Daily update 2 on 20240228 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Vec3.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.HighPerformance;
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using System;
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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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{
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[StructLayout( LayoutKind.Explicit, Size = 16, Pack = 16 )]
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public struct Vec3 : IEquatable<Vec3>, IVector
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{
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[FieldOffset( 0 )] internal unsafe fixed float num[ 3 ];
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[FieldOffset( 0 )]
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internal M128 reg;
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[FieldOffset( 0 )]
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internal Vector3 v;
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[FieldOffset( 0 )]
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internal Vector4 vec;
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[FieldOffset( 0 )] public float X;
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[FieldOffset( 4 )] public float Y;
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[FieldOffset( 8 )] public float Z;
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internal Vec3( Vector4 vector )
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{
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vec = vector;
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}
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internal Vec3( Vector3 vector )
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{
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v = vector;
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}
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public Vec3( Vec2 xy, float z )
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{
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vec = xy.vec;
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Z = z;
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}
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public Vec3( float x, float y, float z )
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{
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#if NET5_0_OR_GREATER
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Unsafe.SkipInit( out vec );
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#endif
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v = new Vector3( x, y, z );
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}
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public unsafe Vec2 XY
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{
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get => new Vec2( this.vec );
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set
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{
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fixed( Vector3* vptr = &v ) {
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*( Vector2* )vptr = value.v;
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}
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}
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}
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public Vec3 XYZ
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{
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get { return new Vec3( v ); }
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}
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public static Vec3 Zero
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{
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get => new Vec3( 0, 0, 0 );
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}
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public static Vec3 One => new Vec3( 1, 1, 1 );
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public static Vec3 UnitX => new Vec3( 1, 0, 0 );
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public static Vec3 UnitY => new Vec3( 0, 1, 0 );
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public static Vec3 UnitZ => new Vec3( 0, 0, 1 );
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec3 Cross( Vec3 left, Vec3 right )
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{
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return Linear.Cross( left, right );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public float Dot( Vec3 right )
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{
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return Vector3.Dot( v, right.v );
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}
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public bool Equals( Vec3 other )
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{
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return this.vec == other.vec;
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}
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public override bool Equals( object obj )
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{
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if( obj is Vec3 ) {
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return this == ( Vec3 )obj;
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} else {
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return false;
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}
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}
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public override unsafe int GetHashCode()
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{
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fixed( float* add = &X ) {
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return HashCode.Combine( X, Y, Z, ( ulong )add );
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}
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public float GetMaxValue()
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{
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float ret = X;
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ret = ( ret > Y ) ? ret : Y;
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ret = ( ret > Z ) ? ret : Z;
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return ret;
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}
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public static bool IsParallel( Vec3 left, Vec3 right )
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{
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return Cross( left, right ) == Zero;
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}
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public override string ToString()
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{
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return $"[{X},{Y},{Z}]";
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}
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public string ToString( string sample )
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{
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return $"[{X.ToString(sample)},{Y.ToString(sample)},{Z.ToString(sample)}]";
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec3 operator -( Vec3 vec )
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{
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return new Vec3( -vec.vec );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec3 operator -( Vec3 left, Vec3 right )
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{
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return new Vec3( left.v - right.v );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static bool operator !=( Vec3 left, Vec3 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 Vec3 operator *( Vec3 vec, float value )
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{
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return new Vec3( vec.v * value );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static float operator *( Vec3 left, Vec3 right )
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{
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return Vector3.Dot( left.v, right.v );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec3 operator /( Vec3 vec, float value )
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{
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return new Vec3( vec.v / value );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec3 operator +( Vec3 left, Vec3 right )
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{
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return new Vec3( left.vec + right.vec );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static bool operator ==( Vec3 left, Vec3 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 unsafe implicit operator Vec3(
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(float, float, float) tuple )
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{
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Vec3 v = *( Vec3* )&tuple;
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v.vec.W = 0.0f;
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return v;
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}
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}
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}
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