// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. // ----------------------------------------------------------------------------- // 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.Float3Converter))] #endif partial struct Float3 : 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(Float3)); /// /// A with all of its components set to zero. /// public static readonly Float3 Zero; /// /// The X unit (1, 0, 0). /// public static readonly Float3 UnitX = new Float3(1.0f, 0.0f, 0.0f); /// /// The Y unit (0, 1, 0). /// public static readonly Float3 UnitY = new Float3(0.0f, 1.0f, 0.0f); /// /// The Z unit (0, 0, 1). /// public static readonly Float3 UnitZ = new Float3(0.0f, 0.0f, 1.0f); /// /// A with all of its components set to one. /// public static readonly Float3 One = new Float3(1.0f, 1.0f, 1.0f); /// /// A with all of its components set to half. /// public static readonly Float3 Half = new Float3(0.5f, 0.5f, 0.5f); /// /// A unit designating up (0, 1, 0). /// public static readonly Float3 Up = new Float3(0.0f, 1.0f, 0.0f); /// /// A unit designating down (0, -1, 0). /// public static readonly Float3 Down = new Float3(0.0f, -1.0f, 0.0f); /// /// A unit designating left (-1, 0, 0). /// public static readonly Float3 Left = new Float3(-1.0f, 0.0f, 0.0f); /// /// A unit designating right (1, 0, 0). /// public static readonly Float3 Right = new Float3(1.0f, 0.0f, 0.0f); /// /// A unit designating forward in a left-handed coordinate system (0, 0, 1). /// public static readonly Float3 Forward = new Float3(0.0f, 0.0f, 1.0f); /// /// A unit designating backward in a left-handed coordinate system (0, 0, -1). /// public static readonly Float3 Backward = new Float3(0.0f, 0.0f, -1.0f); /// /// A with all components equal to . /// public static readonly Float3 Minimum = new Float3(float.MinValue); /// /// A with all components equal to . /// public static readonly Float3 Maximum = new Float3(float.MaxValue); /// /// Initializes a new instance of the struct. /// /// The value that will be assigned to all components. public Float3(float 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 Float3(float x, float y, float 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 Float3(Float2 value, float 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 Float3(Vector3 value) { X = (float)value.X; Y = (float)value.Y; Z = (float)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 Float3(Double3 value) { X = (float)value.X; Y = (float)value.Y; Z = (float)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 Float3(Float4 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 Float3(float[] 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 Float3."); X = values[0]; Y = values[1]; Z = values[2]; } /// /// Gets a value indicting whether this instance is normalized. /// public bool IsNormalized => Mathf.Abs((X * X + Y * Y + Z * Z) - 1.0f) < 1e-4f; /// /// Gets the normalized vector. Returned vector has length equal 1. /// public Float3 Normalized { get { Float3 result = this; result.Normalize(); return result; } } /// /// Gets a value indicting whether this vector is zero /// public bool IsZero => Mathf.IsZero(X) && Mathf.IsZero(Y) && Mathf.IsZero(Z); /// /// Gets a value indicting whether this vector is one /// public bool IsOne => Mathf.IsOne(X) && Mathf.IsOne(Y) && Mathf.IsOne(Z); /// /// Gets a minimum component value /// public float MinValue => Mathf.Min(X, Mathf.Min(Y, Z)); /// /// Gets a maximum component value /// public float MaxValue => Mathf.Max(X, Mathf.Max(Y, Z)); /// /// Gets an arithmetic average value of all vector components. /// public float AvgValue => (X + Y + Z) * (1.0f / 3.0f); /// /// Gets a sum of the component values. /// public float ValuesSum => X + Y + Z; /// /// Gets a vector with values being absolute values of that vector. /// public Float3 Absolute => new Float3(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z)); /// /// Gets a vector with values being opposite to values of that vector. /// public Float3 Negative => new Float3(-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 float 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 Float3 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 Float3 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 float Length => (float)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 float LengthSquared => X * X + Y * Y + Z * Z; /// /// Converts the vector into a unit vector. /// public void Normalize() { float length = Length; if (length >= Mathf.Epsilon) { float inv = 1.0f / length; X *= inv; Y *= inv; Z *= inv; } } /// /// Creates an array containing the elements of the vector. /// /// A three-element array containing the components of the vector. public float[] 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 Float3 left, ref Float3 right, out Float3 result) { result = new Float3(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 Float3 Add(Float3 left, Float3 right) { return new Float3(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 Float3 left, ref float right, out Float3 result) { result = new Float3(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 Float3 Add(Float3 left, float right) { return new Float3(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 Float3 left, ref Float3 right, out Float3 result) { result = new Float3(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 Float3 Subtract(Float3 left, Float3 right) { return new Float3(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 Float3 left, ref float right, out Float3 result) { result = new Float3(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 Float3 Subtract(Float3 left, float right) { return new Float3(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 float left, ref Float3 right, out Float3 result) { result = new Float3(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 Float3 Subtract(float left, Float3 right) { return new Float3(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 Float3 value, float scale, out Float3 result) { result = new Float3(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 Float3 Multiply(Float3 value, float scale) { return new Float3(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 Float3 left, ref Float3 right, out Float3 result) { result = new Float3(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 Float3 Multiply(Float3 left, Float3 right) { return new Float3(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 Float3 value, ref Float3 scale, out Float3 result) { result = new Float3(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 Float3 Divide(Float3 value, Float3 scale) { return new Float3(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 Float3 value, float scale, out Float3 result) { result = new Float3(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 Float3 Divide(Float3 value, float scale) { return new Float3(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(float scale, ref Float3 value, out Float3 result) { result = new Float3(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 Float3 Divide(float scale, Float3 value) { return new Float3(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 Float3 value, out Float3 result) { result = new Float3(-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 Float3 Negate(Float3 value) { return new Float3(-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 Float3 value1, ref Float3 value2, ref Float3 value3, float amount1, float amount2, out Float3 result) { result = new Float3(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 Float3 Barycentric(Float3 value1, Float3 value2, Float3 value3, float amount1, float 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 Float3 value, ref Float3 min, ref Float3 max, out Float3 result) { float x = value.X; x = x > max.X ? max.X : x; x = x < min.X ? min.X : x; float y = value.Y; y = y > max.Y ? max.Y : y; y = y < min.Y ? min.Y : y; float z = value.Z; z = z > max.Z ? max.Z : z; z = z < min.Z ? min.Z : z; result = new Float3(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 Float3 Clamp(Float3 value, Float3 min, Float3 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 Float3 left, ref Float3 right, out Float3 result) { result = new Float3(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 Float3 Cross(Float3 left, Float3 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 Float3 value1, ref Float3 value2, out float result) { float x = value1.X - value2.X; float y = value1.Y - value2.Y; float z = value1.Z - value2.Z; result = (float)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 float Distance(ref Float3 value1, ref Float3 value2) { float x = value1.X - value2.X; float y = value1.Y - value2.Y; float z = value1.Z - value2.Z; return (float)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 float Distance(Float3 value1, Float3 value2) { float x = value1.X - value2.X; float y = value1.Y - value2.Y; float z = value1.Z - value2.Z; return (float)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 Float3 value1, ref Float3 value2, out float result) { float x = value1.X - value2.X; float y = value1.Y - value2.Y; float 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 float DistanceSquared(ref Float3 value1, ref Float3 value2) { float x = value1.X - value2.X; float y = value1.Y - value2.Y; float 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 float DistanceSquared(Float3 value1, Float3 value2) { float x = value1.X - value2.X; float y = value1.Y - value2.Y; float 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 Float3 value1, ref Float3 value2, out float result) { float x = value1.X - value2.X; float y = value1.Y - value2.Y; result = (float)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 Float3 value1, ref Float3 value2, out float result) { float x = value1.X - value2.X; float 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 Float3 value1, ref Float3 value2, out float result) { float x = value1.X - value2.X; float z = value1.Z - value2.Z; result = (float)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 Float3 value1, ref Float3 value2, out float result) { float x = value1.X - value2.X; float 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 Float3 value1, ref Float3 value2, out float result) { float y = value1.Y - value2.Y; float z = value1.Z - value2.Z; result = (float)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 Float3 value1, ref Float3 value2, out float result) { float y = value1.Y - value2.Y; float 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(Float3 left, Float3 right, float epsilon = Mathf.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 Float3 left, ref Float3 right, float epsilon = Mathf.Epsilon) { return Mathf.WithinEpsilon(left.X, right.X, epsilon) && Mathf.WithinEpsilon(left.Y, right.Y, epsilon) && Mathf.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 Float3 left, ref Float3 right, out float 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 float Dot(ref Float3 left, ref Float3 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 float Dot(Float3 left, Float3 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 Float3 value, out Float3 result) { result = value; result.Normalize(); } /// /// Converts the vector into a unit vector. /// /// The vector to normalize. /// The normalized vector. public static Float3 Normalize(Float3 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 Float3 ClampLength(Float3 vector, float 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 Float3 ClampLength(Float3 vector, float min, float max) { ClampLength(vector, min, max, out Float3 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(Float3 vector, float min, float max, out Float3 result) { result.X = vector.X; result.Y = vector.Y; result.Z = vector.Z; float lenSq = result.LengthSquared; if (lenSq > max * max) { float scaleFactor = max / (float)Math.Sqrt(lenSq); result.X *= scaleFactor; result.Y *= scaleFactor; result.Z *= scaleFactor; } if (lenSq < min * min) { float scaleFactor = min / (float)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 Float3 start, ref Float3 end, float amount, out Float3 result) { result.X = Mathf.Lerp(start.X, end.X, amount); result.Y = Mathf.Lerp(start.Y, end.Y, amount); result.Z = Mathf.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 Float3 Lerp(Float3 start, Float3 end, float 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 Float3 start, ref Float3 end, float amount, out Float3 result) { amount = Mathf.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 Float3 SmoothStep(Float3 start, Float3 end, float 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 Float3 MoveTowards(Float3 current, Float3 target, float maxDistanceDelta) { var to = target - current; var distanceSq = to.LengthSquared; if (distanceSq == 0 || (maxDistanceDelta >= 0 && distanceSq <= maxDistanceDelta * maxDistanceDelta)) return target; var scale = maxDistanceDelta / Mathf.Sqrt(distanceSq); return new Float3(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 Float3 value1, ref Float3 tangent1, ref Float3 value2, ref Float3 tangent2, float amount, out Float3 result) { float squared = amount * amount; float cubed = amount * squared; float part1 = 2.0f * cubed - 3.0f * squared + 1.0f; float part2 = -2.0f * cubed + 3.0f * squared; float part3 = cubed - 2.0f * squared + amount; float 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 Float3 Hermite(Float3 value1, Float3 tangent1, Float3 value2, Float3 tangent2, float 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 Float3 value1, ref Float3 value2, ref Float3 value3, ref Float3 value4, float amount, out Float3 result) { float squared = amount * amount; float cubed = amount * squared; result.X = 0.5f * (2.0f * value2.X + (-value1.X + value3.X) * amount + (2.0f * value1.X - 5.0f * value2.X + 4.0f * value3.X - value4.X) * squared + (-value1.X + 3.0f * value2.X - 3.0f * value3.X + value4.X) * cubed); result.Y = 0.5f * (2.0f * value2.Y + (-value1.Y + value3.Y) * amount + (2.0f * value1.Y - 5.0f * value2.Y + 4.0f * value3.Y - value4.Y) * squared + (-value1.Y + 3.0f * value2.Y - 3.0f * value3.Y + value4.Y) * cubed); result.Z = 0.5f * (2.0f * value2.Z + (-value1.Z + value3.Z) * amount + (2.0f * value1.Z - 5.0f * value2.Z + 4.0f * value3.Z - value4.Z) * squared + (-value1.Z + 3.0f * value2.Z - 3.0f * 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 Float3 CatmullRom(Float3 value1, Float3 value2, Float3 value3, Float3 value4, float 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 Float3 left, ref Float3 right, out Float3 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 Float3 Max(Float3 left, Float3 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 Float3 left, ref Float3 right, out Float3 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 Float3 Min(Float3 left, Float3 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 Float3 Abs(Float3 v) { return new Float3(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 Float3 Project(Float3 vector, Float3 onNormal) { float sqrMag = Dot(onNormal, onNormal); if (sqrMag < Mathf.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 Float3 ProjectOnPlane(Float3 vector, Float3 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 float Angle(Float3 from, Float3 to) { float dot = Mathf.Clamp(Dot(from.Normalized, to.Normalized), -1.0f, 1.0f); if (Mathf.Abs(dot) > (1.0f - Mathf.Epsilon)) return dot > 0.0f ? 0.0f : 180.0f; return (float)Math.Acos(dot) * Mathf.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 Float3 vector, float x, float y, float width, float height, float minZ, float maxZ, ref Matrix worldViewProjection, out Float3 result) { TransformCoordinate(ref vector, ref worldViewProjection, out var v); result = new Float3((1.0f + v.X) * 0.5f * width + x, (1.0f - 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 Float3 Project(Float3 vector, float x, float y, float width, float height, float minZ, float 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 Float3 vector, float x, float y, float width, float height, float minZ, float maxZ, ref Matrix worldViewProjection, out Float3 result) { Matrix.Invert(ref worldViewProjection, out var matrix); var v = new Float3 { X = (vector.X - x) / width * 2.0f - 1.0f, Y = -((vector.Y - y) / height * 2.0f - 1.0f), 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 Float3 Unproject(Float3 vector, float x, float y, float width, float height, float minZ, float 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 Float3 vector, ref Float3 normal, out Float3 result) { float dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z; result.X = vector.X - 2.0f * dot * normal.X; result.Y = vector.Y - 2.0f * dot * normal.Y; result.Z = vector.Z - 2.0f * 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 Float3 Reflect(Float3 vector, Float3 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 Float3 vector, ref Quaternion rotation, out Float3 result) { float x = rotation.X + rotation.X; float y = rotation.Y + rotation.Y; float z = rotation.Z + rotation.Z; float wx = rotation.W * x; float wy = rotation.W * y; float wz = rotation.W * z; float xx = rotation.X * x; float xy = rotation.X * y; float xz = rotation.X * z; float yy = rotation.Y * y; float yz = rotation.Y * z; float zz = rotation.Z * z; result = new Float3(vector.X * (1.0f - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy), vector.X * (xy + wz) + vector.Y * (1.0f - xx - zz) + vector.Z * (yz - wx), vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0f - xx - yy)); } /// /// Transforms a 3D vector by the given rotation. /// /// The vector to rotate. /// The rotation to apply. /// The transformed . public static Float3 Transform(Float3 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 Float3 vector, ref Matrix3x3 transform, out Float3 result) { result = new Float3((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 Float3 Transform(Float3 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 Float3 vector, ref Matrix transform, out Float3 result) { result = new Float3(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 Float3 vector, ref Matrix transform, out Float4 result) { result = new Float4(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 Float3 Transform(Float3 vector, Matrix transform) { Transform(ref vector, ref transform, out Float3 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 Float3 coordinate, ref Matrix transform, out Float3 result) { var vector = new Float4 { 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 Float3(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 Float3 TransformCoordinate(Float3 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 Float3 normal, ref Matrix transform, out Float3 result) { result = new Float3(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 Float3 TransformNormal(Float3 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 Float3 SnapToGrid(Float3 pos, Float3 gridSize) { if (Mathf.Abs(gridSize.X) > Mathf.Epsilon) pos.X = Mathf.Ceil((pos.X - (gridSize.X * 0.5f)) / gridSize.X) * gridSize.X; if (Mathf.Abs(gridSize.Y) > Mathf.Epsilon) pos.Y = Mathf.Ceil((pos.Y - (gridSize.Y * 0.5f)) / gridSize.Y) * gridSize.Y; if (Mathf.Abs(gridSize.Z) > Mathf.Epsilon) pos.Z = Mathf.Ceil((pos.Z - (gridSize.Z * 0.5f)) / 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 Float3 operator +(Float3 left, Float3 right) { return new Float3(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 Float3 operator *(Float3 left, Float3 right) { return new Float3(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 Float3 operator +(Float3 value) { return value; } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static Float3 operator -(Float3 left, Float3 right) { return new Float3(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 Float3 operator -(Float3 value) { return new Float3(-value.X, -value.Y, -value.Z); } /// /// Transforms a vector by the given rotation. /// /// The vector to transform. /// The quaternion. /// The scaled vector. public static Float3 operator *(Float3 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 Float3 operator *(float scale, Float3 value) { return new Float3(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 Float3 operator *(Float3 value, float scale) { return new Float3(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 Float3 operator /(Float3 value, float scale) { return new Float3(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 Float3 operator /(float scale, Float3 value) { return new Float3(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 Float3 operator *(double scale, Float3 value) { var s = (float)scale; return new Float3(value.X * s, value.Y * s, value.Z * s); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Float3 operator *(Float3 value, double scale) { var s = (float)scale; return new Float3(value.X * s, value.Y * s, value.Z * s); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Float3 operator /(Float3 value, double scale) { var s = (float)scale; return new Float3(value.X / s, value.Y / s, value.Z / s); } /// /// Scales a vector by the given value. /// /// The amount by which to scale the vector. /// The vector to scale. /// The scaled vector. public static Float3 operator /(double scale, Float3 value) { var s = (float)scale; return new Float3(s / value.X, s / value.Y, s / 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 Float3 operator /(Float3 value, Float3 scale) { return new Float3(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 Float3 operator %(Float3 value, float scale) { return new Float3(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 Float3 operator %(float value, Float3 scale) { return new Float3(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 Float3 operator %(Float3 value, Float3 scale) { return new Float3(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 Float3 operator +(Float3 value, float scalar) { return new Float3(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 Float3 operator +(float scalar, Float3 value) { return new Float3(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 Float3 operator -(Float3 value, float scalar) { return new Float3(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 Float3 operator -(float scalar, Float3 value) { return new Float3(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 ==(Float3 left, Float3 right) { return Mathf.NearEqual(left.X, right.X) && Mathf.NearEqual(left.Y, right.Y) && Mathf.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 !=(Float3 left, Float3 right) { return !Mathf.NearEqual(left.X, right.X) || !Mathf.NearEqual(left.Y, right.Y) || !Mathf.NearEqual(left.Z, right.Z); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Vector3(Float3 value) { return new Vector3(value.X, value.Y, value.Z); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Double3(Float3 value) { return new Double3(value.X, value.Y, value.Z); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Float2(Float3 value) { return new Float2(value.X, value.Y); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Float4(Float3 value) { return new Float4(value, 0.0f); } /// /// 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 Float3 other) { return Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.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(Float3 other) { return Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.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 Float3 other && Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.NearEqual(other.Z, Z); } } }