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