//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="vec3d.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. All rights reserved. // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the “Software”), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and // this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED “AS IS”, // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH // THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //----------------------------------------------------------------------- //----------------------------------------------------------------------- using StgSharp.Data; using System; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Security.AccessControl; namespace StgSharp.Math { [StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)] public struct vec3d : IEquatable, IVector { [FieldOffset(0)] internal unsafe fixed float num[3]; [FieldOffset(0)] internal M128 reg; [FieldOffset(0)] internal Vector3 v; [FieldOffset(0)] internal Vector4 vec; [FieldOffset(0)] public float X; [FieldOffset(4)] public float Y; [FieldOffset(8)] public float Z; internal vec3d(Vector4 vector) { vec = vector; } internal vec3d(Vector3 vector) { v = vector; } public vec3d(vec2d xy, float z) { vec = xy.vec; Z = z; } public vec3d( float x, float y, float z) { #if NET5_0_OR_GREATER Unsafe.SkipInit(out vec); #endif v = new Vector3(x, y, z); } public vec3d XYZ { get { return new vec3d(v); } } [MethodImpl(MethodImplOptions.AggressiveInlining)] public float Dot(vec3d right) { return Vector3.Dot(v, right.v); } public bool Equals(vec3d other) { return this.vec == other.vec; } public override bool Equals(object obj) { if (obj is vec3d) { return this == (vec3d)obj; } else { return false; } } public override unsafe int GetHashCode() { fixed (float* add = &X) { return HashCode.Combine(X, Y, Z, (ulong)add); } } [MethodImpl(MethodImplOptions.AggressiveInlining)] public float GetMaxValue() { float ret = X; ret = (ret > Y) ? ret : Y; ret = (ret > Z) ? ret : Z; return ret; } public override string ToString() { return $"[{X},{Y},{Z}]"; } public string ToString(string sample) { return $"[{X.ToString(sample)},{Y.ToString(sample)},{Z.ToString(sample)}]"; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public vec3d Zero() { return new vec3d(0, 0, 0); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static vec3d operator -(vec3d vec) { return new vec3d(-vec.vec); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static vec3d operator -(vec3d left, vec3d right) { return new vec3d(left.v - right.v); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator !=(vec3d left, vec3d right) { return left.v != right.v; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static vec3d operator *(vec3d vec, float value) { return new vec3d(vec.v * value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float operator *(vec3d left, vec3d right) { return Vector3.Dot(left.v, right.v); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static vec3d operator /(vec3d vec, float value) { return new vec3d(vec.v / value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static vec3d operator +(vec3d left, vec3d right) { return new vec3d(left.vec + right.vec); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator ==(vec3d left, vec3d right) { return left.v == right.v; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static unsafe implicit operator vec3d((float, float, float) tuple) { vec3d v = *(vec3d*)&tuple; v.vec.W = 0.0f; return v; } } public static class Vec3d { public static vec3d One => new vec3d(1, 1, 1); public static vec3d UnitX => new vec3d(1, 0, 0); public static vec3d UnitY => new vec3d(0, 1, 0); public static vec3d UnitZ => new vec3d(0, 0, 1); public static vec3d Zero => new vec3d(0, 0, 0); [MethodImpl(MethodImplOptions.AggressiveInlining)] public static vec3d Cross(vec3d left, vec3d right) { return Linear.Cross(left, right); } public static bool IsParallel(vec3d left, vec3d right) { return Cross(left, right) == Zero; } } }