From 540549bd897baaa83b72bc3234ef6243009592e8 Mon Sep 17 00:00:00 2001 From: MW Date: Fri, 13 Jul 2007 17:03:59 +0000 Subject: Stage 1 of adding Darok's bulletX plugin: adding the ModifiedBulletX project (which is based on the BulletXNA project, but modified to not use XNA). --- .../ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs | 630 +++++++++++++++++++++ 1 file changed, 630 insertions(+) create mode 100644 libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs (limited to 'libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs') diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs new file mode 100644 index 0000000..c75b7c8 --- /dev/null +++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs @@ -0,0 +1,630 @@ +#region License +/* +MIT License +Copyright © 2006 The Mono.Xna Team + +All rights reserved. + +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. +*/ +#endregion License + +using System; +using System.ComponentModel; +using System.Text; +using System.Runtime.InteropServices; + +namespace MonoXnaCompactMaths +{ + [Serializable] + [StructLayout(LayoutKind.Sequential)] + //[TypeConverter(typeof(Vector4Converter))] + public struct Vector4 : IEquatable + { + #region Private Fields + + private static Vector4 zeroVector = new Vector4(); + private static Vector4 unitVector = new Vector4(1f, 1f, 1f, 1f); + private static Vector4 unitXVector = new Vector4(1f, 0f, 0f, 0f); + private static Vector4 unitYVector = new Vector4(0f, 1f, 0f, 0f); + private static Vector4 unitZVector = new Vector4(0f, 0f, 1f, 0f); + private static Vector4 unitWVector = new Vector4(0f, 0f, 0f, 1f); + + #endregion Private Fields + + + #region Public Fields + + public float X; + public float Y; + public float Z; + public float W; + + #endregion Public Fields + + + #region Properties + + public static Vector4 Zero + { + get { return zeroVector; } + } + + public static Vector4 One + { + get { return unitVector; } + } + + public static Vector4 UnitX + { + get { return unitXVector; } + } + + public static Vector4 UnitY + { + get { return unitYVector; } + } + + public static Vector4 UnitZ + { + get { return unitZVector; } + } + + public static Vector4 UnitW + { + get { return unitWVector; } + } + + #endregion Properties + + + #region Constructors + + public Vector4(float x, float y, float z, float w) + { + this.X = x; + this.Y = y; + this.Z = z; + this.W = w; + } + + /*public Vector4(Vector2 value, float z, float w) + { + this.X = value.X; + this.Y = value.Y; + this.Z = z; + this.W = w; + }*/ + + public Vector4(Vector3 value, float w) + { + this.X = value.X; + this.Y = value.Y; + this.Z = value.Z; + this.W = w; + } + + public Vector4(float value) + { + this.X = value; + this.Y = value; + this.Z = value; + this.W = value; + } + + #endregion + + + #region Public Methods + + public static Vector4 Add(Vector4 value1, Vector4 value2) + { + value1.W += value2.W; + value1.X += value2.X; + value1.Y += value2.Y; + value1.Z += value2.Z; + return value1; + } + + public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result) + { + result.W = value1.W + value2.W; + result.X = value1.X + value2.X; + result.Y = value1.Y + value2.Y; + result.Z = value1.Z + value2.Z; + } + + /*public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2) + { + return new Vector4( + MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), + MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), + MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2), + MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)); + }*/ + + /*public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result) + { + result = new Vector4( + MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), + MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), + MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2), + MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)); + }*/ + + /*public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount) + { + return new Vector4( + MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), + MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), + MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount), + MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)); + }*/ + + /*public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result) + { + result = new Vector4( + MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), + MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), + MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount), + MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)); + }*/ + + /*public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max) + { + return new Vector4( + MathHelper.Clamp(value1.X, min.X, max.X), + MathHelper.Clamp(value1.Y, min.Y, max.Y), + MathHelper.Clamp(value1.Z, min.Z, max.Z), + MathHelper.Clamp(value1.W, min.W, max.W)); + }*/ + + /*public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result) + { + result = new Vector4( + MathHelper.Clamp(value1.X, min.X, max.X), + MathHelper.Clamp(value1.Y, min.Y, max.Y), + MathHelper.Clamp(value1.Z, min.Z, max.Z), + MathHelper.Clamp(value1.W, min.W, max.W)); + }*/ + + public static float Distance(Vector4 value1, Vector4 value2) + { + return (float)Math.Sqrt(DistanceSquared(value1, value2)); + } + + public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result) + { + result = (float)Math.Sqrt(DistanceSquared(value1, value2)); + } + + public static float DistanceSquared(Vector4 value1, Vector4 value2) + { + float result; + DistanceSquared(ref value1, ref value2, out result); + return result; + } + + public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result) + { + result = (value1.W - value2.W) * (value1.W - value2.W) + + (value1.X - value2.X) * (value1.X - value2.X) + + (value1.Y - value2.Y) * (value1.Y - value2.Y) + + (value1.Z - value2.Z) * (value1.Z - value2.Z); + } + + public static Vector4 Divide(Vector4 value1, Vector4 value2) + { + value1.W /= value2.W; + value1.X /= value2.X; + value1.Y /= value2.Y; + value1.Z /= value2.Z; + return value1; + } + + public static Vector4 Divide(Vector4 value1, float divider) + { + float factor = 1f / divider; + value1.W *= factor; + value1.X *= factor; + value1.Y *= factor; + value1.Z *= factor; + return value1; + } + + public static void Divide(ref Vector4 value1, float divider, out Vector4 result) + { + float factor = 1f / divider; + result.W = value1.W * factor; + result.X = value1.X * factor; + result.Y = value1.Y * factor; + result.Z = value1.Z * factor; + } + + public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result) + { + result.W = value1.W / value2.W; + result.X = value1.X / value2.X; + result.Y = value1.Y / value2.Y; + result.Z = value1.Z / value2.Z; + } + + public static float Dot(Vector4 vector1, Vector4 vector2) + { + return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W; + } + + public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result) + { + result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W; + } + + public override bool Equals(object obj) + { + return (obj is Vector4) ? this == (Vector4)obj : false; + } + + public bool Equals(Vector4 other) + { + return this.W == other.W + && this.X == other.X + && this.Y == other.Y + && this.Z == other.Z; + } + + public override int GetHashCode() + { + return (int)(this.W + this.X + this.Y + this.Y); + } + + /*public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount) + { + Vector4 result = new Vector4(); + Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result); + return result; + }*/ + + /*public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result) + { + result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount); + result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount); + result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount); + result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount); + }*/ + + public float Length() + { + float result; + DistanceSquared(ref this, ref zeroVector, out result); + return (float)Math.Sqrt(result); + } + + public float LengthSquared() + { + float result; + DistanceSquared(ref this, ref zeroVector, out result); + return result; + } + + /*public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount) + { + return new Vector4( + MathHelper.Lerp(value1.X, value2.X, amount), + MathHelper.Lerp(value1.Y, value2.Y, amount), + MathHelper.Lerp(value1.Z, value2.Z, amount), + MathHelper.Lerp(value1.W, value2.W, amount)); + }*/ + + /*public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) + { + result = new Vector4( + MathHelper.Lerp(value1.X, value2.X, amount), + MathHelper.Lerp(value1.Y, value2.Y, amount), + MathHelper.Lerp(value1.Z, value2.Z, amount), + MathHelper.Lerp(value1.W, value2.W, amount)); + }*/ + + /*public static Vector4 Max(Vector4 value1, Vector4 value2) + { + return new Vector4( + MathHelper.Max(value1.X, value2.X), + MathHelper.Max(value1.Y, value2.Y), + MathHelper.Max(value1.Z, value2.Z), + MathHelper.Max(value1.W, value2.W)); + }*/ + + /*public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result) + { + result = new Vector4( + MathHelper.Max(value1.X, value2.X), + MathHelper.Max(value1.Y, value2.Y), + MathHelper.Max(value1.Z, value2.Z), + MathHelper.Max(value1.W, value2.W)); + }*/ + + /*public static Vector4 Min(Vector4 value1, Vector4 value2) + { + return new Vector4( + MathHelper.Min(value1.X, value2.X), + MathHelper.Min(value1.Y, value2.Y), + MathHelper.Min(value1.Z, value2.Z), + MathHelper.Min(value1.W, value2.W)); + }*/ + + /*public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result) + { + result = new Vector4( + MathHelper.Min(value1.X, value2.X), + MathHelper.Min(value1.Y, value2.Y), + MathHelper.Min(value1.Z, value2.Z), + MathHelper.Min(value1.W, value2.W)); + }*/ + + public static Vector4 Multiply(Vector4 value1, Vector4 value2) + { + value1.W *= value2.W; + value1.X *= value2.X; + value1.Y *= value2.Y; + value1.Z *= value2.Z; + return value1; + } + + public static Vector4 Multiply(Vector4 value1, float scaleFactor) + { + value1.W *= scaleFactor; + value1.X *= scaleFactor; + value1.Y *= scaleFactor; + value1.Z *= scaleFactor; + return value1; + } + + public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result) + { + result.W = value1.W * scaleFactor; + result.X = value1.X * scaleFactor; + result.Y = value1.Y * scaleFactor; + result.Z = value1.Z * scaleFactor; + } + + public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result) + { + result.W = value1.W * value2.W; + result.X = value1.X * value2.X; + result.Y = value1.Y * value2.Y; + result.Z = value1.Z * value2.Z; + } + + public static Vector4 Negate(Vector4 value) + { + value = new Vector4(-value.X, -value.Y, -value.Z, -value.W); + return value; + } + + public static void Negate(ref Vector4 value, out Vector4 result) + { + result = new Vector4(-value.X, -value.Y, -value.Z,-value.W); + } + + public void Normalize() + { + Normalize(ref this, out this); + } + + public static Vector4 Normalize(Vector4 vector) + { + Normalize(ref vector, out vector); + return vector; + } + + public static void Normalize(ref Vector4 vector, out Vector4 result) + { + float factor; + DistanceSquared(ref vector, ref zeroVector, out factor); + factor = 1f / (float)Math.Sqrt(factor); + + result.W = vector.W * factor; + result.X = vector.X * factor; + result.Y = vector.Y * factor; + result.Z = vector.Z * factor; + } + + /*public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount) + { + return new Vector4( + MathHelper.SmoothStep(value1.X, value2.X, amount), + MathHelper.SmoothStep(value1.Y, value2.Y, amount), + MathHelper.SmoothStep(value1.Z, value2.Z, amount), + MathHelper.SmoothStep(value1.W, value2.W, amount)); + }*/ + + /*public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) + { + result = new Vector4( + MathHelper.SmoothStep(value1.X, value2.X, amount), + MathHelper.SmoothStep(value1.Y, value2.Y, amount), + MathHelper.SmoothStep(value1.Z, value2.Z, amount), + MathHelper.SmoothStep(value1.W, value2.W, amount)); + }*/ + + public static Vector4 Subtract(Vector4 value1, Vector4 value2) + { + value1.W -= value2.W; + value1.X -= value2.X; + value1.Y -= value2.Y; + value1.Z -= value2.Z; + return value1; + } + + public static void Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result) + { + result.W = value1.W - value2.W; + result.X = value1.X - value2.X; + result.Y = value1.Y - value2.Y; + result.Z = value1.Z - value2.Z; + } + + /*public static Vector4 Transform(Vector2 position, Matrix matrix) + { + Vector4 result; + Transform(ref position, ref matrix, out result); + return result; + }*/ + + public static Vector4 Transform(Vector3 position, Matrix matrix) + { + Vector4 result; + Transform(ref position, ref matrix, out result); + return result; + } + + public static Vector4 Transform(Vector4 vector, Matrix matrix) + { + Transform(ref vector, ref matrix, out vector); + return vector; + } + + /*public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result) + { + result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41, + (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42, + (position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43, + (position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44); + }*/ + + public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result) + { + result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41, + (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42, + (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43, + (position.X * matrix.M14) + (position.Y * matrix.M24) + (position.Z * matrix.M34) + matrix.M44); + } + + public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result) + { + result = new Vector4((vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41), + (vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42), + (vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43), + (vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44)); + } + + public override string ToString() + { + StringBuilder sb = new StringBuilder(32); + sb.Append("{X:"); + sb.Append(this.X); + sb.Append(" Y:"); + sb.Append(this.Y); + sb.Append(" Z:"); + sb.Append(this.Z); + sb.Append(" W:"); + sb.Append(this.W); + sb.Append("}"); + return sb.ToString(); + } + + #endregion Public Methods + + + #region Operators + + public static Vector4 operator -(Vector4 value) + { + return new Vector4(-value.X, -value.Y, -value.Z, -value.W); + } + + public static bool operator ==(Vector4 value1, Vector4 value2) + { + return value1.W == value2.W + && value1.X == value2.X + && value1.Y == value2.Y + && value1.Z == value2.Z; + } + + public static bool operator !=(Vector4 value1, Vector4 value2) + { + return !(value1 == value2); + } + + public static Vector4 operator +(Vector4 value1, Vector4 value2) + { + value1.W += value2.W; + value1.X += value2.X; + value1.Y += value2.Y; + value1.Z += value2.Z; + return value1; + } + + public static Vector4 operator -(Vector4 value1, Vector4 value2) + { + value1.W -= value2.W; + value1.X -= value2.X; + value1.Y -= value2.Y; + value1.Z -= value2.Z; + return value1; + } + + public static Vector4 operator *(Vector4 value1, Vector4 value2) + { + value1.W *= value2.W; + value1.X *= value2.X; + value1.Y *= value2.Y; + value1.Z *= value2.Z; + return value1; + } + + public static Vector4 operator *(Vector4 value1, float scaleFactor) + { + value1.W *= scaleFactor; + value1.X *= scaleFactor; + value1.Y *= scaleFactor; + value1.Z *= scaleFactor; + return value1; + } + + public static Vector4 operator *(float scaleFactor, Vector4 value1) + { + value1.W *= scaleFactor; + value1.X *= scaleFactor; + value1.Y *= scaleFactor; + value1.Z *= scaleFactor; + return value1; + } + + public static Vector4 operator /(Vector4 value1, Vector4 value2) + { + value1.W /= value2.W; + value1.X /= value2.X; + value1.Y /= value2.Y; + value1.Z /= value2.Z; + return value1; + } + + public static Vector4 operator /(Vector4 value1, float divider) + { + float factor = 1f / divider; + value1.W *= factor; + value1.X *= factor; + value1.Y *= factor; + value1.Z *= factor; + return value1; + } + + #endregion Operators + } +} -- cgit v1.1