Files
stgsharp/StgSharp.Common/Math/Linear/Vec3.cs
T

232 lines
7.0 KiB
C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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<Vec3>, IVector<Vec3>
{
[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<uint>( 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;
}
}
}