150 lines
3.5 KiB
C#
150 lines
3.5 KiB
C#
using StgSharp.Optimization;
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using System;
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using System.Collections.Generic;
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using System.Data.Common;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit,Size =12,Pack =16)]
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public struct vec3d : IEquatable<vec3d>
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{
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[FieldOffset(0)]
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public float X;
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[FieldOffset(4)]
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public float Y;
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[FieldOffset(8)]
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public float Z;
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public vec3d(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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bool IEquatable<vec3d>.Equals(vec3d other)
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{
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if (this.GetHashCode() != other.GetHashCode())
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{
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return false;
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}
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else
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{
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return this.X == other.X
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&& this.Y == other.Y
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&& this.Z == other.Z;
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}
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}
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public override bool Equals(object obj)
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{
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if (obj == null)
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{
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return false;
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}
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else if (obj.GetType() != typeof(vec3d))
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{
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return false;
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}
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else
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{
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return this.Equals((vec3d)obj);
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}
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(X, Y, Z);
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}
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public override string ToString()
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{
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return $"{X}\t{Y}\t{Z}";
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}
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public static bool operator ==(vec3d vec1,vec3d vec2)
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{
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return vec1.X == vec2.X
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&& vec1.Y == vec2.Y
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&& vec1.Z == vec2.Z;
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}
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public static bool operator !=(vec3d vec1, vec3d vec2)
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{
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return !(vec1.X == vec2.X
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&& vec1.Y == vec2.Y
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&& vec1.Z == vec2.Z);
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}
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public static vec3d operator +(vec3d vec1, vec3d vec2)
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{
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return new vec3d(
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vec1.X + vec2.X,
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vec1.Y + vec2.Y,
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vec1.Z + vec2.Z
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);
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}
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public static vec3d operator -(vec3d vec1, vec3d vec2)
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{
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return new vec3d(
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vec1.X - vec2.X,
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vec1.Y - vec2.Y,
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vec1.Z - vec2.Z
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);
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}
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public static float operator *(vec3d vec1, vec3d vec2)
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{
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return
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vec1.X * vec2.X
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+ vec1.Y + vec2.Y
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+ vec1.Z + vec2.Z;
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}
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public static vec3d operator *(vec3d vec, float x)
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{
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return new vec3d(
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vec.X * x,
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vec.Y * x,
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vec.Z * x
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);
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}
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public static vec3d operator *( float x, vec3d vec)
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{
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return new vec3d(
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vec.X * x,
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vec.Y * x,
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vec.Z * x
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);
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}
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public static vec3d operator /(vec3d vec, float x)
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{
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return new vec3d(
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vec.X / x,
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vec.Y / x,
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vec.Z / x
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);
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}
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public static implicit operator float[](vec3d vec)
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{
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return new float[3] { vec.X, vec.Y, vec.Y };
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}
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public static implicit operator m128(vec3d vec)
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{
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return new m128()
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{
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float0 = vec.X,
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float1 = vec.Y,
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float2 = vec.Z,
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};
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}
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}
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}
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