2018-07-12 22:07:58 +10:00
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#region --- License ---
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/*
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Copyright (c) 2006 - 2008 The Open Toolkit library.
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion
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using System;
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using System.Runtime.InteropServices;
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namespace OpenTK {
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[StructLayout(LayoutKind.Sequential)]
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public struct Vector3 : IEquatable<Vector3>
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{
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public float X, Y, Z;
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public Vector3(float x, float y, float z) {
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X = x; Y = y; Z = z;
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}
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public Vector3(float value) {
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X = value; Y = value; Z = value;
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}
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public float LengthSquared { get { return X * X + Y * Y + Z * Z; } }
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public static readonly Vector3 UnitX = new Vector3(1, 0, 0);
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public static readonly Vector3 UnitY = new Vector3(0, 1, 0);
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public static readonly Vector3 UnitZ = new Vector3(0, 0, 1);
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public static readonly Vector3 Zero = new Vector3(0, 0, 0);
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public static readonly Vector3 One = new Vector3(1, 1, 1);
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public static Vector3 Lerp(Vector3 a, Vector3 b, float blend) {
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a.X = blend * (b.X - a.X) + a.X;
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a.Y = blend * (b.Y - a.Y) + a.Y;
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a.Z = blend * (b.Z - a.Z) + a.Z;
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return a;
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}
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public static void Lerp(ref Vector3 a, ref Vector3 b, float blend, out Vector3 result) {
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result.X = blend * (b.X - a.X) + a.X;
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result.Y = blend * (b.Y - a.Y) + a.Y;
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result.Z = blend * (b.Z - a.Z) + a.Z;
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}
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public static float Dot(Vector3 left, Vector3 right) {
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return left.X * right.X + left.Y * right.Y + left.Z * right.Z;
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}
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public static void Dot(ref Vector3 left, ref Vector3 right, out float result) {
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result = left.X * right.X + left.Y * right.Y + left.Z * right.Z;
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}
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public static Vector3 Cross(Vector3 left, Vector3 right) {
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return new Vector3(left.Y * right.Z - left.Z * right.Y,
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left.Z * right.X - left.X * right.Z,
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left.X * right.Y - left.Y * right.X);
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}
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public static void Cross(ref Vector3 left, ref Vector3 right, out Vector3 result) {
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result = new Vector3(left.Y * right.Z - left.Z * right.Y,
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left.Z * right.X - left.X * right.Z,
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left.X * right.Y - left.Y * right.X);
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}
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public static Vector3 Normalize(Vector3 vec) {
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float scale = 1f / (float)Math.Sqrt(vec.LengthSquared);
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vec.X *= scale; vec.Y *= scale; vec.Z *= scale;
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return vec;
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}
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public static Vector3 Normalize(float x, float y, float z) {
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float scale = 1f / (float)Math.Sqrt(x * x + y * y + z * z);
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return new Vector3(x * scale, y * scale, z * scale);
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}
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public static void Transform(ref Vector3 vec, ref Matrix4 mat, out Vector3 result) {
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result.X = vec.X * mat.Row0.X + vec.Y * mat.Row1.X + vec.Z * mat.Row2.X + mat.Row3.X;
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result.Y = vec.X * mat.Row0.Y + vec.Y * mat.Row1.Y + vec.Z * mat.Row2.Y + mat.Row3.Y;
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result.Z = vec.X * mat.Row0.Z + vec.Y * mat.Row1.Z + vec.Z * mat.Row2.Z + mat.Row3.Z;
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}
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public static void TransformY(float y, ref Matrix4 mat, out Vector3 result) {
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result.X = y * mat.Row1.X + mat.Row3.X;
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result.Y = y * mat.Row1.Y + mat.Row3.Y;
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result.Z = y * mat.Row1.Z + mat.Row3.Z;
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}
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public static Vector3 operator + (Vector3 left, Vector3 right) {
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left.X += right.X;
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left.Y += right.Y;
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left.Z += right.Z;
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return left;
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}
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public static Vector3 operator - (Vector3 left, Vector3 right) {
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left.X -= right.X;
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left.Y -= right.Y;
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left.Z -= right.Z;
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return left;
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}
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public static Vector3 operator - (Vector3 vec) {
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vec.X = -vec.X;
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vec.Y = -vec.Y;
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vec.Z = -vec.Z;
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return vec;
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}
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public static Vector3 operator * (Vector3 vec, float scale) {
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vec.X *= scale;
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vec.Y *= scale;
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vec.Z *= scale;
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return vec;
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}
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public static Vector3 operator * (Vector3 vec, Vector3 scale) {
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vec.X *= scale.X;
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vec.Y *= scale.Y;
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vec.Z *= scale.Z;
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return vec;
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}
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public static Vector3 operator / (Vector3 vec, float scale) {
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float mult = 1f / scale;
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vec.X *= mult;
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vec.Y *= mult;
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vec.Z *= mult;
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return vec;
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}
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public static bool operator ==(Vector3 left, Vector3 right) {
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return left.Equals(right);
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}
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public static bool operator !=(Vector3 left, Vector3 right) {
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return !left.Equals(right);
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}
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public override int GetHashCode() {
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return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode();
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}
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public override bool Equals(object obj) {
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return (obj is Vector3) && Equals((Vector3)obj);
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}
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public bool Equals(Vector3 other) {
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return X == other.X && Y == other.Y && Z == other.Z;
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}
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public override string ToString() {
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return X + ", " + Y + ", " + Z;
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}
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}
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}
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