Files
FlaxEngine/Source/Engine/Core/Math/Vector3.cpp
2024-10-29 23:34:10 +01:00

897 lines
26 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "Vector3.h"
#include "Vector2.h"
#include "Vector4.h"
#include "Color.h"
#include "Quaternion.h"
#include "Matrix.h"
#include "Matrix3x3.h"
#include "Transform.h"
#include "../Types/String.h"
// Float
static_assert(sizeof(Float3) == 12, "Invalid Float3 type size.");
template<>
const Float3 Float3::Zero(0.0f);
template<>
const Float3 Float3::One(1.0f);
template<>
const Float3 Float3::Half(0.5f);
template<>
const Float3 Float3::UnitX(1.0f, 0.0f, 0.0f);
template<>
const Float3 Float3::UnitY(0.0f, 1.0f, 0.0f);
template<>
const Float3 Float3::UnitZ(0.0f, 0.0f, 1.0f);
template<>
const Float3 Float3::Up(0.0f, 1.0f, 0.0f);
template<>
const Float3 Float3::Down(0.0f, -1.0f, 0.0f);
template<>
const Float3 Float3::Left(-1.0f, 0.0f, 0.0f);
template<>
const Float3 Float3::Right(1.0f, 0.0f, 0.0f);
template<>
const Float3 Float3::Forward(0.0f, 0.0f, 1.0f);
template<>
const Float3 Float3::Backward(0.0f, 0.0f, -1.0f);
template<>
const Float3 Float3::Minimum(MIN_float);
template<>
const Float3 Float3::Maximum(MAX_float);
template<>
Float3::Vector3Base(const Float2& xy, float z)
: X(xy.X)
, Y(xy.Y)
, Z(z)
{
}
template<>
Float3::Vector3Base(const Double2& xy, float z)
: X((float)xy.X)
, Y((float)xy.Y)
, Z(0)
{
}
template<>
Float3::Vector3Base(const Int2& xy, float z)
: X((float)xy.X)
, Y((float)xy.Y)
, Z(z)
{
}
template<>
Float3::Vector3Base(const Int3& xyz)
: X((float)xyz.X)
, Y((float)xyz.Y)
, Z((float)xyz.Z)
{
}
template<>
Float3::Vector3Base(const Int4& xyz)
: X((float)xyz.X)
, Y((float)xyz.Y)
, Z((float)xyz.Z)
{
}
template<>
Float3::Vector3Base(const Float4& xyz)
: X((float)xyz.X)
, Y((float)xyz.Y)
, Z((float)xyz.Z)
{
}
template<>
Float3::Vector3Base(const Double4& xyz)
: X((float)xyz.X)
, Y((float)xyz.Y)
, Z((float)xyz.Z)
{
}
template<>
Float3::Vector3Base(const Color& color)
: X(color.R)
, Y(color.G)
, Z(color.B)
{
}
template<>
String Float3::ToString() const
{
return String::Format(TEXT("{}"), *this);
}
template<>
void Float3::Hermite(const Float3& value1, const Float3& tangent1, const Float3& value2, const Float3& tangent2, float amount, Float3& result)
{
const float squared = amount * amount;
const float cubed = amount * squared;
const float part1 = 2.0f * cubed - 3.0f * squared + 1.0f;
const float part2 = -2.0f * cubed + 3.0f * squared;
const float part3 = cubed - 2.0f * squared + amount;
const 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;
}
template<>
void Float3::Reflect(const Float3& vector, const Float3& normal, Float3& result)
{
const Real 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;
}
template<>
void Float3::Transform(const Float3& vector, const Quaternion& rotation, Float3& result)
{
const float x = rotation.X + rotation.X;
const float y = rotation.Y + rotation.Y;
const float z = rotation.Z + rotation.Z;
const float wx = rotation.W * x;
const float wy = rotation.W * y;
const float wz = rotation.W * z;
const float xx = rotation.X * x;
const float xy = rotation.X * y;
const float xz = rotation.X * z;
const float yy = rotation.Y * y;
const float yz = rotation.Y * z;
const float zz = rotation.Z * z;
result = 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));
}
template<>
Float3 Float3::Transform(const Float3& vector, const Quaternion& rotation)
{
const float x = rotation.X + rotation.X;
const float y = rotation.Y + rotation.Y;
const float z = rotation.Z + rotation.Z;
const float wx = rotation.W * x;
const float wy = rotation.W * y;
const float wz = rotation.W * z;
const float xx = rotation.X * x;
const float xy = rotation.X * y;
const float xz = rotation.X * z;
const float yy = rotation.Y * y;
const float yz = rotation.Y * z;
const float zz = rotation.Z * z;
return 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));
}
template<>
void Float3::Transform(const Float3& vector, const Matrix& transform, Float4& result)
{
result = 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);
}
template<>
void Float3::Transform(const Float3& vector, const Matrix& transform, Float3& result)
{
result = 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);
}
template<>
void Float3::Transform(const Float3& vector, const Matrix3x3& transform, Float3& result)
{
result = 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);
}
template<>
void Float3::Transform(const Float3& vector, const ::Transform& transform, Float3& result)
{
#if USE_LARGE_WORLDS
Vector3 tmp;
transform.LocalToWorld(vector, tmp);
result = tmp;
#else
transform.LocalToWorld(vector, result);
#endif
}
template<>
Float3 Float3::Transform(const Float3& vector, const Matrix& transform)
{
return 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);
}
template<>
Float3 Float3::Transform(const Float3& vector, const ::Transform& transform)
{
Vector3 result;
transform.LocalToWorld(vector, result);
return result;
}
template<>
void Float3::TransformCoordinate(const Float3& coordinate, const Matrix& transform, Float3& result)
{
Float4 v;
v.X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + coordinate.Z * transform.M31 + transform.M41;
v.Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + coordinate.Z * transform.M32 + transform.M42;
v.Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + coordinate.Z * transform.M33 + transform.M43;
v.W = 1.0f / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + coordinate.Z * transform.M34 + transform.M44);
result = Float3(v.X * v.W, v.Y * v.W, v.Z * v.W);
}
template<>
void Float3::TransformNormal(const Float3& normal, const Matrix& transform, Float3& result)
{
result = 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);
}
template<>
Float3 Float3::Project(const Float3& vector, const Float3& onNormal)
{
const float sqrMag = Dot(onNormal, onNormal);
if (sqrMag < ZeroTolerance)
return Zero;
return onNormal * Dot(vector, onNormal) / sqrMag;
}
template<>
void Float3::Project(const Float3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Float3& result)
{
Float3 v;
TransformCoordinate(vector, worldViewProjection, v);
result = Float3((1.0f + v.X) * 0.5f * width + x, (1.0f - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ);
}
template<>
void Float3::Unproject(const Float3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Float3& result)
{
Matrix matrix;
Matrix::Invert(worldViewProjection, matrix);
const Float3 v((vector.X - x) / width * 2.0f - 1.0f, -((vector.Y - y) / height * 2.0f - 1.0f), (vector.Z - minZ) / (maxZ - minZ));
TransformCoordinate(v, matrix, result);
}
template<>
void Float3::CreateOrthonormalBasis(Float3& xAxis, Float3& yAxis, Float3& zAxis)
{
xAxis -= (xAxis | zAxis) / (zAxis | zAxis) * zAxis;
yAxis -= (yAxis | zAxis) / (zAxis | zAxis) * zAxis;
if (xAxis.LengthSquared() < ZeroTolerance)
xAxis = yAxis ^ zAxis;
if (yAxis.LengthSquared() < ZeroTolerance)
yAxis = xAxis ^ zAxis;
xAxis.Normalize();
yAxis.Normalize();
zAxis.Normalize();
}
template<>
void Float3::FindBestAxisVectors(Float3& firstAxis, Float3& secondAxis) const
{
const float absX = Math::Abs(X);
const float absY = Math::Abs(Y);
const float absZ = Math::Abs(Z);
if (absZ > absX && absZ > absY)
firstAxis = Float3(1, 0, 0);
else
firstAxis = Float3(0, 0, 1);
firstAxis = (firstAxis - *this * (firstAxis | *this)).GetNormalized();
secondAxis = firstAxis ^ *this;
}
template<>
float Float3::TriangleArea(const Float3& v0, const Float3& v1, const Float3& v2)
{
return ((v2 - v0) ^ (v1 - v0)).Length() * 0.5f;
}
template<>
float Float3::Angle(const Float3& from, const Float3& to)
{
const float dot = Math::Clamp(Dot(Normalize(from), Normalize(to)), -1.0f, 1.0f);
if (Math::Abs(dot) > 1.0f - ZeroTolerance)
return dot > 0.0f ? 0.0f : 180.0f;
return Math::Acos(dot) * RadiansToDegrees;
}
template<>
Float3 Float3::SnapToGrid(const Float3& pos, const Float3& gridSize)
{
return Float3(Math::Ceil((pos.X - (gridSize.X * 0.5f)) / gridSize.X) * gridSize.X,
Math::Ceil((pos.Y - (gridSize.Y * 0.5f)) / gridSize.Y) * gridSize.Y,
Math::Ceil((pos.Z - (gridSize.Z * 0.5f)) / gridSize.Z) * gridSize.Z);
}
template<>
Float3 Float3::SnapToGrid(const Float3& point, const Float3& gridSize, const Quaternion& gridOrientation, const Float3& gridOrigin, const Float3& offset)
{
return (gridOrientation * (gridOrientation.Conjugated() * SnapToGrid(point - gridOrigin, gridSize) + offset)) + gridOrigin;
}
// Double
static_assert(sizeof(Double3) == 24, "Invalid Double3 type size.");
template<>
const Double3 Double3::Zero(0.0);
template<>
const Double3 Double3::One(1.0);
template<>
const Double3 Double3::Half(0.5);
template<>
const Double3 Double3::UnitX(1.0, 0.0, 0.0);
template<>
const Double3 Double3::UnitY(0.0, 1.0, 0.0);
template<>
const Double3 Double3::UnitZ(0.0, 0.0, 1.0);
template<>
const Double3 Double3::Up(0.0, 1.0, 0.0);
template<>
const Double3 Double3::Down(0.0, -1.0, 0.0);
template<>
const Double3 Double3::Left(-1.0, 0.0, 0.0);
template<>
const Double3 Double3::Right(1.0, 0.0, 0.0);
template<>
const Double3 Double3::Forward(0.0, 0.0, 1.0);
template<>
const Double3 Double3::Backward(0.0, 0.0, -1.0);
template<>
const Double3 Double3::Minimum(MIN_double);
template<>
const Double3 Double3::Maximum(MAX_double);
template<>
Double3::Vector3Base(const Float2& xy, double z)
: X((double)xy.X)
, Y((double)xy.Y)
, Z(z)
{
}
template<>
Double3::Vector3Base(const Double2& xy, double z)
: X(xy.X)
, Y(xy.Y)
, Z(0)
{
}
template<>
Double3::Vector3Base(const Int2& xy, double z)
: X((double)xy.X)
, Y((double)xy.Y)
, Z(z)
{
}
template<>
Double3::Vector3Base(const Int3& xyz)
: X((double)xyz.X)
, Y((double)xyz.Y)
, Z((double)xyz.Z)
{
}
template<>
Double3::Vector3Base(const Int4& xyz)
: X((double)xyz.X)
, Y((double)xyz.Y)
, Z((double)xyz.Z)
{
}
template<>
Double3::Vector3Base(const Float4& xyz)
: X((double)xyz.X)
, Y((double)xyz.Y)
, Z((double)xyz.Z)
{
}
template<>
Double3::Vector3Base(const Double4& xyz)
: X(xyz.X)
, Y(xyz.Y)
, Z(xyz.Z)
{
}
template<>
Double3::Vector3Base(const Color& color)
: X((double)color.R)
, Y((double)color.G)
, Z((double)color.B)
{
}
template<>
String Double3::ToString() const
{
return String::Format(TEXT("{}"), *this);
}
template<>
void Double3::Hermite(const Double3& value1, const Double3& tangent1, const Double3& value2, const Double3& tangent2, double amount, Double3& result)
{
const double squared = amount * amount;
const double cubed = amount * squared;
const double part1 = 2.0 * cubed - 3.0 * squared + 1.0;
const double part2 = -2.0 * cubed + 3.0 * squared;
const double part3 = cubed - 2.0 * squared + amount;
const 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;
}
template<>
void Double3::Reflect(const Double3& vector, const Double3& normal, Double3& result)
{
const 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;
}
template<>
void Double3::Transform(const Double3& vector, const Quaternion& rotation, Double3& result)
{
const float x = rotation.X + rotation.X;
const float y = rotation.Y + rotation.Y;
const float z = rotation.Z + rotation.Z;
const float wx = rotation.W * x;
const float wy = rotation.W * y;
const float wz = rotation.W * z;
const float xx = rotation.X * x;
const float xy = rotation.X * y;
const float xz = rotation.X * z;
const float yy = rotation.Y * y;
const float yz = rotation.Y * z;
const float zz = rotation.Z * z;
result = Double3(
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));
}
template<>
Double3 Double3::Transform(const Double3& vector, const Quaternion& rotation)
{
const float x = rotation.X + rotation.X;
const float y = rotation.Y + rotation.Y;
const float z = rotation.Z + rotation.Z;
const float wx = rotation.W * x;
const float wy = rotation.W * y;
const float wz = rotation.W * z;
const float xx = rotation.X * x;
const float xy = rotation.X * y;
const float xz = rotation.X * z;
const float yy = rotation.Y * y;
const float yz = rotation.Y * z;
const float zz = rotation.Z * z;
return Double3(
vector.X * double(1.0f - yy - zz) + vector.Y * double(xy - wz) + vector.Z * double(xz + wy),
vector.X * double(xy + wz) + vector.Y * double(1.0f - xx - zz) + vector.Z * double(yz - wx),
vector.X * double(xz - wy) + vector.Y * double(yz + wx) + vector.Z * double(1.0f - xx - yy));
}
template<>
void Double3::Transform(const Double3& vector, const Matrix& transform, Double4& result)
{
result = 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);
}
template<>
void Double3::Transform(const Double3& vector, const Matrix& transform, Double3& result)
{
result = 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);
}
template<>
void Double3::Transform(const Double3& vector, const Matrix3x3& transform, Double3& result)
{
result = 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);
}
template<>
void Double3::Transform(const Double3& vector, const ::Transform& transform, Double3& result)
{
#if USE_LARGE_WORLDS
transform.LocalToWorld(vector, result);
#else
Vector3 tmp;
transform.LocalToWorld(vector, tmp);
result = tmp;
#endif
}
template<>
Double3 Double3::Transform(const Double3& vector, const Matrix& transform)
{
return 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);
}
template<>
Double3 Double3::Transform(const Double3& vector, const ::Transform& transform)
{
Vector3 result;
transform.LocalToWorld(vector, result);
return result;
}
template<>
void Double3::TransformCoordinate(const Double3& coordinate, const Matrix& transform, Double3& result)
{
Double4 v;
v.X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + coordinate.Z * transform.M31 + transform.M41;
v.Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + coordinate.Z * transform.M32 + transform.M42;
v.Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + coordinate.Z * transform.M33 + transform.M43;
v.W = 1.0 / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + coordinate.Z * transform.M34 + transform.M44);
result = Double3(v.X * v.W, v.Y * v.W, v.Z * v.W);
}
template<>
void Double3::TransformNormal(const Double3& normal, const Matrix& transform, Double3& result)
{
result = 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);
}
template<>
Double3 Double3::Project(const Double3& vector, const Double3& onNormal)
{
const Real sqrMag = Dot(onNormal, onNormal);
if (sqrMag < ZeroTolerance)
return Zero;
return onNormal * Dot(vector, onNormal) / sqrMag;
}
template<>
void Double3::Project(const Double3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Double3& result)
{
Double3 v;
TransformCoordinate(vector, worldViewProjection, v);
result = Double3((1.0f + v.X) * 0.5f * width + x, (1.0f - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ);
}
template<>
void Double3::Unproject(const Double3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Double3& result)
{
Matrix matrix;
Matrix::Invert(worldViewProjection, matrix);
const Double3 v((vector.X - x) / width * 2.0f - 1.0f, -((vector.Y - y) / height * 2.0f - 1.0f), (vector.Z - minZ) / (maxZ - minZ));
TransformCoordinate(v, matrix, result);
}
template<>
void Double3::CreateOrthonormalBasis(Double3& xAxis, Double3& yAxis, Double3& zAxis)
{
xAxis -= (xAxis | zAxis) / (zAxis | zAxis) * zAxis;
yAxis -= (yAxis | zAxis) / (zAxis | zAxis) * zAxis;
if (xAxis.LengthSquared() < ZeroTolerance)
xAxis = yAxis ^ zAxis;
if (yAxis.LengthSquared() < ZeroTolerance)
yAxis = xAxis ^ zAxis;
xAxis.Normalize();
yAxis.Normalize();
zAxis.Normalize();
}
template<>
void Double3::FindBestAxisVectors(Double3& firstAxis, Double3& secondAxis) const
{
const double absX = Math::Abs(X);
const double absY = Math::Abs(Y);
const double absZ = Math::Abs(Z);
if (absZ > absX && absZ > absY)
firstAxis = Double3(1, 0, 0);
else
firstAxis = Double3(0, 0, 1);
firstAxis = (firstAxis - *this * (firstAxis | *this)).GetNormalized();
secondAxis = firstAxis ^ *this;
}
template<>
double Double3::TriangleArea(const Double3& v0, const Double3& v1, const Double3& v2)
{
return ((v2 - v0) ^ (v1 - v0)).Length() * 0.5;
}
template<>
double Double3::Angle(const Double3& from, const Double3& to)
{
const double dot = Math::Clamp(Dot(Normalize(from), Normalize(to)), -1.0, 1.0);
if (Math::Abs(dot) > 1.0 - ZeroTolerance)
return dot > 0.0f ? 0.0f : 180.0f;
return Math::Acos(dot) * RadiansToDegrees;
}
template<>
Double3 Double3::SnapToGrid(const Double3& pos, const Double3& gridSize)
{
return Double3(Math::Ceil((pos.X - (gridSize.X * 0.5)) / gridSize.X) * gridSize.X,
Math::Ceil((pos.Y - (gridSize.Y * 0.5)) / gridSize.Y) * gridSize.Y,
Math::Ceil((pos.Z - (gridSize.Z * 0.5)) / gridSize.Z) * gridSize.Z);
}
template<>
Double3 Double3::SnapToGrid(const Double3& point, const Double3& gridSize, const Quaternion& gridOrientation, const Double3& gridOrigin, const Double3& offset)
{
return (gridOrientation * (gridOrientation.Conjugated() * SnapToGrid(point - gridOrigin, gridSize) + offset)) + gridOrigin;
}
// Int
static_assert(sizeof(Int3) == 12, "Invalid Int3 type size.");
template<>
const Int3 Int3::Zero(0);
template<>
const Int3 Int3::One(1);
template<>
const Int3 Int3::Half(1);
template<>
const Int3 Int3::UnitX(1, 0, 0);
template<>
const Int3 Int3::UnitY(0, 1, 0);
template<>
const Int3 Int3::UnitZ(0, 0, 1);
template<>
const Int3 Int3::Up(0, 1, 0);
template<>
const Int3 Int3::Down(0, -1, 0);
template<>
const Int3 Int3::Left(-1, 0, 0);
template<>
const Int3 Int3::Right(1, 0, 0);
template<>
const Int3 Int3::Forward(0, 0, 1);
template<>
const Int3 Int3::Backward(0, 0, -1);
template<>
const Int3 Int3::Minimum(MIN_int32);
template<>
const Int3 Int3::Maximum(MAX_int32);
template<>
Int3::Vector3Base(const Float2& xy, int32 z)
: X((int32)xy.X)
, Y((int32)xy.Y)
, Z(z)
{
}
template<>
Int3::Vector3Base(const Double2& xy, int32 z)
: X((int32)xy.X)
, Y((int32)xy.Y)
, Z(0)
{
}
template<>
Int3::Vector3Base(const Int2& xy, int32 z)
: X(xy.X)
, Y(xy.Y)
, Z(z)
{
}
template<>
Int3::Vector3Base(const Int3& xyz)
: X(xyz.X)
, Y(xyz.Y)
, Z(xyz.Z)
{
}
template<>
Int3::Vector3Base(const Int4& xyz)
: X(xyz.X)
, Y(xyz.Y)
, Z(xyz.Z)
{
}
template<>
Int3::Vector3Base(const Float4& xyz)
: X((int32)xyz.X)
, Y((int32)xyz.Y)
, Z((int32)xyz.Z)
{
}
template<>
Int3::Vector3Base(const Double4& xyz)
: X((int32)xyz.X)
, Y((int32)xyz.Y)
, Z((int32)xyz.Z)
{
}
template<>
Int3::Vector3Base(const Color& color)
: X((int32)color.R)
, Y((int32)color.G)
, Z((int32)color.B)
{
}
template<>
String Int3::ToString() const
{
return String::Format(TEXT("{}"), *this);
}
template<>
void Int3::Hermite(const Int3& value1, const Int3& tangent1, const Int3& value2, const Int3& tangent2, int32 amount, Int3& result)
{
result = value1;
}
template<>
void Int3::Reflect(const Int3& vector, const Int3& normal, Int3& result)
{
result = vector;
}
template<>
void Int3::Transform(const Int3& vector, const Quaternion& rotation, Int3& result)
{
result = vector;
}
template<>
Int3 Int3::Transform(const Int3& vector, const Quaternion& rotation)
{
return vector;
}
template<>
void Int3::Transform(const Int3& vector, const Matrix& transform, Int4& result)
{
result = Int4(vector);
}
template<>
void Int3::Transform(const Int3& vector, const Matrix& transform, Int3& result)
{
result = vector;
}
template<>
void Int3::Transform(const Int3& vector, const Matrix3x3& transform, Int3& result)
{
result = vector;
}
template<>
void Int3::Transform(const Int3& vector, const ::Transform& transform, Int3& result)
{
result = vector;
}
template<>
Int3 Int3::Transform(const Int3& vector, const Matrix& transform)
{
return vector;
}
template<>
Int3 Int3::Transform(const Int3& vector, const ::Transform& transform)
{
return vector;
}
template<>
void Int3::TransformCoordinate(const Int3& coordinate, const Matrix& transform, Int3& result)
{
result = coordinate;
}
template<>
void Int3::TransformNormal(const Int3& normal, const Matrix& transform, Int3& result)
{
result = normal;
}
template<>
Int3 Int3::Project(const Int3& vector, const Int3& onNormal)
{
return Zero;
}
template<>
void Int3::Project(const Int3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Int3& result)
{
result = vector;
}
template<>
void Int3::Unproject(const Int3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Int3& result)
{
result = vector;
}
template<>
void Int3::CreateOrthonormalBasis(Int3& xAxis, Int3& yAxis, Int3& zAxis)
{
}
template<>
void Int3::FindBestAxisVectors(Int3& firstAxis, Int3& secondAxis) const
{
}
template<>
int32 Int3::TriangleArea(const Int3& v0, const Int3& v1, const Int3& v2)
{
return 0;
}
template<>
int32 Int3::Angle(const Int3& from, const Int3& to)
{
return 0;
}
template<>
Int3 Int3::SnapToGrid(const Int3& pos, const Int3& gridSize)
{
return Int3(((pos.X - (gridSize.X / 2)) / gridSize.X) * gridSize.X,
((pos.Y - (gridSize.Y / 2)) / gridSize.Y) * gridSize.Y,
((pos.Z - (gridSize.Z / 2)) / gridSize.Z) * gridSize.Z);
}
template<>
Int3 Int3::SnapToGrid(const Int3& point, const Int3& gridSize, const Quaternion& gridOrientation, const Int3& gridOrigin, const Int3& offset)
{
return (gridOrientation * (gridOrientation.Conjugated() * SnapToGrid(point - gridOrigin, gridSize) + offset)) + gridOrigin;
}