Files
stgsharp/源代码/StgSharp/Math/Linear/vec3d.cs
T

240 lines
6.7 KiB
C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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<vec3d>, 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 unsafe vec2d XY
{
get => new vec2d(this.vec);
set
{
fixed (Vector3* vptr = &v)
{
*(Vector2*)vptr = value.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;
}
}
}