;
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_row = Radius.Zero;
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_yaw = Radius.Zero;
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}
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public Matrix44 Projection => _projection;
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public Matrix44 View
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{
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get
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{
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if (_isLookAtAvailable) {
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return _lookAt;
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}
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Matrix44 move = Matrix44.Unit;
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move.column[3].vec -= cameraAtt.column[3].vec;
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_lookAt = rotationAtt.Transpose * move;
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_isLookAtAvailable = true;
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return _lookAt;
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}
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}
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public Matrix44 CameraMatrix()
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{
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return Projection * View;
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}
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public void DisplayGLtypeDefinition()
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{
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Console.WriteLine("uniform matrix4x4 cameraName;");
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}
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/// <summary>
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/// Get all uniform related to this <see cref="Camera" />.
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/// </summary>
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/// <param _label="source">
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/// Shader program requires this camera.
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/// </param>
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/// <param _label="uniformName">
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/// ContextName of all related uniforms. If you fallow form from <see
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/// cref="IglConvertable.DisplayGLtypeDefinition" />
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/// </param>
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/// <exception cref="ArgumentException">
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///
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/// </exception>
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public unsafe void GainAllUniforms(ShaderProgram source, params string[] uniformName)
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{
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if (uniformName is null || uniformName.Length != 1) {
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throw new ArgumentException(
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"Camera needs exactly one uniform.", nameof(uniformName));
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}
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convertedUniform = source.GetUniform<Matrix44>(uniformName[0]);
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}
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public void MoveNear(float distance)
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{
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cameraAtt.column[3].Z -= distance;
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_isLookAtAvailable = false;
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}
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public void MoveRight(float distance)
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{
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cameraAtt.column[3].X -= distance;
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_isLookAtAvailable = false;
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}
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public void MoveUp(float distance)
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{
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cameraAtt.column[3].Y -= distance;
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_isLookAtAvailable = false;
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}
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public unsafe void SetAllUniforms()
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{
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// Console.WriteLine(Projection * ViewBase);
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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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{
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Vec3 direction = position - target;
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if ((position.reg == cameraAtt.column[3].reg) &&
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(this.up == up) &&
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(cameraAtt.column[3].reg == direction.reg)) {
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return;
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}
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if (direction.GetLength() == 0)
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{
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// deadlock
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throw new ArgumentException("Direction bust is not zero.");
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}
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if (Vec3.IsParallel(direction, up)) {
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throw new ArgumentException("Direction and UP is on on same way");
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}
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_target = direction;
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this.up = up;
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_isLookAtAvailable = false;
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direction.Orthogonalize(ref up);
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Vec3 right = Linear.Orthogonalize(Linear.Cross(up, direction));
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cameraAtt.column[0].reg = right.reg;
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cameraAtt.column[1].reg = up.reg;
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cameraAtt.column[2].reg = direction.reg;
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cameraAtt.column[3].reg = position.reg;
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InternalPitch();
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InternalRow();
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InternalYaw();
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}
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public void SetViewRange(
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Radius fovRadius,
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Vec2 size,
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Vec2 offset,
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(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 - 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 = Scalar.Abs(GeometryScaler.Tan(fovRadius / 2) * near * 2),
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height = width * size.Y / size.X;
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_projection.column[0].X = 2 * near / width;
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_projection.column[1].Y = 2 * near / height;
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_projection.column[2].X = 2 * offsetX / width;
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_projection.column[2].Y = 2 * offsetY / height;
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_projection.column[2].Z = (far + near) / (near - far);
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_projection.column[2].W = -1;
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_projection.column[3].Z = 2 * near * far / (near - far);
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}
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public void Test(params Vec4[] vec)
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{
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Console.WriteLine(View);
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Console.WriteLine(Projection);
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Console.WriteLine(Projection * View);
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Console.WriteLine(View);
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foreach (Vec4 item in vec) {
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Console.Write($"{Projection * View * item};");
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}
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}
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ShaderStruct IglConvertable.GetConvertedGLtype()
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{
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throw new NotImplementedException();
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}
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~Camera() { }
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#region rotation
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public void Yaw(Radius r)
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{
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_yaw -= r;
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// Console.WriteLine(_yaw._radius);
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// Console.WriteLine(rotationAtt);
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InternalYaw();
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}
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public void Pitch(Radius r)
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{
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_pitch -= r;
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// Console.WriteLine(_pitch._radius);
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// Console.WriteLine(rotationAtt);
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InternalPitch();
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}
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public void Row(Radius r)
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{
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_row -= r;
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// Console.WriteLine(_row._radius);
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// Console.WriteLine(rotationAtt);
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InternalRow();
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}
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internal void InternalPitch()
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{
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/*
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_isLookAtAvailable = false;
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Matrix32 partialCoord = new Matrix32(cameraAtt.colum1.vec, cameraAtt.colum2.vec);
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float angle = _pitch._radius;
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Matrix22 rotation = new Matrix22(
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Scaler.Cos(angle), -Scaler.Sin(angle), Scaler.Sin(angle), Scaler.Cos(angle));
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partialCoord *= rotation;
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rotationAtt.colum1.reg = partialCoord.colum0.reg;
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rotationAtt.colum2.reg = partialCoord.colum1.reg;
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rotationAtt.isTransposed = false;
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/**/
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}
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internal void InternalRow()
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{
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/*
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_isLookAtAvailable = false;
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Matrix32 partialCoord = new Matrix32(cameraAtt.colum0.vec, cameraAtt.colum1.vec);
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float angle = _row._radius;
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Matrix22 rotation = new Matrix22(
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Scaler.Cos(angle), -Scaler.Sin(angle), Scaler.Sin(angle), Scaler.Cos(angle));
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partialCoord *= rotation;
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rotationAtt.colum0.reg = partialCoord.colum0.reg;
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rotationAtt.colum1.reg = partialCoord.colum1.reg;
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rotationAtt.isTransposed = false;
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*/
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}
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internal void InternalYaw()
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{
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/*
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_isLookAtAvailable = false;
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Matrix32 partialCoord = new Matrix32(cameraAtt.colum0.vec, cameraAtt.colum2.vec);
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float angle = _yaw._radius;
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Matrix22 rotation = new Matrix22(
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Scaler.Cos(angle), -Scaler.Sin(angle), Scaler.Sin(angle), Scaler.Cos(angle));
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partialCoord *= rotation;
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rotationAtt.colum0.reg = partialCoord.colum0.reg;
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rotationAtt.colum2.reg = partialCoord.colum1.reg;
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rotationAtt.isTransposed = false;
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*/
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}
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#endregion
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}
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}
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="Camera"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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||||
//
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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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// -----------------------------------------------------------------------
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Graphics.ShaderEdit;
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using System;
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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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private bool _isLookAtAvailable;
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internal Matrix44 _lookAt;
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internal Matrix44 _projection;
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internal Matrix44 cameraAtt;
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internal Matrix44 rotation;
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internal Matrix44 rotationAtt;
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internal Radius _pitch;
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internal Radius _row;
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internal Radius _yaw;
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internal Uniform<Matrix44> convertedUniform;
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internal Vec3 _target, up;
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public Camera()
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{
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cameraAtt = Matrix44.Unit;
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_target = Vec3.Zero;
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up = Vec3.Zero;
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_isLookAtAvailable = false;
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_lookAt = Matrix44.Unit;
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rotationAtt = Matrix44.Unit;
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_projection = new Matrix44();
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}
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public Camera(Vec3 position, Vec3 target, Vec3 up)
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: this()
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{
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rotationAtt = Matrix44.Unit;
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cameraAtt = new Matrix44();
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SetViewDirection(position, target, up);
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_pitch = Radius.Zero;
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_row = Radius.Zero;
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_yaw = Radius.Zero;
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}
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public Matrix44 Projection => _projection;
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public Matrix44 View
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{
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get
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{
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if (_isLookAtAvailable) {
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return _lookAt;
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}
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Matrix44 move = Matrix44.Unit;
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move.column[3].vec -= cameraAtt.column[3].vec;
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_lookAt = rotationAtt.Transpose * move;
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_isLookAtAvailable = true;
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return _lookAt;
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}
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}
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public Matrix44 CameraMatrix()
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{
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return Projection * View;
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}
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public void DisplayGLtypeDefinition()
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{
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Console.WriteLine("uniform matrix4x4 cameraName;");
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}
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/// <summary>
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/// Get all uniform related to this <see cref="Camera" />.
|
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/// </summary>
|
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/// <param _label="source">
|
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/// Shader program requires this camera.
|
||||
/// </param>
|
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/// <param _label="uniformName">
|
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/// ContextName of all related uniforms. If you fallow form from <see
|
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/// cref="IglConvertable.DisplayGLtypeDefinition" />
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/// </param>
|
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/// <exception cref="ArgumentException">
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///
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/// </exception>
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public unsafe void GainAllUniforms(ShaderProgram source, params string[] uniformName)
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{
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if (uniformName is null || uniformName.Length != 1) {
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throw new ArgumentException(
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"Camera needs exactly one uniform.", nameof(uniformName));
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}
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convertedUniform = source.GetUniform<Matrix44>(uniformName[0]);
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}
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public void MoveNear(float distance)
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{
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cameraAtt.column[3].Z -= distance;
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_isLookAtAvailable = false;
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}
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public void MoveRight(float distance)
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{
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cameraAtt.column[3].X -= distance;
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_isLookAtAvailable = false;
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}
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public void MoveUp(float distance)
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{
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cameraAtt.column[3].Y -= distance;
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_isLookAtAvailable = false;
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}
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public unsafe void SetAllUniforms()
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{
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// Console.WriteLine(Projection * ViewBase);
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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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{
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Vec3 direction = position - target;
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if ((position.reg == cameraAtt.column[3].reg) &&
|
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(this.up == up) &&
|
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(cameraAtt.column[3].reg == direction.reg)) {
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return;
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||||
}
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if (direction.GetLength() == 0)
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{
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// deadlock
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throw new ArgumentException("Direction bust is not zero.");
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}
|
||||
if (Vec3.IsParallel(direction, up)) {
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throw new ArgumentException("Direction and UP is on on same way");
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}
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_target = direction;
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this.up = up;
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_isLookAtAvailable = false;
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direction.Orthogonalize(ref up);
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Vec3 right = Linear.Orthogonalize(Linear.Cross(up, direction));
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cameraAtt.column[0].reg = right.reg;
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cameraAtt.column[1].reg = up.reg;
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cameraAtt.column[2].reg = direction.reg;
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cameraAtt.column[3].reg = position.reg;
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InternalPitch();
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InternalRow();
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InternalYaw();
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}
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||||
public void SetViewRange(
|
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Radius fovRadius,
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Vec2 size,
|
||||
Vec2 offset,
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||||
(float front, float back) depthRange)
|
||||
{
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float
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distance = _target.GetLength(),
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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 = Scalar.Abs(GeometryScaler.Tan(fovRadius / 2) * near * 2),
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height = width * size.Y / size.X;
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||||
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_projection.column[0].X = 2 * near / width;
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_projection.column[1].Y = 2 * near / height;
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_projection.column[2].X = 2 * offsetX / width;
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_projection.column[2].Y = 2 * offsetY / height;
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_projection.column[2].Z = (far + near) / (near - far);
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||||
_projection.column[2].W = -1;
|
||||
_projection.column[3].Z = 2 * near * far / (near - far);
|
||||
}
|
||||
|
||||
public void Test(params Vec4[] vec)
|
||||
{
|
||||
Console.WriteLine(View);
|
||||
Console.WriteLine(Projection);
|
||||
Console.WriteLine(Projection * View);
|
||||
Console.WriteLine(View);
|
||||
foreach (Vec4 item in vec) {
|
||||
Console.Write($"{Projection * View * item};");
|
||||
}
|
||||
}
|
||||
|
||||
ShaderStruct IglConvertable.GetConvertedGLtype()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
~Camera() { }
|
||||
|
||||
#region rotation
|
||||
|
||||
public void Yaw(Radius r)
|
||||
{
|
||||
_yaw -= r;
|
||||
|
||||
// Console.WriteLine(_yaw._radius);
|
||||
// Console.WriteLine(rotationAtt);
|
||||
InternalYaw();
|
||||
}
|
||||
|
||||
public void Pitch(Radius r)
|
||||
{
|
||||
_pitch -= r;
|
||||
|
||||
// Console.WriteLine(_pitch._radius);
|
||||
// Console.WriteLine(rotationAtt);
|
||||
InternalPitch();
|
||||
}
|
||||
|
||||
public void Row(Radius r)
|
||||
{
|
||||
_row -= r;
|
||||
|
||||
// Console.WriteLine(_row._radius);
|
||||
// Console.WriteLine(rotationAtt);
|
||||
InternalRow();
|
||||
}
|
||||
|
||||
internal void InternalPitch()
|
||||
{
|
||||
/*
|
||||
_isLookAtAvailable = false;
|
||||
|
||||
Matrix32 partialCoord = new Matrix32(cameraAtt.colum1.vec, cameraAtt.colum2.vec);
|
||||
float angle = _pitch._radius;
|
||||
|
||||
Matrix22 rotation = new Matrix22(
|
||||
Scaler.Cos(angle), -Scaler.Sin(angle), Scaler.Sin(angle), Scaler.Cos(angle));
|
||||
|
||||
partialCoord *= rotation;
|
||||
rotationAtt.colum1.reg = partialCoord.colum0.reg;
|
||||
rotationAtt.colum2.reg = partialCoord.colum1.reg;
|
||||
rotationAtt.isTransposed = false;
|
||||
/**/
|
||||
}
|
||||
|
||||
internal void InternalRow()
|
||||
{
|
||||
/*
|
||||
_isLookAtAvailable = false;
|
||||
|
||||
Matrix32 partialCoord = new Matrix32(cameraAtt.colum0.vec, cameraAtt.colum1.vec);
|
||||
float angle = _row._radius;
|
||||
|
||||
Matrix22 rotation = new Matrix22(
|
||||
Scaler.Cos(angle), -Scaler.Sin(angle), Scaler.Sin(angle), Scaler.Cos(angle));
|
||||
|
||||
partialCoord *= rotation;
|
||||
rotationAtt.colum0.reg = partialCoord.colum0.reg;
|
||||
rotationAtt.colum1.reg = partialCoord.colum1.reg;
|
||||
rotationAtt.isTransposed = false;
|
||||
*/
|
||||
}
|
||||
|
||||
internal void InternalYaw()
|
||||
{
|
||||
/*
|
||||
_isLookAtAvailable = false;
|
||||
|
||||
Matrix32 partialCoord = new Matrix32(cameraAtt.colum0.vec, cameraAtt.colum2.vec);
|
||||
float angle = _yaw._radius;
|
||||
Matrix22 rotation = new Matrix22(
|
||||
Scaler.Cos(angle), -Scaler.Sin(angle), Scaler.Sin(angle), Scaler.Cos(angle));
|
||||
|
||||
partialCoord *= rotation;
|
||||
rotationAtt.colum0.reg = partialCoord.colum0.reg;
|
||||
rotationAtt.colum2.reg = partialCoord.colum1.reg;
|
||||
rotationAtt.isTransposed = false;
|
||||
*/
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,262 +1,262 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Matrix44"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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
|
||||
{
|
||||
[StructLayout(LayoutKind.Explicit, Size = (16 * sizeof(float)), Pack = 16)]
|
||||
public unsafe struct Matrix44 : IEquatable<Matrix44>
|
||||
{
|
||||
|
||||
[FieldOffset(0 * sizeof(float))] internal Column column;
|
||||
|
||||
[FieldOffset(0)] internal ColumnSet4 mat;
|
||||
[FieldOffset(0)] internal MatrixKernel<float> kernel;
|
||||
|
||||
internal Matrix44(
|
||||
ColumnSet4 mat
|
||||
)
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
this.mat = mat;
|
||||
}
|
||||
|
||||
internal Matrix44(
|
||||
Vector4 vec0,
|
||||
Vector4 vec1,
|
||||
Vector4 vec2,
|
||||
Vector4 vec3
|
||||
)
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
mat.colum0 = vec0;
|
||||
mat.colum1 = vec1;
|
||||
mat.colum2 = vec2;
|
||||
mat.colum3 = vec3;
|
||||
}
|
||||
|
||||
public Matrix44()
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
}
|
||||
|
||||
public unsafe Matrix44(
|
||||
float a00,
|
||||
float a01,
|
||||
float a02,
|
||||
float a03,
|
||||
float a10,
|
||||
float a11,
|
||||
float a12,
|
||||
float a13,
|
||||
float a20,
|
||||
float a21,
|
||||
float a22,
|
||||
float a23,
|
||||
float a30,
|
||||
float a31,
|
||||
float a32,
|
||||
float a33
|
||||
)
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
mat.colum0 = new Vector4(a00, a10, a20, a30);
|
||||
mat.colum1 = new Vector4(a01, a11, a21, a31);
|
||||
mat.colum2 = new Vector4(a02, a12, a22, a32);
|
||||
mat.colum3 = new Vector4(a03, a13, a23, a33);
|
||||
}
|
||||
|
||||
public unsafe float this[
|
||||
int rowNum,
|
||||
int columNum
|
||||
]
|
||||
{
|
||||
get
|
||||
{
|
||||
#if DEBUG
|
||||
if (rowNum is > 3 or < 0)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(columNum));
|
||||
}
|
||||
if (columNum is > 3 or < 0) {
|
||||
throw new ArgumentOutOfRangeException(nameof(columNum));
|
||||
}
|
||||
#endif
|
||||
return kernel[rowNum + 4 * columNum];
|
||||
}
|
||||
set
|
||||
{
|
||||
#if DEBUG
|
||||
if (rowNum is > 3 or < 0)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(columNum));
|
||||
}
|
||||
if (columNum is > 3 or < 0) {
|
||||
throw new ArgumentOutOfRangeException(nameof(columNum));
|
||||
}
|
||||
#endif
|
||||
kernel[rowNum + 4 * columNum] = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix44 Transpose
|
||||
{
|
||||
get
|
||||
{
|
||||
Matrix44 transpose = new();
|
||||
InternalTranspose(ref transpose);
|
||||
return transpose;
|
||||
}
|
||||
}
|
||||
|
||||
public static Matrix44 Unit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
||||
|
||||
public static Matrix44 WNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1);
|
||||
|
||||
public static Matrix44 XNegativeUnit => new Matrix44(-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
||||
|
||||
public static Matrix44 YNegativeUnit => new Matrix44(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
||||
|
||||
public static Matrix44 ZNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1);
|
||||
|
||||
public ReadOnlySpan<float> AsSpan()
|
||||
{
|
||||
return MemoryMarshal.CreateReadOnlySpan(ref Unsafe.As<ColumnSet4, float>(ref mat), 16);
|
||||
}
|
||||
|
||||
public override bool Equals(
|
||||
object? obj
|
||||
)
|
||||
{
|
||||
return obj is Matrix44 x && Equals(x);
|
||||
}
|
||||
|
||||
public bool Equals(
|
||||
Matrix44 other
|
||||
)
|
||||
{
|
||||
return mat.Equals(other.mat);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(mat.colum0.GetHashCode(), mat.colum1.GetHashCode(),
|
||||
mat.colum2.GetHashCode(), mat.colum3.GetHashCode());
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal unsafe void InternalTranspose(
|
||||
ref Matrix44 transpose
|
||||
)
|
||||
{
|
||||
const int f32 = 0;
|
||||
fixed (MatrixKernel<float>* source = &this.kernel, target = &transpose.kernel) {
|
||||
NativeIntrinsic.Context.mat[f32].buffer_transpose(source, target);
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe Matrix44 operator -(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
Matrix44 ret = new();
|
||||
const int f32 = 0;
|
||||
NativeIntrinsic.Context.mat[f32].buffer_sub(&left, &right, &ret, 1);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public static bool operator !=(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
return !(left == right);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe Matrix44 operator *(
|
||||
Matrix44 mat,
|
||||
float value
|
||||
)
|
||||
{
|
||||
return new Matrix44(mat.mat.colum0 * value, mat.mat.colum1 * value,
|
||||
mat.mat.colum2 * value, mat.mat.colum3 * value);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Matrix44 operator *(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
Matrix44 ret = new();
|
||||
int f32 = (int)MatrixElementType.F32;
|
||||
NativeIntrinsic.Context.mat[f32].kernel_fma(&left, &right, &ret);
|
||||
return ret;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe Matrix44 operator +(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
Matrix44 ret = new();
|
||||
const int f32 = 0;
|
||||
NativeIntrinsic.Context.mat[f32].buffer_add(&left, &right, &ret, 1);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public static bool operator ==(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
return left.Equals(right);
|
||||
}
|
||||
|
||||
[InlineArray(4)]
|
||||
internal struct Column
|
||||
{
|
||||
|
||||
private Vec4 value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Matrix44"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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
|
||||
{
|
||||
[StructLayout(LayoutKind.Explicit, Size = (16 * sizeof(float)), Pack = 16)]
|
||||
public unsafe struct Matrix44 : IEquatable<Matrix44>
|
||||
{
|
||||
|
||||
[FieldOffset(0 * sizeof(float))] internal Column column;
|
||||
|
||||
[FieldOffset(0)] internal ColumnSet4 mat;
|
||||
[FieldOffset(0)] internal MatrixKernel<float> kernel;
|
||||
|
||||
internal Matrix44(
|
||||
ColumnSet4 mat
|
||||
)
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
this.mat = mat;
|
||||
}
|
||||
|
||||
internal Matrix44(
|
||||
Vector4 vec0,
|
||||
Vector4 vec1,
|
||||
Vector4 vec2,
|
||||
Vector4 vec3
|
||||
)
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
mat.colum0 = vec0;
|
||||
mat.colum1 = vec1;
|
||||
mat.colum2 = vec2;
|
||||
mat.colum3 = vec3;
|
||||
}
|
||||
|
||||
public Matrix44()
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
}
|
||||
|
||||
public unsafe Matrix44(
|
||||
float a00,
|
||||
float a01,
|
||||
float a02,
|
||||
float a03,
|
||||
float a10,
|
||||
float a11,
|
||||
float a12,
|
||||
float a13,
|
||||
float a20,
|
||||
float a21,
|
||||
float a22,
|
||||
float a23,
|
||||
float a30,
|
||||
float a31,
|
||||
float a32,
|
||||
float a33
|
||||
)
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
mat.colum0 = new Vector4(a00, a10, a20, a30);
|
||||
mat.colum1 = new Vector4(a01, a11, a21, a31);
|
||||
mat.colum2 = new Vector4(a02, a12, a22, a32);
|
||||
mat.colum3 = new Vector4(a03, a13, a23, a33);
|
||||
}
|
||||
|
||||
public unsafe float this[
|
||||
int rowNum,
|
||||
int columNum
|
||||
]
|
||||
{
|
||||
get
|
||||
{
|
||||
#if DEBUG
|
||||
if (rowNum is > 3 or < 0)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(columNum));
|
||||
}
|
||||
if (columNum is > 3 or < 0) {
|
||||
throw new ArgumentOutOfRangeException(nameof(columNum));
|
||||
}
|
||||
#endif
|
||||
return kernel[rowNum + 4 * columNum];
|
||||
}
|
||||
set
|
||||
{
|
||||
#if DEBUG
|
||||
if (rowNum is > 3 or < 0)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(columNum));
|
||||
}
|
||||
if (columNum is > 3 or < 0) {
|
||||
throw new ArgumentOutOfRangeException(nameof(columNum));
|
||||
}
|
||||
#endif
|
||||
kernel[rowNum + 4 * columNum] = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix44 Transpose
|
||||
{
|
||||
get
|
||||
{
|
||||
Matrix44 transpose = new();
|
||||
InternalTranspose(ref transpose);
|
||||
return transpose;
|
||||
}
|
||||
}
|
||||
|
||||
public static Matrix44 Unit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
||||
|
||||
public static Matrix44 WNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1);
|
||||
|
||||
public static Matrix44 XNegativeUnit => new Matrix44(-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
||||
|
||||
public static Matrix44 YNegativeUnit => new Matrix44(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
||||
|
||||
public static Matrix44 ZNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1);
|
||||
|
||||
public ReadOnlySpan<float> AsSpan()
|
||||
{
|
||||
return MemoryMarshal.CreateReadOnlySpan(ref Unsafe.As<ColumnSet4, float>(ref mat), 16);
|
||||
}
|
||||
|
||||
public override bool Equals(
|
||||
object? obj
|
||||
)
|
||||
{
|
||||
return obj is Matrix44 x && Equals(x);
|
||||
}
|
||||
|
||||
public bool Equals(
|
||||
Matrix44 other
|
||||
)
|
||||
{
|
||||
return mat.Equals(other.mat);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(mat.colum0.GetHashCode(), mat.colum1.GetHashCode(),
|
||||
mat.colum2.GetHashCode(), mat.colum3.GetHashCode());
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal unsafe void InternalTranspose(
|
||||
ref Matrix44 transpose
|
||||
)
|
||||
{
|
||||
const int f32 = 0;
|
||||
fixed (MatrixKernel<float>* source = &this.kernel, target = &transpose.kernel) {
|
||||
NativeIntrinsic.Context.mat[f32].buffer_transpose(source, target);
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe Matrix44 operator -(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
Matrix44 ret = new();
|
||||
const int f32 = 0;
|
||||
NativeIntrinsic.Context.mat[f32].buffer_sub(&left, &right, &ret, 1);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public static bool operator !=(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
return !(left == right);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe Matrix44 operator *(
|
||||
Matrix44 mat,
|
||||
float value
|
||||
)
|
||||
{
|
||||
return new Matrix44(mat.mat.colum0 * value, mat.mat.colum1 * value,
|
||||
mat.mat.colum2 * value, mat.mat.colum3 * value);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Matrix44 operator *(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
Matrix44 ret = new();
|
||||
int f32 = (int)MatrixElementType.F32;
|
||||
NativeIntrinsic.Context.mat[f32].kernel_fma(&left, &right, &ret);
|
||||
return ret;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe Matrix44 operator +(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
Matrix44 ret = new();
|
||||
const int f32 = 0;
|
||||
NativeIntrinsic.Context.mat[f32].buffer_add(&left, &right, &ret, 1);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public static bool operator ==(
|
||||
Matrix44 left,
|
||||
Matrix44 right
|
||||
)
|
||||
{
|
||||
return left.Equals(right);
|
||||
}
|
||||
|
||||
[InlineArray(4)]
|
||||
internal struct Column
|
||||
{
|
||||
|
||||
private Vec4 value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,162 +1,162 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vec2"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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.Net.Http.Headers;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace StgSharp.Mathematics.Graphic
|
||||
{
|
||||
/// <summary>
|
||||
/// A two dimension vector defined by two elements. Vec2 in World are default used as colum
|
||||
/// vector.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
|
||||
public struct Vec2 : IUnmanagedVector<Vec2>
|
||||
{
|
||||
|
||||
[FieldOffset(0)] internal unsafe fixed float num[2];
|
||||
|
||||
[FieldOffset(0)]
|
||||
internal M128 reg;
|
||||
|
||||
[FieldOffset(0)]
|
||||
internal Vector2 v;
|
||||
|
||||
[FieldOffset(0)]
|
||||
public float X;
|
||||
[FieldOffset(4)]
|
||||
public float Y;
|
||||
|
||||
internal Vec2(Vector2 vec)
|
||||
{
|
||||
Unsafe.SkipInit(out reg);
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
v = vec;
|
||||
}
|
||||
|
||||
internal Vec2(M128 vec)
|
||||
{
|
||||
Unsafe.SkipInit(out reg);
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
reg = vec;
|
||||
reg.Member<ulong>(1) = 0;
|
||||
}
|
||||
|
||||
public Vec2(float x, float y)
|
||||
{
|
||||
v = new Vector2(x, y);
|
||||
}
|
||||
|
||||
public static Vec2 Unit => new Vec2(1, 1);
|
||||
|
||||
public static Vec2 Zero => new Vec2(0, 0);
|
||||
|
||||
public static Vec2 One
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
get => new Vec2(1, 1);
|
||||
}
|
||||
|
||||
public Vec2 XY
|
||||
{
|
||||
readonly get => this;
|
||||
set => this = value;
|
||||
}
|
||||
|
||||
public Vec3 XYZ
|
||||
{
|
||||
readonly get => new(reg);
|
||||
set
|
||||
{
|
||||
reg = value.reg;
|
||||
reg.Member<ulong>(1) = 0;
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public float Cross(Vec2 right)
|
||||
{
|
||||
return X * right.Y - Y * right.X;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public float Dot(Vec2 vec)
|
||||
{
|
||||
return Vector2.Dot(v, vec.v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec2 operator -(Vec2 left, Vec2 right)
|
||||
{
|
||||
return new Vec2(left.v - right.v);
|
||||
}
|
||||
|
||||
public static bool operator !=(Vec2 left, Vec2 right)
|
||||
{
|
||||
return !(left == right);
|
||||
}
|
||||
|
||||
public static Vec2 operator *(Vec2 vec, float value)
|
||||
{
|
||||
return new Vec2(vec.v * value);
|
||||
}
|
||||
public static Vec2 operator *(float value, Vec2 vec)
|
||||
{
|
||||
return new Vec2(vec.v * value);
|
||||
}
|
||||
|
||||
public static Vec2 operator /(Vec2 vec, float value)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vec2"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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.Net.Http.Headers;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace StgSharp.Mathematics.Graphic
|
||||
{
|
||||
/// <summary>
|
||||
/// A two dimension vector defined by two elements. Vec2 in World are default used as colum
|
||||
/// vector.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
|
||||
public struct Vec2 : IUnmanagedVector<Vec2>
|
||||
{
|
||||
|
||||
[FieldOffset(0)] internal unsafe fixed float num[2];
|
||||
|
||||
[FieldOffset(0)]
|
||||
internal M128 reg;
|
||||
|
||||
[FieldOffset(0)]
|
||||
internal Vector2 v;
|
||||
|
||||
[FieldOffset(0)]
|
||||
public float X;
|
||||
[FieldOffset(4)]
|
||||
public float Y;
|
||||
|
||||
internal Vec2(Vector2 vec)
|
||||
{
|
||||
Unsafe.SkipInit(out reg);
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
v = vec;
|
||||
}
|
||||
|
||||
internal Vec2(M128 vec)
|
||||
{
|
||||
Unsafe.SkipInit(out reg);
|
||||
Unsafe.SkipInit(out X);
|
||||
Unsafe.SkipInit(out Y);
|
||||
reg = vec;
|
||||
reg.Member<ulong>(1) = 0;
|
||||
}
|
||||
|
||||
public Vec2(float x, float y)
|
||||
{
|
||||
v = new Vector2(x, y);
|
||||
}
|
||||
|
||||
public static Vec2 Unit => new Vec2(1, 1);
|
||||
|
||||
public static Vec2 Zero => new Vec2(0, 0);
|
||||
|
||||
public static Vec2 One
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
get => new Vec2(1, 1);
|
||||
}
|
||||
|
||||
public Vec2 XY
|
||||
{
|
||||
readonly get => this;
|
||||
set => this = value;
|
||||
}
|
||||
|
||||
public Vec3 XYZ
|
||||
{
|
||||
readonly get => new(reg);
|
||||
set
|
||||
{
|
||||
reg = value.reg;
|
||||
reg.Member<ulong>(1) = 0;
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public float Cross(Vec2 right)
|
||||
{
|
||||
return X * right.Y - Y * right.X;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public float Dot(Vec2 vec)
|
||||
{
|
||||
return Vector2.Dot(v, vec.v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec2 operator -(Vec2 left, Vec2 right)
|
||||
{
|
||||
return new Vec2(left.v - right.v);
|
||||
}
|
||||
|
||||
public static bool operator !=(Vec2 left, Vec2 right)
|
||||
{
|
||||
return !(left == right);
|
||||
}
|
||||
|
||||
public static Vec2 operator *(Vec2 vec, float value)
|
||||
{
|
||||
return new Vec2(vec.v * value);
|
||||
}
|
||||
public static Vec2 operator *(float value, Vec2 vec)
|
||||
{
|
||||
return new Vec2(vec.v * value);
|
||||
}
|
||||
|
||||
public static Vec2 operator /(Vec2 vec, float value)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,236 +1,236 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vec3"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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 this);
|
||||
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 this);
|
||||
reg = xy.reg;
|
||||
Z = z;
|
||||
}
|
||||
|
||||
public Vec3(float x, float y, float z)
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
v = new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
public unsafe Vec2 XY
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
readonly get => new(reg);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
set => Unsafe.As<Vector3, Vector2>(ref v) = value.v;
|
||||
}
|
||||
|
||||
public Vec3 XYZ
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
readonly get => new(v);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
set => this = value;
|
||||
}
|
||||
|
||||
public static Vec3 Zero => new(0, 0, 0);
|
||||
|
||||
public static Vec3 One => new(1, 1, 1);
|
||||
|
||||
public static Vec3 UnitX => new(1, 0, 0);
|
||||
|
||||
public static Vec3 UnitY => new(0, 1, 0);
|
||||
|
||||
public static Vec3 UnitZ => new(0, 0, 1);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec3 Cross(Vec3 left, Vec3 right)
|
||||
{
|
||||
return Linear.Cross(left, right);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public readonly float Dot(Vec3 right)
|
||||
{
|
||||
return Vector3.Dot(v, right.v);
|
||||
}
|
||||
|
||||
public readonly bool Equals(Vec3 other)
|
||||
{
|
||||
return reg == other.reg;
|
||||
}
|
||||
|
||||
public override readonly bool Equals(object obj)
|
||||
{
|
||||
return obj is not null && obj is Vec3 vec && this == vec;
|
||||
}
|
||||
|
||||
public static Vec3 FromSpan(ReadOnlySpan<float> span)
|
||||
{
|
||||
Vec3 v = new();
|
||||
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 readonly 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 readonly string ToString()
|
||||
{
|
||||
return $"[{X},{Y},{Z}]";
|
||||
}
|
||||
|
||||
public readonly 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)
|
||||
{
|
||||
return Unsafe.As<(float,float,float), Vec3>(ref tuple);
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vec3"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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 this);
|
||||
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 this);
|
||||
reg = xy.reg;
|
||||
Z = z;
|
||||
}
|
||||
|
||||
public Vec3(float x, float y, float z)
|
||||
{
|
||||
Unsafe.SkipInit(out this);
|
||||
v = new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
public unsafe Vec2 XY
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
readonly get => new(reg);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
set => Unsafe.As<Vector3, Vector2>(ref v) = value.v;
|
||||
}
|
||||
|
||||
public Vec3 XYZ
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
readonly get => new(v);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
set => this = value;
|
||||
}
|
||||
|
||||
public static Vec3 Zero => new(0, 0, 0);
|
||||
|
||||
public static Vec3 One => new(1, 1, 1);
|
||||
|
||||
public static Vec3 UnitX => new(1, 0, 0);
|
||||
|
||||
public static Vec3 UnitY => new(0, 1, 0);
|
||||
|
||||
public static Vec3 UnitZ => new(0, 0, 1);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec3 Cross(Vec3 left, Vec3 right)
|
||||
{
|
||||
return Linear.Cross(left, right);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public readonly float Dot(Vec3 right)
|
||||
{
|
||||
return Vector3.Dot(v, right.v);
|
||||
}
|
||||
|
||||
public readonly bool Equals(Vec3 other)
|
||||
{
|
||||
return reg == other.reg;
|
||||
}
|
||||
|
||||
public override readonly bool Equals(object obj)
|
||||
{
|
||||
return obj is not null && obj is Vec3 vec && this == vec;
|
||||
}
|
||||
|
||||
public static Vec3 FromSpan(ReadOnlySpan<float> span)
|
||||
{
|
||||
Vec3 v = new();
|
||||
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 readonly 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 readonly string ToString()
|
||||
{
|
||||
return $"[{X},{Y},{Z}]";
|
||||
}
|
||||
|
||||
public readonly 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)
|
||||
{
|
||||
return Unsafe.As<(float,float,float), Vec3>(ref tuple);
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,212 +1,212 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vec4"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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
|
||||
{
|
||||
[CollectionBuilder(builderType:typeof(Vec4), methodName: nameof(Vec4.FromSpan))]
|
||||
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
|
||||
public unsafe 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
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
get => new Vec4(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
public static Vec4 Zero
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
get => new Vec4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec4 Add(Vec4 left, Vec4 right)
|
||||
{
|
||||
return left + right;
|
||||
}
|
||||
|
||||
public ReadOnlySpan<float> AsSpan()
|
||||
{
|
||||
return MemoryMarshal.CreateReadOnlySpan(ref reg.Member<float>(0), 4);
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return obj is Vec4 v && v == this;
|
||||
}
|
||||
|
||||
public static Vec4 FromSpan(ReadOnlySpan<float> span)
|
||||
{
|
||||
if (span.Length < 4) {
|
||||
throw new ArgumentException("Span length must be at least 4.", nameof(span));
|
||||
}
|
||||
|
||||
// Read 4 floats as a Vector4 in one operation without per-element copy.
|
||||
Vector4 v = MemoryMarshal.Read<Vector4>(MemoryMarshal.AsBytes(span));
|
||||
return new Vec4(v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public ReadOnlySpan<float>.Enumerator GetEnumerator()
|
||||
{
|
||||
return AsSpan().GetEnumerator();
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
Matrix44 transpose = mat.Transpose;
|
||||
return new Vec4(Vector4.Dot(transpose.mat.colum0, vec.vec),
|
||||
Vector4.Dot(transpose.mat.colum1, vec.vec),
|
||||
Vector4.Dot(transpose.mat.colum2, vec.vec),
|
||||
Vector4.Dot(transpose.mat.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;
|
||||
}
|
||||
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vec4"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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
|
||||
{
|
||||
[CollectionBuilder(builderType:typeof(Vec4), methodName: nameof(Vec4.FromSpan))]
|
||||
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
|
||||
public unsafe 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
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
get => new Vec4(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
public static Vec4 Zero
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
get => new Vec4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec4 Add(Vec4 left, Vec4 right)
|
||||
{
|
||||
return left + right;
|
||||
}
|
||||
|
||||
public ReadOnlySpan<float> AsSpan()
|
||||
{
|
||||
return MemoryMarshal.CreateReadOnlySpan(ref reg.Member<float>(0), 4);
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return obj is Vec4 v && v == this;
|
||||
}
|
||||
|
||||
public static Vec4 FromSpan(ReadOnlySpan<float> span)
|
||||
{
|
||||
if (span.Length < 4) {
|
||||
throw new ArgumentException("Span length must be at least 4.", nameof(span));
|
||||
}
|
||||
|
||||
// Read 4 floats as a Vector4 in one operation without per-element copy.
|
||||
Vector4 v = MemoryMarshal.Read<Vector4>(MemoryMarshal.AsBytes(span));
|
||||
return new Vec4(v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public ReadOnlySpan<float>.Enumerator GetEnumerator()
|
||||
{
|
||||
return AsSpan().GetEnumerator();
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
Matrix44 transpose = mat.Transpose;
|
||||
return new Vec4(Vector4.Dot(transpose.mat.colum0, vec.vec),
|
||||
Vector4.Dot(transpose.mat.colum1, vec.vec),
|
||||
Vector4.Dot(transpose.mat.colum2, vec.vec),
|
||||
Vector4.Dot(transpose.mat.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;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,49 +1,49 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.Cross"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.Cross"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,47 +1,47 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.GetAngle"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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 Scalar.ACos(
|
||||
1 / (vec1.GetLength() * vec2.GetLength()));
|
||||
}
|
||||
|
||||
public static float GetAngle(Vec3 vec1, Vec3 vec2)
|
||||
{
|
||||
return Scalar.ACos((vec1 * vec2) / (vec1.GetLength() * vec2.GetLength()));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.GetAngle"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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 Scalar.ACos(
|
||||
1 / (vec1.GetLength() * vec2.GetLength()));
|
||||
}
|
||||
|
||||
public static float GetAngle(Vec3 vec1, Vec3 vec2)
|
||||
{
|
||||
return Scalar.ACos((vec1 * vec2) / (vec1.GetLength() * vec2.GetLength()));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,46 +1,46 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.GetLength"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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 Scalar.Sqrt(vec.Dot(vec));
|
||||
}
|
||||
|
||||
public static float GetLength(this Vec2 vec)
|
||||
{
|
||||
return Scalar.Sqrt(vec.Dot(vec));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.GetLength"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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 Scalar.Sqrt(vec.Dot(vec));
|
||||
}
|
||||
|
||||
public static float GetLength(this Vec2 vec)
|
||||
{
|
||||
return Scalar.Sqrt(vec.Dot(vec));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,82 +1,82 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.Normalize"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.Normalize"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,92 +1,92 @@
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.Orthogonalize"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Vector.Orthogonalize"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. 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