// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. #if USE_LARGE_WORLDS using Real = System.Double; #else using Real = System.Single; #endif // ----------------------------------------------------------------------------- // Original code from SharpDX project. https://github.com/sharpdx/SharpDX/ // Greetings to Alexandre Mutel. Original code published with the following license: // ----------------------------------------------------------------------------- // Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // 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. // ----------------------------------------------------------------------------- // Original code from SlimMath project. http://code.google.com/p/slimmath/ // Greetings to SlimDX Group. Original code published with the following license: // ----------------------------------------------------------------------------- /* * Copyright (c) 2007-2011 SlimDX Group * * 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 System; using System.Globalization; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace FlaxEngine { [Serializable] #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Double3Converter))] #endif partial struct Double3 : IEquatable, IFormattable { private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2}"; /// /// The size of the type, in bytes. /// public static readonly int SizeInBytes = Marshal.SizeOf(typeof(Double3)); /// /// A with all of its components set to zero. /// public static readonly Double3 Zero; /// /// The X unit (1, 0, 0). /// public static readonly Double3 UnitX = new Double3(1.0, 0.0, 0.0); /// /// The Y unit (0, 1, 0). /// public static readonly Double3 UnitY = new Double3(0.0, 1.0, 0.0); /// /// The Z unit (0, 0, 1). /// public static readonly Double3 UnitZ = new Double3(0.0, 0.0, 1.0); /// /// A with all of its components set to one. /// public static readonly Double3 One = new Double3(1.0, 1.0, 1.0); /// /// A with all of its components set to half. /// public static readonly Double3 Half = new Double3(0.5f, 0.5f, 0.5f); /// /// A unit designating up (0, 1, 0). /// public static readonly Double3 Up = new Double3(0.0, 1.0, 0.0); /// /// A unit designating down (0, -1, 0). /// public static readonly Double3 Down = new Double3(0.0, -1.0, 0.0); /// /// A unit designating left (-1, 0, 0). /// public static readonly Double3 Left = new Double3(-1.0, 0.0, 0.0); /// /// A unit designating right (1, 0, 0). /// public static readonly Double3 Right = new Double3(1.0, 0.0, 0.0); /// /// A unit designating forward in a left-handed coordinate system (0, 0, 1). /// public static readonly Double3 Forward = new Double3(0.0, 0.0, 1.0); /// /// A unit designating backward in a left-handed coordinate system (0, 0, -1). /// public static readonly Double3 Backward = new Double3(0.0, 0.0, -1.0); /// /// A with all components equal to . /// public static readonly Double3 Minimum = new Double3(double.MinValue); /// /// A with all components equal to . /// public static readonly Double3 Maximum = new Double3(double.MaxValue); /// /// Initializes a new instance of the struct. /// /// The value that will be assigned to all components. public Double3(double value) { X = value; Y = value; Z = value; } /// /// Initializes a new instance of the struct. /// /// Initial value for the X component of the vector. /// Initial value for the Y component of the vector. /// Initial value for the Z component of the vector. public Double3(double x, double y, double z) { X = x; Y = y; Z = z; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X and Y components. /// Initial value for the Z component of the vector. public Double3(Double2 value, double z) { X = value.X; Y = value.Y; Z = z; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X, Y and Z components. public Double3(Vector3 value) { X = value.X; Y = value.Y; Z = value.Z; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X, Y and Z components. public Double3(Float3 value) { X = value.X; Y = value.Y; Z = value.Z; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X, Y and Z components. public Double3(Double4 value) { X = value.X; Y = value.Y; Z = value.Z; } /// /// Initializes a new instance of the struct. /// /// The values to assign to the X, Y, and Z components of the vector. This must be an array with three elements. /// Thrown when is null. /// Thrown when contains more or less than three elements. public Double3(double[] values) { if (values == null) throw new ArgumentNullException(nameof(values)); if (values.Length != 3) throw new ArgumentOutOfRangeException(nameof(values), "There must be three and only three input values for Double3."); X = values[0]; Y = values[1]; Z = values[2]; } /// /// Gets a value indicting whether this instance is normalized. /// public bool IsNormalized => Mathd.IsOne(X * X + Y * Y + Z * Z); /// /// Gets the normalized vector. Returned vector has length equal 1. /// public Double3 Normalized { get { Double3 result = this; result.Normalize(); return result; } } /// /// Gets a value indicting whether this vector is zero /// public bool IsZero => Mathd.IsZero(X) && Mathd.IsZero(Y) && Mathd.IsZero(Z); /// /// Gets a value indicting whether this vector is one /// public bool IsOne => Mathd.IsOne(X) && Mathd.IsOne(Y) && Mathd.IsOne(Z); /// /// Gets a minimum component value /// public double MinValue => Mathd.Min(X, Mathd.Min(Y, Z)); /// /// Gets a maximum component value /// public double MaxValue => Mathd.Max(X, Mathd.Max(Y, Z)); /// /// Gets an arithmetic average value of all vector components. /// public double AvgValue => (X + Y + Z) * (1.0 / 3.0); /// /// Gets a sum of the component values. /// public double ValuesSum => X + Y + Z; /// /// Gets a vector with values being absolute values of that vector. /// public Double3 Absolute => new Double3(Math.Abs(X), Math.Abs(Y), Math.Abs(Z)); /// /// Gets a vector with values being opposite to values of that vector. /// public Double3 Negative => new Double3(-X, -Y, -Z); /// /// Gets or sets the component at the specified index. /// /// The value of the X, Y, or Z component, depending on the index. /// The index of the component to access. Use 0 for the X component, 1 for the Y component, and 2 for the Z component. /// The value of the component at the specified index. /// Thrown when the is out of the range [0, 2]. public double this[int index] { get { switch (index) { case 0: return X; case 1: return Y; case 2: return Z; } throw new ArgumentOutOfRangeException(nameof(index), "Indices for Double3 run from 0 to 2, inclusive."); } set { switch (index) { case 0: X = value; break; case 1: Y = value; break; case 2: Z = value; break; default: throw new ArgumentOutOfRangeException(nameof(index), "Indices for Double3 run from 0 to 2, inclusive."); } } } /// /// Calculates the length of the vector. /// /// The length of the vector. /// may be preferred when only the relative length is needed and speed is of the essence. public double Length => Math.Sqrt(X * X + Y * Y + Z * Z); /// /// Calculates the squared length of the vector. /// /// The squared length of the vector. /// This method may be preferred to when only a relative length is needed and speed is of the essence. public double LengthSquared => X * X + Y * Y + Z * Z; /// /// Converts the vector into a unit vector. /// public void Normalize() { double length = Length; if (length >= Mathd.Epsilon) { double inv = 1.0 / length; X *= inv; Y *= inv; Z *= inv; } } /// /// When this vector contains Euler angles (degrees), ensure that angles are between +/-180 /// public void UnwindEuler() { X = Mathd.UnwindDegrees(X); Y = Mathd.UnwindDegrees(Y); Z = Mathd.UnwindDegrees(Z); } /// /// Creates an array containing the elements of the vector. /// /// A three-element array containing the components of the vector. public double[] ToArray() { return new[] { X, Y, Z }; } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// When the method completes, contains the sum of the two vectors. public static void Add(ref Double3 left, ref Double3 right, out Double3 result) { result = new Double3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static Double3 Add(Double3 left, Double3 right) { return new Double3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); } /// /// Performs a component-wise addition. /// /// The input vector /// The scalar value to be added to elements /// The vector with added scalar for each element. public static void Add(ref Double3 left, ref double right, out Double3 result) { result = new Double3(left.X + right, left.Y + right, left.Z + right); } /// /// Performs a component-wise addition. /// /// The input vector /// The scalar value to be added to elements /// The vector with added scalar for each element. public static Double3 Add(Double3 left, double right) { return new Double3(left.X + right, left.Y + right, left.Z + right); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// When the method completes, contains the difference of the two vectors. public static void Subtract(ref Double3 left, ref Double3 right, out Double3 result) { result = new Double3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static Double3 Subtract(Double3 left, Double3 right) { return new Double3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); } /// /// Performs a component-wise subtraction. /// /// The input vector /// The scalar value to be subtracted from elements /// The vector with subtracted scalar for each element. public static void Subtract(ref Double3 left, ref double right, out Double3 result) { result = new Double3(left.X - right, left.Y - right, left.Z - right); } /// /// Performs a component-wise subtraction. /// /// The input vector /// The scalar value to be subtracted from elements /// The vector with subtracted scalar for each element. public static Double3 Subtract(Double3 left, double right) { return new Double3(left.X - right, left.Y - right, left.Z - right); } /// /// Performs a component-wise subtraction. /// /// The scalar value to be subtracted from elements /// The input vector. /// The vector with subtracted scalar for each element. public static void Subtract(ref double left, ref Double3 right, out Double3 result) { result = new Double3(left - right.X, left - right.Y, left - right.Z); } /// /// Performs a component-wise subtraction. /// /// The scalar value to be subtracted from elements /// The input vector. /// The vector with subtracted scalar for each element. public static Double3 Subtract(double left, Double3 right) { return new Double3(left - right.X, left - right.Y, left - right.Z); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Multiply(ref Double3 value, double scale, out Double3 result) { result = new Double3(value.X * scale, value.Y * scale, value.Z * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double3 Multiply(Double3 value, double scale) { return new Double3(value.X * scale, value.Y * scale, value.Z * scale); } /// /// Multiply a vector with another by performing component-wise multiplication. /// /// The first vector to multiply. /// The second vector to multiply. /// When the method completes, contains the multiplied vector. public static void Multiply(ref Double3 left, ref Double3 right, out Double3 result) { result = new Double3(left.X * right.X, left.Y * right.Y, left.Z * right.Z); } /// /// Multiply a vector with another by performing component-wise multiplication. /// /// The first vector to Multiply. /// The second vector to multiply. /// The multiplied vector. public static Double3 Multiply(Double3 left, Double3 right) { return new Double3(left.X * right.X, left.Y * right.Y, left.Z * right.Z); } /// /// Divides a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector (per component). /// When the method completes, contains the divided vector. public static void Divide(ref Double3 value, ref Double3 scale, out Double3 result) { result = new Double3(value.X / scale.X, value.Y / scale.Y, value.Z / scale.Z); } /// /// Divides a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector (per component). /// The divided vector. public static Double3 Divide(Double3 value, Double3 scale) { return new Double3(value.X / scale.X, value.Y / scale.Y, value.Z / scale.Z); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Divide(ref Double3 value, double scale, out Double3 result) { result = new Double3(value.X / scale, value.Y / scale, value.Z / scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double3 Divide(Double3 value, double scale) { return new Double3(value.X / scale, value.Y / scale, value.Z / scale); } /// /// Scales a vector by the given value. /// /// The amount by which to scale the vector. /// The vector to scale. /// When the method completes, contains the scaled vector. public static void Divide(double scale, ref Double3 value, out Double3 result) { result = new Double3(scale / value.X, scale / value.Y, scale / value.Z); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double3 Divide(double scale, Double3 value) { return new Double3(scale / value.X, scale / value.Y, scale / value.Z); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// When the method completes, contains a vector facing in the opposite direction. public static void Negate(ref Double3 value, out Double3 result) { result = new Double3(-value.X, -value.Y, -value.Z); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// A vector facing in the opposite direction. public static Double3 Negate(Double3 value) { return new Double3(-value.X, -value.Y, -value.Z); } /// /// Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. /// /// A containing the 3D Cartesian coordinates of vertex 1 of the triangle. /// A containing the 3D Cartesian coordinates of vertex 2 of the triangle. /// A containing the 3D Cartesian coordinates of vertex 3 of the triangle. /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). /// When the method completes, contains the 3D Cartesian coordinates of the specified point. public static void Barycentric(ref Double3 value1, ref Double3 value2, ref Double3 value3, double amount1, double amount2, out Double3 result) { result = new Double3(value1.X + amount1 * (value2.X - value1.X) + amount2 * (value3.X - value1.X), value1.Y + amount1 * (value2.Y - value1.Y) + amount2 * (value3.Y - value1.Y), value1.Z + amount1 * (value2.Z - value1.Z) + amount2 * (value3.Z - value1.Z)); } /// /// Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. /// /// A containing the 3D Cartesian coordinates of vertex 1 of the triangle. /// A containing the 3D Cartesian coordinates of vertex 2 of the triangle. /// A containing the 3D Cartesian coordinates of vertex 3 of the triangle. /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). /// A new containing the 3D Cartesian coordinates of the specified point. public static Double3 Barycentric(Double3 value1, Double3 value2, Double3 value3, double amount1, double amount2) { Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out var result); return result; } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// When the method completes, contains the clamped value. public static void Clamp(ref Double3 value, ref Double3 min, ref Double3 max, out Double3 result) { double x = value.X; x = x > max.X ? max.X : x; x = x < min.X ? min.X : x; double y = value.Y; y = y > max.Y ? max.Y : y; y = y < min.Y ? min.Y : y; double z = value.Z; z = z > max.Z ? max.Z : z; z = z < min.Z ? min.Z : z; result = new Double3(x, y, z); } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// The clamped value. public static Double3 Clamp(Double3 value, Double3 min, Double3 max) { Clamp(ref value, ref min, ref max, out var result); return result; } /// /// Calculates the cross product of two vectors. /// /// First source vector. /// Second source vector. /// When the method completes, contains he cross product of the two vectors. public static void Cross(ref Double3 left, ref Double3 right, out Double3 result) { result = new Double3(left.Y * right.Z - left.Z * right.Y, left.Z * right.X - left.X * right.Z, left.X * right.Y - left.Y * right.X); } /// /// Calculates the cross product of two vectors. /// /// First source vector. /// Second source vector. /// The cross product of the two vectors. public static Double3 Cross(Double3 left, Double3 right) { Cross(ref left, ref right, out var result); return result; } /// /// Calculates the distance between two vectors. /// /// The first vector. /// The second vector. /// When the method completes, contains the distance between the two vectors. /// may be preferred when only the relative distance is needed and speed is of the essence. public static void Distance(ref Double3 value1, ref Double3 value2, out double result) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; double z = value1.Z - value2.Z; result = Math.Sqrt(x * x + y * y + z * z); } /// /// Calculates the distance between two vectors. /// /// The first vector. /// The second vector. /// The distance between the two vectors. /// may be preferred when only the relative distance is needed and speed is of the essence. public static double Distance(ref Double3 value1, ref Double3 value2) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; double z = value1.Z - value2.Z; return Math.Sqrt(x * x + y * y + z * z); } /// /// Calculates the distance between two vectors. /// /// The first vector. /// The second vector. /// The distance between the two vectors. /// may be preferred when only the relative distance is needed and speed is of the essence. public static double Distance(Double3 value1, Double3 value2) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; double z = value1.Z - value2.Z; return Math.Sqrt(x * x + y * y + z * z); } /// /// Calculates the squared distance between two vectors. /// /// The first vector. /// The second vector. /// When the method completes, contains the squared distance between the two vectors. public static void DistanceSquared(ref Double3 value1, ref Double3 value2, out double result) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; double z = value1.Z - value2.Z; result = x * x + y * y + z * z; } /// /// Calculates the squared distance between two vectors. /// /// The first vector. /// The second vector. /// The squared distance between the two vectors. public static double DistanceSquared(ref Double3 value1, ref Double3 value2) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; double z = value1.Z - value2.Z; return x * x + y * y + z * z; } /// /// Calculates the squared distance between two vectors. /// /// The first vector. /// The second vector. /// The squared distance between the two vectors. public static double DistanceSquared(Double3 value1, Double3 value2) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; double z = value1.Z - value2.Z; return x * x + y * y + z * z; } /// /// Calculates the distance between two vectors on the XY plane (ignoring Z). /// /// The first vector. /// The second vector. /// When the method completes, contains the distance between the two vectors in the XY plane. public static void DistanceXY(ref Double3 value1, ref Double3 value2, out double result) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; result = Math.Sqrt(x * x + y * y); } /// /// Calculates the squared distance between two vectors on the XY plane (ignoring Z). /// /// The first vector. /// The second vector /// When the method completes, contains the squared distance between the two vectors in the XY plane. public static void DistanceXYSquared(ref Double3 value1, ref Double3 value2, out double result) { double x = value1.X - value2.X; double y = value1.Y - value2.Y; result = x * x + y * y; } /// /// Calculates the distance between two vectors on the XZ plane (ignoring Y). /// /// The first vector. /// The second vector. /// When the method completes, contains the distance between the two vectors in the XY plane. public static void DistanceXZ(ref Double3 value1, ref Double3 value2, out double result) { double x = value1.X - value2.X; double z = value1.Z - value2.Z; result = Math.Sqrt(x * x + z * z); } /// /// Calculates the squared distance between two vectors on the XZ plane (ignoring Y). /// /// The first vector. /// The second vector /// When the method completes, contains the squared distance between the two vectors in the XY plane. public static void DistanceXZSquared(ref Double3 value1, ref Double3 value2, out double result) { double x = value1.X - value2.X; double z = value1.Z - value2.Z; result = x * x + z * z; } /// /// Calculates the distance between two vectors on the YZ plane (ignoring X). /// /// The first vector. /// The second vector. /// When the method completes, contains the distance between the two vectors in the YZ plane. public static void DistanceYZ(ref Double3 value1, ref Double3 value2, out double result) { double y = value1.Y - value2.Y; double z = value1.Z - value2.Z; result = Math.Sqrt(y * y + z * z); } /// /// Calculates the squared distance between two vectors on the YZ plane (ignoring X). /// /// The first vector. /// The second vector /// When the method completes, contains the squared distance between the two vectors in the YZ plane. public static void DistanceYZSquared(ref Double3 value1, ref Double3 value2, out double result) { double y = value1.Y - value2.Y; double z = value1.Z - value2.Z; result = y * y + z * z; } /// /// Tests whether one vector is near another vector. /// /// The left vector. /// The right vector. /// The epsilon. /// true if left and right are near another, false otherwise public static bool NearEqual(Double3 left, Double3 right, double epsilon = Mathd.Epsilon) { return NearEqual(ref left, ref right, epsilon); } /// /// Tests whether one vector is near another vector. /// /// The left vector. /// The right vector. /// The epsilon. /// true if left and right are near another, false otherwise public static bool NearEqual(ref Double3 left, ref Double3 right, double epsilon = Mathd.Epsilon) { return Mathd.WithinEpsilon(left.X, right.X, epsilon) && Mathd.WithinEpsilon(left.Y, right.Y, epsilon) && Mathd.WithinEpsilon(left.Z, right.Z, epsilon); } /// /// Calculates the dot product of two vectors. /// /// First source vector. /// Second source vector. /// When the method completes, contains the dot product of the two vectors. public static void Dot(ref Double3 left, ref Double3 right, out double result) { result = left.X * right.X + left.Y * right.Y + left.Z * right.Z; } /// /// Calculates the dot product of two vectors. /// /// First source vector. /// Second source vector. /// The dot product of the two vectors. public static double Dot(ref Double3 left, ref Double3 right) { return left.X * right.X + left.Y * right.Y + left.Z * right.Z; } /// /// Calculates the dot product of two vectors. /// /// First source vector. /// Second source vector. /// The dot product of the two vectors. public static double Dot(Double3 left, Double3 right) { return left.X * right.X + left.Y * right.Y + left.Z * right.Z; } /// /// Converts the vector into a unit vector. /// /// The vector to normalize. /// When the method completes, contains the normalized vector. public static void Normalize(ref Double3 value, out Double3 result) { result = value; result.Normalize(); } /// /// Converts the vector into a unit vector. /// /// The vector to normalize. /// The normalized vector. public static Double3 Normalize(Double3 value) { value.Normalize(); return value; } /// /// Makes sure that Length of the output vector is always below max and above 0. /// /// Input Vector. /// Max Length public static Double3 ClampLength(Double3 vector, double max) { return ClampLength(vector, 0, max); } /// /// Makes sure that Length of the output vector is always below max and above min. /// /// Input Vector. /// Min Length /// Max Length public static Double3 ClampLength(Double3 vector, double min, double max) { ClampLength(vector, min, max, out Double3 result); return result; } /// /// Makes sure that Length of the output vector is always below max and above min. /// /// Input Vector. /// Min Length /// Max Length /// The result vector. public static void ClampLength(Double3 vector, double min, double max, out Double3 result) { result.X = vector.X; result.Y = vector.Y; result.Z = vector.Z; double lenSq = result.LengthSquared; if (lenSq > max * max) { double scaleFactor = max / Math.Sqrt(lenSq); result.X *= scaleFactor; result.Y *= scaleFactor; result.Z *= scaleFactor; } if (lenSq < min * min) { double scaleFactor = min / Math.Sqrt(lenSq); result.X *= scaleFactor; result.Y *= scaleFactor; result.Z *= scaleFactor; } } /// /// Performs a linear interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// When the method completes, contains the linear interpolation of the two vectors. /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. public static void Lerp(ref Double3 start, ref Double3 end, double amount, out Double3 result) { result.X = Mathd.Lerp(start.X, end.X, amount); result.Y = Mathd.Lerp(start.Y, end.Y, amount); result.Z = Mathd.Lerp(start.Z, end.Z, amount); } /// /// Performs a linear interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// The linear interpolation of the two vectors. /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. public static Double3 Lerp(Double3 start, Double3 end, double amount) { Lerp(ref start, ref end, amount, out var result); return result; } /// /// Performs a cubic interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// When the method completes, contains the cubic interpolation of the two vectors. public static void SmoothStep(ref Double3 start, ref Double3 end, double amount, out Double3 result) { amount = Mathd.SmoothStep(amount); Lerp(ref start, ref end, amount, out result); } /// /// Performs a cubic interpolation between two vectors. /// /// Start vector. /// End vector. /// Value between 0 and 1 indicating the weight of . /// The cubic interpolation of the two vectors. public static Double3 SmoothStep(Double3 start, Double3 end, double amount) { SmoothStep(ref start, ref end, amount, out var result); return result; } /// /// Moves a value current towards target. /// /// The position to move from. /// The position to move towards. /// The maximum distance that can be applied to the value. /// The new position. public static Double3 MoveTowards(Double3 current, Double3 target, double maxDistanceDelta) { var to = target - current; var distanceSq = to.LengthSquared; if (distanceSq == 0 || (maxDistanceDelta >= 0 && distanceSq <= maxDistanceDelta * maxDistanceDelta)) return target; var scale = maxDistanceDelta / Mathd.Sqrt(distanceSq); return new Double3(current.X + to.X * scale, current.Y + to.Y * scale, current.Z + to.Z * scale); } /// /// Performs a Hermite spline interpolation. /// /// First source position vector. /// First source tangent vector. /// Second source position vector. /// Second source tangent vector. /// Weighting factor. /// When the method completes, contains the result of the Hermite spline interpolation. public static void Hermite(ref Double3 value1, ref Double3 tangent1, ref Double3 value2, ref Double3 tangent2, double amount, out Double3 result) { double squared = amount * amount; double cubed = amount * squared; double part1 = 2.0 * cubed - 3.0 * squared + 1.0; double part2 = -2.0 * cubed + 3.0 * squared; double part3 = cubed - 2.0 * squared + amount; double part4 = cubed - squared; result.X = value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4; result.Y = value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4; result.Z = value1.Z * part1 + value2.Z * part2 + tangent1.Z * part3 + tangent2.Z * part4; } /// /// Performs a Hermite spline interpolation. /// /// First source position vector. /// First source tangent vector. /// Second source position vector. /// Second source tangent vector. /// Weighting factor. /// The result of the Hermite spline interpolation. public static Double3 Hermite(Double3 value1, Double3 tangent1, Double3 value2, Double3 tangent2, double amount) { Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out var result); return result; } /// /// Performs a Catmull-Rom interpolation using the specified positions. /// /// The first position in the interpolation. /// The second position in the interpolation. /// The third position in the interpolation. /// The fourth position in the interpolation. /// Weighting factor. /// When the method completes, contains the result of the Catmull-Rom interpolation. public static void CatmullRom(ref Double3 value1, ref Double3 value2, ref Double3 value3, ref Double3 value4, double amount, out Double3 result) { double squared = amount * amount; double cubed = amount * squared; result.X = 0.5f * (2.0 * value2.X + (-value1.X + value3.X) * amount + (2.0 * value1.X - 5.0 * value2.X + 4.0 * value3.X - value4.X) * squared + (-value1.X + 3.0 * value2.X - 3.0 * value3.X + value4.X) * cubed); result.Y = 0.5f * (2.0 * value2.Y + (-value1.Y + value3.Y) * amount + (2.0 * value1.Y - 5.0 * value2.Y + 4.0 * value3.Y - value4.Y) * squared + (-value1.Y + 3.0 * value2.Y - 3.0 * value3.Y + value4.Y) * cubed); result.Z = 0.5f * (2.0 * value2.Z + (-value1.Z + value3.Z) * amount + (2.0 * value1.Z - 5.0 * value2.Z + 4.0 * value3.Z - value4.Z) * squared + (-value1.Z + 3.0 * value2.Z - 3.0 * value3.Z + value4.Z) * cubed); } /// /// Performs a Catmull-Rom interpolation using the specified positions. /// /// The first position in the interpolation. /// The second position in the interpolation. /// The third position in the interpolation. /// The fourth position in the interpolation. /// Weighting factor. /// A vector that is the result of the Catmull-Rom interpolation. public static Double3 CatmullRom(Double3 value1, Double3 value2, Double3 value3, Double3 value4, double amount) { CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out var result); return result; } /// /// Returns a vector containing the largest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the largest components of the source vectors. public static void Max(ref Double3 left, ref Double3 right, out Double3 result) { result.X = left.X > right.X ? left.X : right.X; result.Y = left.Y > right.Y ? left.Y : right.Y; result.Z = left.Z > right.Z ? left.Z : right.Z; } /// /// Returns a vector containing the largest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the largest components of the source vectors. public static Double3 Max(Double3 left, Double3 right) { Max(ref left, ref right, out var result); return result; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the smallest components of the source vectors. public static void Min(ref Double3 left, ref Double3 right, out Double3 result) { result.X = left.X < right.X ? left.X : right.X; result.Y = left.Y < right.Y ? left.Y : right.Y; result.Z = left.Z < right.Z ? left.Z : right.Z; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the smallest components of the source vectors. public static Double3 Min(Double3 left, Double3 right) { Min(ref left, ref right, out var result); return result; } /// /// Returns the absolute value of a vector. /// /// The value. /// A vector which components are less or equal to 0. public static Double3 Abs(Double3 v) { return new Double3(Math.Abs(v.X), Math.Abs(v.Y), Math.Abs(v.Z)); } /// /// Projects a vector onto another vector. /// /// The vector to project. /// The projection normal vector. /// The projected vector. public static Double3 Project(Double3 vector, Double3 onNormal) { double sqrMag = Dot(onNormal, onNormal); if (sqrMag < Mathd.Epsilon) return Zero; return onNormal * Dot(vector, onNormal) / sqrMag; } /// /// Projects a vector onto a plane defined by a normal orthogonal to the plane. /// /// The vector to project. /// The plane normal vector. /// The projected vector. public static Double3 ProjectOnPlane(Double3 vector, Double3 planeNormal) { return vector - Project(vector, planeNormal); } /// /// Calculates the angle (in degrees) between and . This is always the smallest value. /// /// The first vector. /// The second vector. /// The angle (in degrees). public static double Angle(Double3 from, Double3 to) { double dot = Mathd.Clamp(Dot(from.Normalized, to.Normalized), -1.0, 1.0); if (Math.Abs(dot) > (1 - Mathd.Epsilon)) return dot > 0.0 ? 0.0 : 180.0; return Math.Acos(dot) * Mathd.RadiansToDegrees; } /// /// Projects a 3D vector from object space into screen space. /// /// The vector to project. /// The X position of the viewport. /// The Y position of the viewport. /// The width of the viewport. /// The height of the viewport. /// The minimum depth of the viewport. /// The maximum depth of the viewport. /// The combined world-view-projection matrix. /// When the method completes, contains the vector in screen space. public static void Project(ref Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, ref Matrix worldViewProjection, out Double3 result) { TransformCoordinate(ref vector, ref worldViewProjection, out var v); result = new Double3((1.0 + v.X) * 0.5f * width + x, (1.0 - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ); } /// /// Projects a 3D vector from object space into screen space. /// /// The vector to project. /// The X position of the viewport. /// The Y position of the viewport. /// The width of the viewport. /// The height of the viewport. /// The minimum depth of the viewport. /// The maximum depth of the viewport. /// The combined world-view-projection matrix. /// The vector in screen space. public static Double3 Project(Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, Matrix worldViewProjection) { Project(ref vector, x, y, width, height, minZ, maxZ, ref worldViewProjection, out var result); return result; } /// /// Projects a 3D vector from screen space into object space. /// /// The vector to project. /// The X position of the viewport. /// The Y position of the viewport. /// The width of the viewport. /// The height of the viewport. /// The minimum depth of the viewport. /// The maximum depth of the viewport. /// The combined world-view-projection matrix. /// When the method completes, contains the vector in object space. public static void Unproject(ref Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, ref Matrix worldViewProjection, out Double3 result) { Matrix.Invert(ref worldViewProjection, out var matrix); var v = new Double3 { X = (vector.X - x) / width * 2.0 - 1.0, Y = -((vector.Y - y) / height * 2.0 - 1.0), Z = (vector.Z - minZ) / (maxZ - minZ) }; TransformCoordinate(ref v, ref matrix, out result); } /// /// Projects a 3D vector from screen space into object space. /// /// The vector to project. /// The X position of the viewport. /// The Y position of the viewport. /// The width of the viewport. /// The height of the viewport. /// The minimum depth of the viewport. /// The maximum depth of the viewport. /// The combined world-view-projection matrix. /// The vector in object space. public static Double3 Unproject(Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, Matrix worldViewProjection) { Unproject(ref vector, x, y, width, height, minZ, maxZ, ref worldViewProjection, out var result); return result; } /// /// Returns the reflection of a vector off a surface that has the specified normal. /// /// The source vector. /// Normal of the surface. /// When the method completes, contains the reflected vector. /// Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. public static void Reflect(ref Double3 vector, ref Double3 normal, out Double3 result) { double dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z; result.X = vector.X - 2.0 * dot * normal.X; result.Y = vector.Y - 2.0 * dot * normal.Y; result.Z = vector.Z - 2.0 * dot * normal.Z; } /// /// Returns the reflection of a vector off a surface that has the specified normal. /// /// The source vector. /// Normal of the surface. /// The reflected vector. /// Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. public static Double3 Reflect(Double3 vector, Double3 normal) { Reflect(ref vector, ref normal, out var result); return result; } /// /// Transforms a 3D vector by the given rotation. /// /// The vector to rotate. /// The rotation to apply. /// When the method completes, contains the transformed . public static void Transform(ref Double3 vector, ref Quaternion rotation, out Double3 result) { double x = rotation.X + rotation.X; double y = rotation.Y + rotation.Y; double z = rotation.Z + rotation.Z; double wx = rotation.W * x; double wy = rotation.W * y; double wz = rotation.W * z; double xx = rotation.X * x; double xy = rotation.X * y; double xz = rotation.X * z; double yy = rotation.Y * y; double yz = rotation.Y * z; double zz = rotation.Z * z; result = new Double3(vector.X * (1.0 - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy), vector.X * (xy + wz) + vector.Y * (1.0 - xx - zz) + vector.Z * (yz - wx), vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0 - xx - yy)); } /// /// Transforms a 3D vector by the given rotation. /// /// The vector to rotate. /// The rotation to apply. /// The transformed . public static Double3 Transform(Double3 vector, Quaternion rotation) { Transform(ref vector, ref rotation, out var result); return result; } /// /// Transforms a 3D vector by the given . /// /// The source vector. /// The transformation . /// When the method completes, contains the transformed . public static void Transform(ref Double3 vector, ref Matrix3x3 transform, out Double3 result) { result = new Double3((vector.X * transform.M11) + (vector.Y * transform.M21) + (vector.Z * transform.M31), (vector.X * transform.M12) + (vector.Y * transform.M22) + (vector.Z * transform.M32), (vector.X * transform.M13) + (vector.Y * transform.M23) + (vector.Z * transform.M33)); } /// /// Transforms a 3D vector by the given . /// /// The source vector. /// The transformation . /// The transformed . public static Double3 Transform(Double3 vector, Matrix3x3 transform) { Transform(ref vector, ref transform, out var result); return result; } /// /// Transforms a 3D vector by the given . /// /// The source vector. /// The transformation . /// When the method completes, contains the transformed . public static void Transform(ref Double3 vector, ref Matrix transform, out Double3 result) { result = new Double3(vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43); } /// /// Transforms a 3D vector by the given . /// /// The source vector. /// The transformation . /// When the method completes, contains the transformed . public static void Transform(ref Double3 vector, ref Matrix transform, out Double4 result) { result = new Double4(vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43, vector.X * transform.M14 + vector.Y * transform.M24 + vector.Z * transform.M34 + transform.M44); } /// /// Transforms a 3D vector by the given . /// /// The source vector. /// The transformation . /// The transformed . public static Double3 Transform(Double3 vector, Matrix transform) { Transform(ref vector, ref transform, out Double3 result); return result; } /// /// Performs a coordinate transformation using the given . /// /// The coordinate vector to transform. /// The transformation . /// When the method completes, contains the transformed coordinates. /// /// A coordinate transform performs the transformation with the assumption that the w component /// is one. The four dimensional vector obtained from the transformation operation has each /// component in the vector divided by the w component. This forces the w component to be one and /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working /// with coordinates as the w component can safely be ignored. /// public static void TransformCoordinate(ref Double3 coordinate, ref Matrix transform, out Double3 result) { var vector = new Double4 { X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + coordinate.Z * transform.M31 + transform.M41, Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + coordinate.Z * transform.M32 + transform.M42, Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + coordinate.Z * transform.M33 + transform.M43, W = 1f / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + coordinate.Z * transform.M34 + transform.M44) }; result = new Double3(vector.X * vector.W, vector.Y * vector.W, vector.Z * vector.W); } /// /// Performs a coordinate transformation using the given . /// /// The coordinate vector to transform. /// The transformation . /// The transformed coordinates. /// /// A coordinate transform performs the transformation with the assumption that the w component /// is one. The four dimensional vector obtained from the transformation operation has each /// component in the vector divided by the w component. This forces the w component to be one and /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working /// with coordinates as the w component can safely be ignored. /// public static Double3 TransformCoordinate(Double3 coordinate, Matrix transform) { TransformCoordinate(ref coordinate, ref transform, out var result); return result; } /// /// Performs a normal transformation using the given . /// /// The normal vector to transform. /// The transformation . /// When the method completes, contains the transformed normal. /// /// A normal transform performs the transformation with the assumption that the w component /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The /// end result is a vector that is not translated, but all other transformation properties /// apply. This is often preferred for normal vectors as normals purely represent direction /// rather than location because normal vectors should not be translated. /// public static void TransformNormal(ref Double3 normal, ref Matrix transform, out Double3 result) { result = new Double3(normal.X * transform.M11 + normal.Y * transform.M21 + normal.Z * transform.M31, normal.X * transform.M12 + normal.Y * transform.M22 + normal.Z * transform.M32, normal.X * transform.M13 + normal.Y * transform.M23 + normal.Z * transform.M33); } /// /// Performs a normal transformation using the given . /// /// The normal vector to transform. /// The transformation . /// The transformed normal. /// /// A normal transform performs the transformation with the assumption that the w component /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The /// end result is a vector that is not translated, but all other transformation properties /// apply. This is often preferred for normal vectors as normals purely represent direction /// rather than location because normal vectors should not be translated. /// public static Double3 TransformNormal(Double3 normal, Matrix transform) { TransformNormal(ref normal, ref transform, out var result); return result; } /// /// Snaps the input position into the grid. /// /// The position to snap. /// The size of the grid. /// The position snapped to the grid. public static Double3 SnapToGrid(Double3 pos, Double3 gridSize) { pos.X = Mathd.Ceil((pos.X - (gridSize.X * 0.5)) / gridSize.X) * gridSize.X; pos.Y = Mathd.Ceil((pos.Y - (gridSize.Y * 0.5)) / gridSize.Y) * gridSize.Y; pos.Z = Mathd.Ceil((pos.Z - (gridSize.Z * 0.5)) / gridSize.Z) * gridSize.Z; return pos; } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static Double3 operator +(Double3 left, Double3 right) { return new Double3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); } /// /// Multiplies a vector with another by performing component-wise multiplication equivalent to . /// /// The first vector to multiply. /// The second vector to multiply. /// The multiplication of the two vectors. public static Double3 operator *(Double3 left, Double3 right) { return new Double3(left.X * right.X, left.Y * right.Y, left.Z * right.Z); } /// /// Assert a vector (return it unchanged). /// /// The vector to assert (unchanged). /// The asserted (unchanged) vector. public static Double3 operator +(Double3 value) { return value; } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static Double3 operator -(Double3 left, Double3 right) { return new Double3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// A vector facing in the opposite direction. public static Double3 operator -(Double3 value) { return new Double3(-value.X, -value.Y, -value.Z); } /// /// Transforms a vector by the given rotation. /// /// The vector to transform. /// The quaternion. /// The scaled vector. public static Double3 operator *(Double3 vector, Quaternion rotation) { Transform(ref vector, ref rotation, out var result); return result; } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double3 operator *(double scale, Double3 value) { return new Double3(value.X * scale, value.Y * scale, value.Z * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double3 operator *(Double3 value, double scale) { return new Double3(value.X * scale, value.Y * scale, value.Z * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double3 operator /(Double3 value, double scale) { return new Double3(value.X / scale, value.Y / scale, value.Z / scale); } /// /// Scales a vector by the given value. /// /// The amount by which to scale the vector. /// The vector to scale. /// The scaled vector. public static Double3 operator /(double scale, Double3 value) { return new Double3(scale / value.X, scale / value.Y, scale / value.Z); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Double3 operator /(Double3 value, Double3 scale) { return new Double3(value.X / scale.X, value.Y / scale.Y, value.Z / scale.Z); } /// /// Remainder of value divided by scale. /// /// The vector to scale. /// The amount by which to scale the vector. /// The remained vector. public static Double3 operator %(Double3 value, double scale) { return new Double3(value.X % scale, value.Y % scale, value.Z % scale); } /// /// Remainder of value divided by scale. /// /// The amount by which to scale the vector. /// The vector to scale. /// The remained vector. public static Double3 operator %(double value, Double3 scale) { return new Double3(value % scale.X, value % scale.Y, value % scale.Z); } /// /// Remainder of value divided by scale. /// /// The vector to scale. /// The amount by which to scale the vector. /// The remained vector. public static Double3 operator %(Double3 value, Double3 scale) { return new Double3(value.X % scale.X, value.Y % scale.Y, value.Z % scale.Z); } /// /// Performs a component-wise addition. /// /// The input vector. /// The scalar value to be added on elements /// The vector with added scalar for each element. public static Double3 operator +(Double3 value, double scalar) { return new Double3(value.X + scalar, value.Y + scalar, value.Z + scalar); } /// /// Performs a component-wise addition. /// /// The input vector. /// The scalar value to be added on elements /// The vector with added scalar for each element. public static Double3 operator +(double scalar, Double3 value) { return new Double3(scalar + value.X, scalar + value.Y, scalar + value.Z); } /// /// Performs a component-wise subtraction. /// /// The input vector. /// The scalar value to be subtracted from elements /// The vector with added scalar from each element. public static Double3 operator -(Double3 value, double scalar) { return new Double3(value.X - scalar, value.Y - scalar, value.Z - scalar); } /// /// Performs a component-wise subtraction. /// /// The input vector. /// The scalar value to be subtracted from elements /// The vector with subtracted scalar from each element. public static Double3 operator -(double scalar, Double3 value) { return new Double3(scalar - value.X, scalar - value.Y, scalar - value.Z); } /// /// Tests for equality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has the same value as ; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator ==(Double3 left, Double3 right) { return Mathd.NearEqual(left.X, right.X) && Mathd.NearEqual(left.Y, right.Y) && Mathd.NearEqual(left.Z, right.Z); } /// /// Tests for inequality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has a different value than ; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator !=(Double3 left, Double3 right) { return !Mathd.NearEqual(left.X, right.X) || !Mathd.NearEqual(left.Y, right.Y) || !Mathd.NearEqual(left.Z, right.Z); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Float3(Double3 value) { return new Float3((float)value.X, (float)value.Y, (float)value.Z); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Vector3(Double3 value) { return new Vector3((Real)value.X, (Real)value.Y, (Real)value.Z); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Double2(Double3 value) { return new Double2(value.X, value.Y); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Double4(Double3 value) { return new Double4(value, 0.0); } /// /// Returns a that represents this instance. /// /// A that represents this instance. public override string ToString() { return string.Format(CultureInfo.CurrentCulture, _formatString, X, Y, Z); } /// /// Returns a that represents this instance. /// /// The format. /// A that represents this instance. public string ToString(string format) { if (format == null) return ToString(); return string.Format(CultureInfo.CurrentCulture, _formatString, X.ToString(format, CultureInfo.CurrentCulture), Y.ToString(format, CultureInfo.CurrentCulture), Z.ToString(format, CultureInfo.CurrentCulture)); } /// /// Returns a that represents this instance. /// /// The format provider. /// A that represents this instance. public string ToString(IFormatProvider formatProvider) { return string.Format(formatProvider, _formatString, X, Y, Z); } /// /// Returns a that represents this instance. /// /// The format. /// The format provider. /// A that represents this instance. public string ToString(string format, IFormatProvider formatProvider) { if (format == null) return ToString(formatProvider); return string.Format(formatProvider, "X:{0} Y:{1} Z:{2}", X.ToString(format, formatProvider), Y.ToString(format, formatProvider), Z.ToString(format, formatProvider)); } /// /// Returns a hash code for this instance. /// public override int GetHashCode() { unchecked { int hashCode = X.GetHashCode(); hashCode = (hashCode * 397) ^ Y.GetHashCode(); hashCode = (hashCode * 397) ^ Z.GetHashCode(); return hashCode; } } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(ref Double3 other) { return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y) && Mathd.NearEqual(other.Z, Z); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(Double3 other) { return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y) && Mathd.NearEqual(other.Z, Z); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. public override bool Equals(object value) { return value is Double3 other && Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y) && Mathd.NearEqual(other.Z, Z); } } }