Files
FirstStrike.Unity/Assets/Editor/SourceCommon/Vectors/SourceVector.cs
T
2025-05-13 03:08:33 +03:00

170 lines
5.5 KiB
C#

using System;
namespace SourceFormatParser.Common
{
/// <summary>
/// Vector x/y/z (float)
/// Size: 12 bytes (4 bytes per axis)
/// </summary>
public struct SourceVector
{
public float x, y, z;
public SourceVector(float ix = 0.0f, float iy = 0.0f, float iz = 0.0f)
{
this.x = ix;
this.y = iy;
this.z = iz;
}
// Initialization methods
public static SourceVector Random(float minVal, float maxVal)
{
Random rand = new Random();
return new SourceVector(
ix: minVal + ((float)rand.NextDouble()) * (float)(maxVal - minVal),
iy: minVal + ((float)rand.NextDouble()) * (float)(maxVal - minVal),
iz: minVal + ((float)rand.NextDouble()) * (float)(maxVal - minVal)
);
}
public void Zero() => x = y = z = 0.0f; ///< zero out a vector
// equality
public static bool operator ==(SourceVector v1, SourceVector v2) => v1.x == v2.x && v1.y == v2.y && v1.z == v2.z;
public static bool operator !=(SourceVector v1, SourceVector v2) => !(v1 == v2);
public override bool Equals(object obj) => this == (SourceVector)obj;
public override int GetHashCode() => base.GetHashCode();
// arithmetic operations
public static SourceVector operator +(SourceVector v1, SourceVector v2) => new SourceVector(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
public static SourceVector operator -(SourceVector v1, SourceVector v2) => new SourceVector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
public static SourceVector operator *(SourceVector v1, SourceVector v2) => new SourceVector(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z);
public static SourceVector operator *(SourceVector v, float s) => new SourceVector(v.x * s, v.y * s, v.z * s);
public static SourceVector operator /(SourceVector v1, SourceVector v2)
{
return new SourceVector(
ix: v2.x != 0.0f ? v1.x / v2.x : 0f,
iy: v2.y != 0.0f ? v1.y / v2.y : 0f,
iz: v2.z != 0.0f ? v1.z / v2.z : 0f
);
}
public static SourceVector operator /(SourceVector v, float fl)
{
if (fl == 0.0f)
return new SourceVector();
float oofl = 1.0f / fl;
return new SourceVector(v.x * oofl, v.y * oofl, v.z * oofl);
}
public static SourceVector operator +(SourceVector v, float s) => new SourceVector(v.x + s, v.y + s, v.z + s); //< broadcast add
public static SourceVector operator -(SourceVector v, float s) => new SourceVector(v.x - s, v.y - s, v.z - s); //< broadcast sub
// negate the vector components
public void Negate()
{
x = -x;
y = -y;
z = -z;
}
// Get the vector's magnitude.
public float Length() => (float)Math.Sqrt(x * x + y * y + z * z);
// Get the vector's magnitude squared.
public float LengthSqr() => (x * x + y * y + z * z);
// return true if this vector is (0,0,0) within tolerance
public bool IsZero(float tolerance = 0.01f)
{
return x > -tolerance && x < tolerance &&
y > -tolerance && y < tolerance &&
z > -tolerance && z < tolerance;
}
public bool IsLengthGreaterThan(float val) => LengthSqr() > val * val;
public bool IsLengthLessThan(float val) => LengthSqr() < val * val;
// check if a vector is within the box defined by two other vectors // check a point against a box
public bool WithinAABox(SourceVector boxmin, SourceVector boxmax)
{
return (x >= boxmin.x) && (x <= boxmax.x) &&
(y >= boxmin.y) && (y <= boxmax.y) &&
(z >= boxmin.z) && (z <= boxmax.z);
}
// Get the distance from this vector to the other one.
public float DistTo(SourceVector vOther)
{
return new SourceVector(
ix: x - vOther.x,
iy: y - vOther.y,
iz: z - vOther.z
).Length();
}
// Get the distance from this vector to the other one squared.
// NJS: note, VC wasn't inlining it correctly in several deeply nested inlines due to being an 'out of line' inline.
// may be able to tidy this up after switching to VC7
public float DistToSqr(SourceVector vOther)
{
return new SourceVector(
ix: x - vOther.x,
iy: y - vOther.y,
iz: z - vOther.z
).LengthSqr();
}
// Multiply, add, and assign to this (ie: *this = a + b * scalar). This
// is about 12% faster than the actual vector equation (because it's done per-component
// rather than per-vector).
public void MulAdd(SourceVector a, SourceVector b, float scalar)
{
x = a.x + b.x * scalar;
y = a.y + b.y * scalar;
z = a.z + b.z * scalar;
}
// Dot product.
public float Dot(SourceVector vOther) => (x * vOther.x + y * vOther.y + z * vOther.z);
// 2d
public float Length2D() => (float)Math.Sqrt(Length2DSqr());
public float Length2DSqr() => (x * x + y * y);
// Cross product between two vectors.
public SourceVector Cross(SourceVector vOther)
{
return new SourceVector(
ix: y * vOther.z - z * vOther.y,
iy: z * vOther.x - x * vOther.z,
iz: x * vOther.y - y * vOther.x
);
}
// Returns a vector with the min or max in X, Y, and Z.
public SourceVector Min(SourceVector vOther)
{
return new SourceVector(x < vOther.x ? x : vOther.x,
y < vOther.y ? y : vOther.y,
z < vOther.z ? z : vOther.z);
}
public SourceVector Max(SourceVector vOther)
{
return new SourceVector(x > vOther.x ? x : vOther.x,
y > vOther.y ? y : vOther.y,
z > vOther.z ? z : vOther.z);
}
public override string ToString() => $"{{{x}; {y}; {z}}}";
public static SourceVector Empty => new SourceVector();
#if (UNITY)
public UnityEngine.Vector3 toVector3() => new UnityEngine.Vector3(x, y, z);
#else
public System.Numerics.Vector3 toVector3() => new System.Numerics.Vector3(x, y, z);
#endif
}
}