daily uodate on 20240411 by nitload youmu, camera complete
This commit is contained in:
@@ -44,10 +44,10 @@ namespace StgSharp.Math
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[FieldOffset(0)] internal Mat4 mat;
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[FieldOffset(4 * 4 * sizeof(float))] internal Mat2 transpose;
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[FieldOffset(0)] public Vec2d Colum0;
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[FieldOffset(16)] public Vec2d Colum1;
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[FieldOffset(32)] public Vec2d Colum2;
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[FieldOffset(48)] public Vec2d Colum3;
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[FieldOffset(0)] public vec2d Colum0;
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[FieldOffset(16)] public vec2d Colum1;
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[FieldOffset(32)] public vec2d Colum2;
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[FieldOffset(48)] public vec2d Colum3;
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internal Matrix24(
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Vector4 c0,
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@@ -114,7 +114,7 @@ namespace StgSharp.Math
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}
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}
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public vec3d VerticalVecMultiply(Vec2d vec)
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public vec3d VerticalVecMultiply(vec2d vec)
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{
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return (colum0 * vec.X) + (colum1 * vec.Y);
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}
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@@ -42,7 +42,7 @@ namespace StgSharp.Math
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[StructLayout(LayoutKind.Explicit, Size = (2 * 16 * sizeof(float)) + sizeof(bool), Pack = 16)]
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public unsafe struct Matrix44 : IEquatable<Matrix44>
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public unsafe struct Matrix44 : IEquatable<Matrix44>, IMat
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{
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[FieldOffset(2 * 64 * sizeof(float))] internal bool isTransposed;
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@@ -152,6 +152,36 @@ namespace StgSharp.Math
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0, 0, 0, 1
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);
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public static Matrix44 XNegativeUnit
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=> new Matrix44(
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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public static Matrix44 YNegativeUnit
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=> new Matrix44(
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1, 0, 0, 0,
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0, -1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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public static Matrix44 ZNegativeUnit
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=> new Matrix44(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, -1, 0,
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0, 0, 0, 1
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);
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public static Matrix44 WNegativeUnit
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=> new Matrix44(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, -1
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);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe float Det()
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{
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@@ -295,7 +325,6 @@ namespace StgSharp.Math
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Vector4.Dot(left.transpose.colum3, right.mat.colum1),
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Vector4.Dot(left.transpose.colum3, right.mat.colum2),
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Vector4.Dot(left.transpose.colum3, right.mat.colum3)
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);
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}
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@@ -33,7 +33,7 @@ namespace StgSharp.Math
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public static unsafe partial class Linear
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{
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public static float Cross(Vec2d vec1, Vec2d vec2)
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public static float Cross(vec2d vec1, vec2d vec2)
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{
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return (vec1.X * vec2.Y) - (vec1.Y * vec2.X);
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}
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@@ -33,7 +33,7 @@ namespace StgSharp.Math
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public static unsafe partial class Linear
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{
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public static float GetAngle(Vec2d vec1, Vec2d vec2)
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public static float GetAngle(vec2d vec1, vec2d vec2)
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{
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return Scaler.ACos(1
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//vec1.multiple(vec2)
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@@ -35,19 +35,12 @@ namespace StgSharp.Math
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public static float GetLength(this vec3d vec)
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{
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return Scaler.Sqrt(
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(vec.X * vec.X) +
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(vec.Y * vec.Y) +
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(vec.Z * vec.Z)
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);
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return Scaler.Sqrt(vec.Dot(vec));
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}
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public static float GetLength(this Vec2d vec)
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public static float GetLength(this vec2d vec)
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{
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return Scaler.Sqrt(
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(vec.X * vec.X) +
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(vec.Y * vec.Y)
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);
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return Scaler.Sqrt(vec.Dot(vec));
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}
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}
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@@ -43,18 +43,16 @@ namespace StgSharp.Math
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public static unsafe void Normalize(ref vec3d source, ref vec3d target)
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{
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Vector4 s = source.vec;
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Vector4 t = target.vec;
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s = Vector4.Normalize(s);
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float dotProduct = Vector4.Dot(s, t);
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Vector4 projection = Vector4.Multiply(s, t);
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Vector3 s = source.v;
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Vector3 t = target.v;
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s = Vector3.Normalize(s);
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Vector3 projection = Vector3.Dot(t, s) / Vector3.Dot(s, s) * s;
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t -= projection;
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t = Vector3.Normalize(t);
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source.vec = s;
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target.vec = t;
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source.v = s;
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target.v = t;
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}
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public static vec4d Normalize(vec4d vec)
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@@ -36,25 +36,25 @@ namespace StgSharp.Math
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public static unsafe partial class VectorCalc
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{
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public static Vec2d To2D(vec3d vec, CordinatePlain plain)
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public static vec2d To2D(vec3d vec, CordinatePlain plain)
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{
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switch (plain)
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{
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case CordinatePlain.XY:
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return new Vec2d(vec.X, vec.Y);
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return new vec2d(vec.X, vec.Y);
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break;
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case CordinatePlain.YZ:
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return new Vec2d(vec.Y, vec.Z);
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return new vec2d(vec.Y, vec.Z);
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break;
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case CordinatePlain.XZ:
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return new Vec2d(vec.X, vec.Z);
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return new vec2d(vec.X, vec.Z);
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break;
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default:
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return default(Vec2d);
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return default(vec2d);
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break;
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}
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}
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public static vec3d To3D(Vec2d vec)
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public static vec3d To3D(vec2d vec)
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{
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return new vec3d(vec.X, vec.Y, 0.0f);
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}
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@@ -39,7 +39,7 @@ namespace StgSharp.Math
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/// Vec2Ds in StgSharp are defaultly usaed as colum vector.
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/// </summary>
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[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
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public struct Vec2d
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public struct vec2d
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{
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[FieldOffset(0)]
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@@ -55,56 +55,74 @@ namespace StgSharp.Math
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[FieldOffset(4)]
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public float Y;
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internal Vec2d(Vector2 vec)
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internal vec2d(Vector2 vec)
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{
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v = vec;
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}
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public Vec2d(float x, float y)
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public vec2d(float x, float y)
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{
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v = new Vector2(x, y);
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}
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public static Vec2d Unit => new Vec2d(1, 1);
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public static Vec2d Zero => new Vec2d(0, 0);
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public float Cross(Vec2d right)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float Cross(vec2d right)
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{
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return (X * right.Y) - (Y * right.X);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec2d operator -(Vec2d left, Vec2d right)
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public float Dot(vec2d vec)
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{
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return new Vec2d(left.v - right.v);
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return Vector2.Dot(v, vec.v);
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}
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public static bool operator !=(Vec2d left, Vec2d right)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static vec2d operator -(vec2d left, vec2d right)
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{
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return new vec2d(left.v - right.v);
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}
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public static bool operator !=(vec2d left, vec2d right)
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{
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return !(left == right);
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}
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public static Vec2d operator *(Vec2d vec, float value)
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public static vec2d operator *(vec2d vec, float value)
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{
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return new Vec2d(vec.v * value);
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return new vec2d(vec.v * value);
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}
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public static Vec2d operator /(Vec2d vec, float value)
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public static vec2d operator /(vec2d vec, float value)
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{
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return new Vec2d(vec.v / value);
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return new vec2d(vec.v / value);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec2d operator +(Vec2d left, Vec2d right)
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public static vec2d operator +(vec2d left, vec2d right)
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{
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return new Vec2d(left.v + right.v);
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return new vec2d(left.v + right.v);
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}
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public static bool operator ==(Vec2d left, Vec2d right)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator ==(vec2d left, vec2d right)
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{
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return left.v == right.v;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator vec2d((float, float) tuple)
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{
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return new vec2d(tuple.Item1, tuple.Item2);
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}
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}
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public static class Vec2d
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{
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public static vec2d Unit => new vec2d(1, 1);
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public static vec2d Zero => new vec2d(0, 0);
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}
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}
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@@ -88,10 +88,7 @@ namespace StgSharp.Math
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float Dot(vec3d right)
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{
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Vector4 vector4 = this.vec * right.vec;
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return vector4.X
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+ vector4.Y
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+ vector4.Z;
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return Vector3.Dot(v,right.v);
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}
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public bool Equals(vec3d other)
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@@ -200,8 +197,23 @@ namespace StgSharp.Math
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public static class Vec3d
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{
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public static vec3d Unit => new vec3d(1, 1, 1);
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public static bool IsParallel(vec3d left, vec3d right)
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{
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return Cross(left,right) == Zero;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static vec3d Cross(vec3d left, vec3d right)
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{
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return Linear.Cross(left, right);
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}
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public static vec3d One => new vec3d(1, 1, 1);
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public static vec3d Zero => new vec3d(0, 0, 0);
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public static vec3d UnitZ => new vec3d(0, 0, 1);
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public static vec3d UnitX => new vec3d(1, 0, 0);
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public static vec3d UnitY => new vec3d(0, 1, 0);
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}
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}
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@@ -34,6 +34,7 @@ using StgSharp.Math;
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using System;
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using System.Data.Common;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace StgSharp.Math
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@@ -58,6 +59,11 @@ namespace StgSharp.Math
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[FieldOffset(8)] public float Z;
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[FieldOffset(12)] public float W;
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public override string ToString()
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{
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return vec.ToString();
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}
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public vec4d(float x, float y, float z, float w)
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{
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vec = new Vector4(x, y, z, w);
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@@ -68,5 +74,17 @@ namespace StgSharp.Math
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return vec.reg;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static vec4d operator *(Matrix44 mat, vec4d vec)
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{
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mat.InternalTranspose();
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return new vec4d(
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Vector4.Dot( mat.transpose.colum0,vec.vec),
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Vector4.Dot( mat.transpose.colum1, vec.vec),
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Vector4.Dot( mat.transpose.colum2, vec.vec),
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Vector4.Dot( mat.transpose.colum3, vec.vec)
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);
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}
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}
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}
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