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-rw-r--r-- | libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector3.cs | 620 |
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diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector3.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector3.cs new file mode 100644 index 0000000..fd4bcd2 --- /dev/null +++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector3.cs | |||
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1 | #region License | ||
2 | /* | ||
3 | MIT License | ||
4 | Copyright © 2006 The Mono.Xna Team | ||
5 | |||
6 | All rights reserved. | ||
7 | |||
8 | Authors: | ||
9 | * Alan McGovern | ||
10 | |||
11 | Permission is hereby granted, free of charge, to any person obtaining a copy | ||
12 | of this software and associated documentation files (the "Software"), to deal | ||
13 | in the Software without restriction, including without limitation the rights | ||
14 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
15 | copies of the Software, and to permit persons to whom the Software is | ||
16 | furnished to do so, subject to the following conditions: | ||
17 | |||
18 | The above copyright notice and this permission notice shall be included in all | ||
19 | copies or substantial portions of the Software. | ||
20 | |||
21 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
22 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
23 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
24 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
25 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
26 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
27 | SOFTWARE. | ||
28 | */ | ||
29 | #endregion License | ||
30 | |||
31 | using System; | ||
32 | using System.ComponentModel; | ||
33 | using System.Text; | ||
34 | using System.Runtime.InteropServices; | ||
35 | |||
36 | namespace MonoXnaCompactMaths | ||
37 | { | ||
38 | [Serializable] | ||
39 | [StructLayout(LayoutKind.Sequential)] | ||
40 | //[TypeConverter(typeof(Vector3Converter))] | ||
41 | public struct Vector3 : IEquatable<Vector3> | ||
42 | { | ||
43 | #region Private Fields | ||
44 | |||
45 | private static Vector3 zero = new Vector3(0f, 0f, 0f); | ||
46 | private static Vector3 one = new Vector3(1f, 1f, 1f); | ||
47 | private static Vector3 unitX = new Vector3(1f, 0f, 0f); | ||
48 | private static Vector3 unitY = new Vector3(0f, 1f, 0f); | ||
49 | private static Vector3 unitZ = new Vector3(0f, 0f, 1f); | ||
50 | private static Vector3 up = new Vector3(0f, 1f, 0f); | ||
51 | private static Vector3 down = new Vector3(0f, -1f, 0f); | ||
52 | private static Vector3 right = new Vector3(1f, 0f, 0f); | ||
53 | private static Vector3 left = new Vector3(-1f, 0f, 0f); | ||
54 | private static Vector3 forward = new Vector3(0f, 0f, -1f); | ||
55 | private static Vector3 backward = new Vector3(0f, 0f, 1f); | ||
56 | |||
57 | #endregion Private Fields | ||
58 | |||
59 | |||
60 | #region Public Fields | ||
61 | |||
62 | public float X; | ||
63 | public float Y; | ||
64 | public float Z; | ||
65 | |||
66 | #endregion Public Fields | ||
67 | |||
68 | |||
69 | #region Properties | ||
70 | |||
71 | public static Vector3 Zero | ||
72 | { | ||
73 | get { return zero; } | ||
74 | } | ||
75 | |||
76 | public static Vector3 One | ||
77 | { | ||
78 | get { return one; } | ||
79 | } | ||
80 | |||
81 | public static Vector3 UnitX | ||
82 | { | ||
83 | get { return unitX; } | ||
84 | } | ||
85 | |||
86 | public static Vector3 UnitY | ||
87 | { | ||
88 | get { return unitY; } | ||
89 | } | ||
90 | |||
91 | public static Vector3 UnitZ | ||
92 | { | ||
93 | get { return unitZ; } | ||
94 | } | ||
95 | |||
96 | public static Vector3 Up | ||
97 | { | ||
98 | get { return up; } | ||
99 | } | ||
100 | |||
101 | public static Vector3 Down | ||
102 | { | ||
103 | get { return down; } | ||
104 | } | ||
105 | |||
106 | public static Vector3 Right | ||
107 | { | ||
108 | get { return right; } | ||
109 | } | ||
110 | |||
111 | public static Vector3 Left | ||
112 | { | ||
113 | get { return left; } | ||
114 | } | ||
115 | |||
116 | public static Vector3 Forward | ||
117 | { | ||
118 | get { return forward; } | ||
119 | } | ||
120 | |||
121 | public static Vector3 Backward | ||
122 | { | ||
123 | get { return backward; } | ||
124 | } | ||
125 | |||
126 | #endregion Properties | ||
127 | |||
128 | |||
129 | #region Constructors | ||
130 | |||
131 | public Vector3(float x, float y, float z) | ||
132 | { | ||
133 | this.X = x; | ||
134 | this.Y = y; | ||
135 | this.Z = z; | ||
136 | } | ||
137 | |||
138 | |||
139 | public Vector3(float value) | ||
140 | { | ||
141 | this.X = value; | ||
142 | this.Y = value; | ||
143 | this.Z = value; | ||
144 | } | ||
145 | |||
146 | |||
147 | /*public Vector3(Vector2 value, float z) | ||
148 | { | ||
149 | this.X = value.X; | ||
150 | this.Y = value.Y; | ||
151 | this.Z = z; | ||
152 | }*/ | ||
153 | |||
154 | |||
155 | #endregion Constructors | ||
156 | |||
157 | |||
158 | #region Public Methods | ||
159 | |||
160 | public static Vector3 Add(Vector3 value1, Vector3 value2) | ||
161 | { | ||
162 | value1.X += value2.X; | ||
163 | value1.Y += value2.Y; | ||
164 | value1.Z += value2.Z; | ||
165 | return value1; | ||
166 | } | ||
167 | |||
168 | public static void Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | ||
169 | { | ||
170 | result.X = value1.X + value2.X; | ||
171 | result.Y = value1.Y + value2.Y; | ||
172 | result.Z = value1.Z + value2.Z; | ||
173 | } | ||
174 | |||
175 | /*public static Vector3 Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2) | ||
176 | { | ||
177 | return new Vector3( | ||
178 | MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), | ||
179 | MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), | ||
180 | MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2)); | ||
181 | }*/ | ||
182 | |||
183 | /*public static void Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result) | ||
184 | { | ||
185 | result = new Vector3( | ||
186 | MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), | ||
187 | MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), | ||
188 | MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2)); | ||
189 | }*/ | ||
190 | |||
191 | /*public static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount) | ||
192 | { | ||
193 | return new Vector3( | ||
194 | MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), | ||
195 | MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), | ||
196 | MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount)); | ||
197 | }*/ | ||
198 | |||
199 | /*public static void CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result) | ||
200 | { | ||
201 | result = new Vector3( | ||
202 | MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), | ||
203 | MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), | ||
204 | MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount)); | ||
205 | }*/ | ||
206 | |||
207 | /*public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max) | ||
208 | { | ||
209 | return new Vector3( | ||
210 | MathHelper.Clamp(value1.X, min.X, max.X), | ||
211 | MathHelper.Clamp(value1.Y, min.Y, max.Y), | ||
212 | MathHelper.Clamp(value1.Z, min.Z, max.Z)); | ||
213 | }*/ | ||
214 | |||
215 | /*public static void Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result) | ||
216 | { | ||
217 | result = new Vector3( | ||
218 | MathHelper.Clamp(value1.X, min.X, max.X), | ||
219 | MathHelper.Clamp(value1.Y, min.Y, max.Y), | ||
220 | MathHelper.Clamp(value1.Z, min.Z, max.Z)); | ||
221 | }*/ | ||
222 | |||
223 | public static Vector3 Cross(Vector3 vector1, Vector3 vector2) | ||
224 | { | ||
225 | Cross(ref vector1, ref vector2, out vector1); | ||
226 | return vector1; | ||
227 | } | ||
228 | |||
229 | public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result) | ||
230 | { | ||
231 | result = new Vector3(vector1.Y * vector2.Z - vector2.Y * vector1.Z, | ||
232 | -(vector1.X * vector2.Z - vector2.X * vector1.Z), | ||
233 | vector1.X * vector2.Y - vector2.X * vector1.Y); | ||
234 | } | ||
235 | |||
236 | public static float Distance(Vector3 vector1, Vector3 vector2) | ||
237 | { | ||
238 | float result; | ||
239 | DistanceSquared(ref vector1, ref vector2, out result); | ||
240 | return (float)Math.Sqrt(result); | ||
241 | } | ||
242 | |||
243 | public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result) | ||
244 | { | ||
245 | DistanceSquared(ref value1, ref value2, out result); | ||
246 | result = (float)Math.Sqrt(result); | ||
247 | } | ||
248 | |||
249 | public static float DistanceSquared(Vector3 value1, Vector3 value2) | ||
250 | { | ||
251 | float result; | ||
252 | DistanceSquared(ref value1, ref value2, out result); | ||
253 | return result; | ||
254 | } | ||
255 | |||
256 | public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result) | ||
257 | { | ||
258 | result = (value1.X - value2.X) * (value1.X - value2.X) + | ||
259 | (value1.Y - value2.Y) * (value1.Y - value2.Y) + | ||
260 | (value1.Z - value2.Z) * (value1.Z - value2.Z); | ||
261 | } | ||
262 | |||
263 | public static Vector3 Divide(Vector3 value1, Vector3 value2) | ||
264 | { | ||
265 | value1.X /= value2.X; | ||
266 | value1.Y /= value2.Y; | ||
267 | value1.Z /= value2.Z; | ||
268 | return value1; | ||
269 | } | ||
270 | |||
271 | public static Vector3 Divide(Vector3 value1, float value2) | ||
272 | { | ||
273 | float factor = 1 / value2; | ||
274 | value1.X *= factor; | ||
275 | value1.Y *= factor; | ||
276 | value1.Z *= factor; | ||
277 | return value1; | ||
278 | } | ||
279 | |||
280 | public static void Divide(ref Vector3 value1, float divisor, out Vector3 result) | ||
281 | { | ||
282 | float factor = 1 / divisor; | ||
283 | result.X = value1.X * factor; | ||
284 | result.Y = value1.Y * factor; | ||
285 | result.Z = value1.Z * factor; | ||
286 | } | ||
287 | |||
288 | public static void Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | ||
289 | { | ||
290 | result.X = value1.X / value2.X; | ||
291 | result.Y = value1.Y / value2.Y; | ||
292 | result.Z = value1.Z / value2.Z; | ||
293 | } | ||
294 | |||
295 | public static float Dot(Vector3 vector1, Vector3 vector2) | ||
296 | { | ||
297 | return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z; | ||
298 | } | ||
299 | |||
300 | public static void Dot(ref Vector3 vector1, ref Vector3 vector2, out float result) | ||
301 | { | ||
302 | result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z; | ||
303 | } | ||
304 | |||
305 | public override bool Equals(object obj) | ||
306 | { | ||
307 | return (obj is Vector3) ? this == (Vector3)obj : false; | ||
308 | } | ||
309 | |||
310 | public bool Equals(Vector3 other) | ||
311 | { | ||
312 | return this == other; | ||
313 | } | ||
314 | |||
315 | public override int GetHashCode() | ||
316 | { | ||
317 | return (int)(this.X + this.Y + this.Z); | ||
318 | } | ||
319 | |||
320 | /*public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) | ||
321 | { | ||
322 | Vector3 result = new Vector3(); | ||
323 | Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result); | ||
324 | return result; | ||
325 | }*/ | ||
326 | |||
327 | /*public static void Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result) | ||
328 | { | ||
329 | result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount); | ||
330 | result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount); | ||
331 | result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount); | ||
332 | }*/ | ||
333 | |||
334 | public float Length() | ||
335 | { | ||
336 | float result; | ||
337 | DistanceSquared(ref this, ref zero, out result); | ||
338 | return (float)Math.Sqrt(result); | ||
339 | } | ||
340 | |||
341 | public float LengthSquared() | ||
342 | { | ||
343 | float result; | ||
344 | DistanceSquared(ref this, ref zero, out result); | ||
345 | return result; | ||
346 | } | ||
347 | |||
348 | /*public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount) | ||
349 | { | ||
350 | return new Vector3( | ||
351 | MathHelper.Lerp(value1.X, value2.X, amount), | ||
352 | MathHelper.Lerp(value1.Y, value2.Y, amount), | ||
353 | MathHelper.Lerp(value1.Z, value2.Z, amount)); | ||
354 | }*/ | ||
355 | |||
356 | /*public static void Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) | ||
357 | { | ||
358 | result = new Vector3( | ||
359 | MathHelper.Lerp(value1.X, value2.X, amount), | ||
360 | MathHelper.Lerp(value1.Y, value2.Y, amount), | ||
361 | MathHelper.Lerp(value1.Z, value2.Z, amount)); | ||
362 | }*/ | ||
363 | |||
364 | /*public static Vector3 Max(Vector3 value1, Vector3 value2) | ||
365 | { | ||
366 | return new Vector3( | ||
367 | MathHelper.Max(value1.X, value2.X), | ||
368 | MathHelper.Max(value1.Y, value2.Y), | ||
369 | MathHelper.Max(value1.Z, value2.Z)); | ||
370 | }*/ | ||
371 | |||
372 | /*public static void Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | ||
373 | { | ||
374 | result = new Vector3( | ||
375 | MathHelper.Max(value1.X, value2.X), | ||
376 | MathHelper.Max(value1.Y, value2.Y), | ||
377 | MathHelper.Max(value1.Z, value2.Z)); | ||
378 | }*/ | ||
379 | |||
380 | /*public static Vector3 Min(Vector3 value1, Vector3 value2) | ||
381 | { | ||
382 | return new Vector3( | ||
383 | MathHelper.Min(value1.X, value2.X), | ||
384 | MathHelper.Min(value1.Y, value2.Y), | ||
385 | MathHelper.Min(value1.Z, value2.Z)); | ||
386 | }*/ | ||
387 | |||
388 | /*public static void Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | ||
389 | { | ||
390 | result = new Vector3( | ||
391 | MathHelper.Min(value1.X, value2.X), | ||
392 | MathHelper.Min(value1.Y, value2.Y), | ||
393 | MathHelper.Min(value1.Z, value2.Z)); | ||
394 | }*/ | ||
395 | |||
396 | public static Vector3 Multiply(Vector3 value1, Vector3 value2) | ||
397 | { | ||
398 | value1.X *= value2.X; | ||
399 | value1.Y *= value2.Y; | ||
400 | value1.Z *= value2.Z; | ||
401 | return value1; | ||
402 | } | ||
403 | |||
404 | public static Vector3 Multiply(Vector3 value1, float scaleFactor) | ||
405 | { | ||
406 | value1.X *= scaleFactor; | ||
407 | value1.Y *= scaleFactor; | ||
408 | value1.Z *= scaleFactor; | ||
409 | return value1; | ||
410 | } | ||
411 | |||
412 | public static void Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result) | ||
413 | { | ||
414 | result.X = value1.X * scaleFactor; | ||
415 | result.Y = value1.Y * scaleFactor; | ||
416 | result.Z = value1.Z * scaleFactor; | ||
417 | } | ||
418 | |||
419 | public static void Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | ||
420 | { | ||
421 | result.X = value1.X * value2.X; | ||
422 | result.Y = value1.Y * value2.Y; | ||
423 | result.Z = value1.Z * value2.Z; | ||
424 | } | ||
425 | |||
426 | public static Vector3 Negate(Vector3 value) | ||
427 | { | ||
428 | value = new Vector3(-value.X, -value.Y, -value.Z); | ||
429 | return value; | ||
430 | } | ||
431 | |||
432 | public static void Negate(ref Vector3 value, out Vector3 result) | ||
433 | { | ||
434 | result = new Vector3(-value.X, -value.Y, -value.Z); | ||
435 | } | ||
436 | |||
437 | public void Normalize() | ||
438 | { | ||
439 | Normalize(ref this, out this); | ||
440 | } | ||
441 | |||
442 | public static Vector3 Normalize(Vector3 vector) | ||
443 | { | ||
444 | Normalize(ref vector, out vector); | ||
445 | return vector; | ||
446 | } | ||
447 | |||
448 | public static void Normalize(ref Vector3 value, out Vector3 result) | ||
449 | { | ||
450 | float factor; | ||
451 | Distance(ref value, ref zero, out factor); | ||
452 | factor = 1f / factor; | ||
453 | result.X = value.X * factor; | ||
454 | result.Y = value.Y * factor; | ||
455 | result.Z = value.Z * factor; | ||
456 | } | ||
457 | |||
458 | public static Vector3 Reflect(Vector3 vector, Vector3 normal) | ||
459 | { | ||
460 | throw new NotImplementedException(); | ||
461 | } | ||
462 | |||
463 | public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result) | ||
464 | { | ||
465 | throw new NotImplementedException(); | ||
466 | } | ||
467 | |||
468 | /*public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount) | ||
469 | { | ||
470 | return new Vector3( | ||
471 | MathHelper.SmoothStep(value1.X, value2.X, amount), | ||
472 | MathHelper.SmoothStep(value1.Y, value2.Y, amount), | ||
473 | MathHelper.SmoothStep(value1.Z, value2.Z, amount)); | ||
474 | }*/ | ||
475 | |||
476 | /*public static void SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) | ||
477 | { | ||
478 | result = new Vector3( | ||
479 | MathHelper.SmoothStep(value1.X, value2.X, amount), | ||
480 | MathHelper.SmoothStep(value1.Y, value2.Y, amount), | ||
481 | MathHelper.SmoothStep(value1.Z, value2.Z, amount)); | ||
482 | }*/ | ||
483 | |||
484 | public static Vector3 Subtract(Vector3 value1, Vector3 value2) | ||
485 | { | ||
486 | value1.X -= value2.X; | ||
487 | value1.Y -= value2.Y; | ||
488 | value1.Z -= value2.Z; | ||
489 | return value1; | ||
490 | } | ||
491 | |||
492 | public static void Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | ||
493 | { | ||
494 | result.X = value1.X - value2.X; | ||
495 | result.Y = value1.Y - value2.Y; | ||
496 | result.Z = value1.Z - value2.Z; | ||
497 | } | ||
498 | |||
499 | public override string ToString() | ||
500 | { | ||
501 | StringBuilder sb = new StringBuilder(32); | ||
502 | sb.Append("{X:"); | ||
503 | sb.Append(this.X); | ||
504 | sb.Append(" Y:"); | ||
505 | sb.Append(this.Y); | ||
506 | sb.Append(" Z:"); | ||
507 | sb.Append(this.Z); | ||
508 | sb.Append("}"); | ||
509 | return sb.ToString(); | ||
510 | } | ||
511 | |||
512 | public static Vector3 Transform(Vector3 position, Matrix matrix) | ||
513 | { | ||
514 | Transform(ref position, ref matrix, out position); | ||
515 | return position; | ||
516 | } | ||
517 | |||
518 | public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result) | ||
519 | { | ||
520 | result = new Vector3((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41, | ||
521 | (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42, | ||
522 | (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43); | ||
523 | } | ||
524 | |||
525 | public static Vector3 TransformNormal(Vector3 normal, Matrix matrix) | ||
526 | { | ||
527 | TransformNormal(ref normal, ref matrix, out normal); | ||
528 | return normal; | ||
529 | } | ||
530 | |||
531 | public static void TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result) | ||
532 | { | ||
533 | result = new Vector3((normal.X * matrix.M11) + (normal.Y * matrix.M21) + (normal.Z * matrix.M31), | ||
534 | (normal.X * matrix.M12) + (normal.Y * matrix.M22) + (normal.Z * matrix.M32), | ||
535 | (normal.X * matrix.M13) + (normal.Y * matrix.M23) + (normal.Z * matrix.M33)); | ||
536 | } | ||
537 | |||
538 | #endregion Public methods | ||
539 | |||
540 | |||
541 | #region Operators | ||
542 | |||
543 | public static bool operator ==(Vector3 value1, Vector3 value2) | ||
544 | { | ||
545 | return value1.X == value2.X | ||
546 | && value1.Y == value2.Y | ||
547 | && value1.Z == value2.Z; | ||
548 | } | ||
549 | |||
550 | public static bool operator !=(Vector3 value1, Vector3 value2) | ||
551 | { | ||
552 | return !(value1 == value2); | ||
553 | } | ||
554 | |||
555 | public static Vector3 operator +(Vector3 value1, Vector3 value2) | ||
556 | { | ||
557 | value1.X += value2.X; | ||
558 | value1.Y += value2.Y; | ||
559 | value1.Z += value2.Z; | ||
560 | return value1; | ||
561 | } | ||
562 | |||
563 | public static Vector3 operator -(Vector3 value) | ||
564 | { | ||
565 | value = new Vector3(-value.X, -value.Y, -value.Z); | ||
566 | return value; | ||
567 | } | ||
568 | |||
569 | public static Vector3 operator -(Vector3 value1, Vector3 value2) | ||
570 | { | ||
571 | value1.X -= value2.X; | ||
572 | value1.Y -= value2.Y; | ||
573 | value1.Z -= value2.Z; | ||
574 | return value1; | ||
575 | } | ||
576 | |||
577 | public static Vector3 operator *(Vector3 value1, Vector3 value2) | ||
578 | { | ||
579 | value1.X *= value2.X; | ||
580 | value1.Y *= value2.Y; | ||
581 | value1.Z *= value2.Z; | ||
582 | return value1; | ||
583 | } | ||
584 | |||
585 | public static Vector3 operator *(Vector3 value, float scaleFactor) | ||
586 | { | ||
587 | value.X *= scaleFactor; | ||
588 | value.Y *= scaleFactor; | ||
589 | value.Z *= scaleFactor; | ||
590 | return value; | ||
591 | } | ||
592 | |||
593 | public static Vector3 operator *(float scaleFactor, Vector3 value) | ||
594 | { | ||
595 | value.X *= scaleFactor; | ||
596 | value.Y *= scaleFactor; | ||
597 | value.Z *= scaleFactor; | ||
598 | return value; | ||
599 | } | ||
600 | |||
601 | public static Vector3 operator /(Vector3 value1, Vector3 value2) | ||
602 | { | ||
603 | value1.X /= value2.X; | ||
604 | value1.Y /= value2.Y; | ||
605 | value1.Z /= value2.Z; | ||
606 | return value1; | ||
607 | } | ||
608 | |||
609 | public static Vector3 operator /(Vector3 value, float divider) | ||
610 | { | ||
611 | float factor = 1 / divider; | ||
612 | value.X *= factor; | ||
613 | value.Y *= factor; | ||
614 | value.Z *= factor; | ||
615 | return value; | ||
616 | } | ||
617 | |||
618 | #endregion | ||
619 | } | ||
620 | } | ||