555 lines
19 KiB
C#
555 lines
19 KiB
C#
/*
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* Copyright (c) 2006-2016, openmetaverse.co
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.co nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Runtime.InteropServices;
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using System.Globalization;
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namespace OpenMetaverse
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{
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[Serializable]
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[StructLayout(LayoutKind.Sequential)]
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public struct Vector4 : IComparable<Vector4>, IEquatable<Vector4>
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{
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/// <summary>X value</summary>
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public float X;
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/// <summary>Y value</summary>
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public float Y;
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/// <summary>Z value</summary>
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public float Z;
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/// <summary>W value</summary>
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public float W;
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#region Constructors
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public Vector4(float x, float y, float z, float w)
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{
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X = x;
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Y = y;
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Z = z;
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W = w;
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}
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public Vector4(Vector2 value, float z, float w)
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{
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X = value.X;
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Y = value.Y;
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Z = z;
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W = w;
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}
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public Vector4(Vector3 value, float w)
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{
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X = value.X;
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Y = value.Y;
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Z = value.Z;
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W = w;
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}
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public Vector4(float value)
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{
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X = value;
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Y = value;
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Z = value;
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W = value;
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}
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/// <summary>
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/// Constructor, builds a vector from a byte array
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/// </summary>
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/// <param name="byteArray">Byte array containing four four-byte floats</param>
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/// <param name="pos">Beginning position in the byte array</param>
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public Vector4(byte[] byteArray, int pos)
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{
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X = Y = Z = W = 0f;
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FromBytes(byteArray, pos);
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}
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public Vector4(Vector4 value)
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{
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X = value.X;
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Y = value.Y;
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Z = value.Z;
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W = value.W;
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}
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#endregion Constructors
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#region Public Methods
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public float Length()
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{
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return (float)Math.Sqrt(DistanceSquared(this, Zero));
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}
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public float LengthSquared()
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{
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return DistanceSquared(this, Zero);
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}
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public void Normalize()
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{
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this = Normalize(this);
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}
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/// <summary>
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/// Test if this vector is equal to another vector, within a given
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/// tolerance range
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/// </summary>
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/// <param name="vec">Vector to test against</param>
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/// <param name="tolerance">The acceptable magnitude of difference
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/// between the two vectors</param>
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/// <returns>True if the magnitude of difference between the two vectors
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/// is less than the given tolerance, otherwise false</returns>
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public bool ApproxEquals(Vector4 vec, float tolerance)
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{
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Vector4 diff = this - vec;
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return (diff.LengthSquared() <= tolerance * tolerance);
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}
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/// <summary>
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/// IComparable.CompareTo implementation
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/// </summary>
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public int CompareTo(Vector4 vector)
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{
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return Length().CompareTo(vector.Length());
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}
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/// <summary>
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/// Test if this vector is composed of all finite numbers
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/// </summary>
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public bool IsFinite()
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{
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return (Utils.IsFinite(X) && Utils.IsFinite(Y) && Utils.IsFinite(Z) && Utils.IsFinite(W));
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}
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/// <summary>
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/// Builds a vector from a byte array
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/// </summary>
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/// <param name="byteArray">Byte array containing a 16 byte vector</param>
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/// <param name="pos">Beginning position in the byte array</param>
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public void FromBytes(byte[] byteArray, int pos)
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{
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if (!BitConverter.IsLittleEndian)
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{
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// Big endian architecture
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byte[] conversionBuffer = new byte[16];
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Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 16);
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Array.Reverse(conversionBuffer, 0, 4);
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Array.Reverse(conversionBuffer, 4, 4);
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Array.Reverse(conversionBuffer, 8, 4);
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Array.Reverse(conversionBuffer, 12, 4);
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X = BitConverter.ToSingle(conversionBuffer, 0);
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Y = BitConverter.ToSingle(conversionBuffer, 4);
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Z = BitConverter.ToSingle(conversionBuffer, 8);
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W = BitConverter.ToSingle(conversionBuffer, 12);
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}
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else
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{
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// Little endian architecture
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X = BitConverter.ToSingle(byteArray, pos);
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Y = BitConverter.ToSingle(byteArray, pos + 4);
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Z = BitConverter.ToSingle(byteArray, pos + 8);
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W = BitConverter.ToSingle(byteArray, pos + 12);
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}
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}
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/// <summary>
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/// Returns the raw bytes for this vector
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/// </summary>
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/// <returns>A 16 byte array containing X, Y, Z, and W</returns>
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public byte[] GetBytes()
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{
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byte[] byteArray = new byte[16];
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ToBytes(byteArray, 0);
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return byteArray;
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}
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/// <summary>
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/// Writes the raw bytes for this vector to a byte array
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/// </summary>
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/// <param name="dest">Destination byte array</param>
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/// <param name="pos">Position in the destination array to start
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/// writing. Must be at least 16 bytes before the end of the array</param>
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public void ToBytes(byte[] dest, int pos)
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{
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Buffer.BlockCopy(BitConverter.GetBytes(X), 0, dest, pos + 0, 4);
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Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, dest, pos + 4, 4);
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Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, dest, pos + 8, 4);
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Buffer.BlockCopy(BitConverter.GetBytes(W), 0, dest, pos + 12, 4);
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if (!BitConverter.IsLittleEndian)
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{
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Array.Reverse(dest, pos + 0, 4);
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Array.Reverse(dest, pos + 4, 4);
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Array.Reverse(dest, pos + 8, 4);
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Array.Reverse(dest, pos + 12, 4);
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}
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}
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#endregion Public Methods
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#region Static Methods
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public static Vector4 Add(Vector4 value1, Vector4 value2)
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{
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value1.W += value2.W;
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value1.X += value2.X;
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value1.Y += value2.Y;
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value1.Z += value2.Z;
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return value1;
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}
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public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
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{
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return new Vector4(
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Utils.Clamp(value1.X, min.X, max.X),
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Utils.Clamp(value1.Y, min.Y, max.Y),
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Utils.Clamp(value1.Z, min.Z, max.Z),
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Utils.Clamp(value1.W, min.W, max.W));
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}
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public static float Distance(Vector4 value1, Vector4 value2)
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{
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return (float)Math.Sqrt(DistanceSquared(value1, value2));
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}
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public static float DistanceSquared(Vector4 value1, Vector4 value2)
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{
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return
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(value1.W - value2.W) * (value1.W - value2.W) +
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(value1.X - value2.X) * (value1.X - value2.X) +
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(value1.Y - value2.Y) * (value1.Y - value2.Y) +
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(value1.Z - value2.Z) * (value1.Z - value2.Z);
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}
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public static Vector4 Divide(Vector4 value1, Vector4 value2)
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{
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value1.W /= value2.W;
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value1.X /= value2.X;
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value1.Y /= value2.Y;
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value1.Z /= value2.Z;
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return value1;
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}
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public static Vector4 Divide(Vector4 value1, float divider)
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{
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float factor = 1f / divider;
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value1.W *= factor;
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value1.X *= factor;
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value1.Y *= factor;
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value1.Z *= factor;
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return value1;
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}
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public static float Dot(Vector4 vector1, Vector4 vector2)
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{
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return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W;
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}
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public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
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{
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return new Vector4(
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Utils.Lerp(value1.X, value2.X, amount),
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Utils.Lerp(value1.Y, value2.Y, amount),
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Utils.Lerp(value1.Z, value2.Z, amount),
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Utils.Lerp(value1.W, value2.W, amount));
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}
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public static Vector4 Max(Vector4 value1, Vector4 value2)
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{
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return new Vector4(
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Math.Max(value1.X, value2.X),
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Math.Max(value1.Y, value2.Y),
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Math.Max(value1.Z, value2.Z),
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Math.Max(value1.W, value2.W));
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}
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public static Vector4 Min(Vector4 value1, Vector4 value2)
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{
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return new Vector4(
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Math.Min(value1.X, value2.X),
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Math.Min(value1.Y, value2.Y),
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Math.Min(value1.Z, value2.Z),
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Math.Min(value1.W, value2.W));
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}
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public static Vector4 Multiply(Vector4 value1, Vector4 value2)
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{
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value1.W *= value2.W;
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value1.X *= value2.X;
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value1.Y *= value2.Y;
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value1.Z *= value2.Z;
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return value1;
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}
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public static Vector4 Multiply(Vector4 value1, float scaleFactor)
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{
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value1.W *= scaleFactor;
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value1.X *= scaleFactor;
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value1.Y *= scaleFactor;
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value1.Z *= scaleFactor;
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return value1;
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}
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public static Vector4 Negate(Vector4 value)
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{
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value.X = -value.X;
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value.Y = -value.Y;
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value.Z = -value.Z;
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value.W = -value.W;
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return value;
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}
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public static Vector4 Normalize(Vector4 vector)
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{
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const float MAG_THRESHOLD = 0.0000001f;
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float factor = DistanceSquared(vector, Zero);
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if (factor > MAG_THRESHOLD)
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{
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factor = 1f / (float)Math.Sqrt(factor);
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vector.X *= factor;
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vector.Y *= factor;
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vector.Z *= factor;
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vector.W *= factor;
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}
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else
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{
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vector.X = 0f;
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vector.Y = 0f;
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vector.Z = 0f;
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vector.W = 0f;
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}
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return vector;
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}
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public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount)
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{
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return new Vector4(
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Utils.SmoothStep(value1.X, value2.X, amount),
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Utils.SmoothStep(value1.Y, value2.Y, amount),
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Utils.SmoothStep(value1.Z, value2.Z, amount),
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Utils.SmoothStep(value1.W, value2.W, amount));
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}
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public static Vector4 Subtract(Vector4 value1, Vector4 value2)
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{
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value1.W -= value2.W;
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value1.X -= value2.X;
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value1.Y -= value2.Y;
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value1.Z -= value2.Z;
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return value1;
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}
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public static Vector4 Transform(Vector2 position, Matrix4 matrix)
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{
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return new Vector4(
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(position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41,
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(position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42,
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(position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43,
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(position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44);
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}
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public static Vector4 Transform(Vector3 position, Matrix4 matrix)
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{
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return new Vector4(
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(position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41,
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(position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42,
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(position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43,
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(position.X * matrix.M14) + (position.Y * matrix.M24) + (position.Z * matrix.M34) + matrix.M44);
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}
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public static Vector4 Transform(Vector4 vector, Matrix4 matrix)
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{
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return new Vector4(
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(vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41),
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(vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42),
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(vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43),
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(vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44));
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}
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public static Vector4 Parse(string val)
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{
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char[] splitChar = { ',' };
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string[] split = val.Replace("<", String.Empty).Replace(">", String.Empty).Split(splitChar);
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return new Vector4(
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float.Parse(split[0].Trim(), Utils.EnUsCulture),
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float.Parse(split[1].Trim(), Utils.EnUsCulture),
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float.Parse(split[2].Trim(), Utils.EnUsCulture),
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float.Parse(split[3].Trim(), Utils.EnUsCulture));
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}
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public static bool TryParse(string val, out Vector4 result)
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{
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try
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{
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result = Parse(val);
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return true;
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}
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catch (Exception)
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{
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result = new Vector4();
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return false;
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}
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}
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#endregion Static Methods
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#region Overrides
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public override bool Equals(object obj)
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{
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return (obj is Vector4 vector4) && this == vector4;
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}
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public bool Equals(Vector4 other)
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{
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return W == other.W
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&& X == other.X
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&& Y == other.Y
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&& Z == other.Z;
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}
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public override int GetHashCode()
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{
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return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
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}
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public override string ToString()
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{
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return String.Format(Utils.EnUsCulture, "<{0}, {1}, {2}, {3}>", X, Y, Z, W);
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}
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/// <summary>
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/// Get a string representation of the vector elements with up to three
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/// decimal digits and separated by spaces only
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/// </summary>
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/// <returns>Raw string representation of the vector</returns>
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public string ToRawString()
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{
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CultureInfo enUs = new CultureInfo("en-us");
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enUs.NumberFormat.NumberDecimalDigits = 3;
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return String.Format(enUs, "{0} {1} {2} {3}", X, Y, Z, W);
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}
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#endregion Overrides
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#region Operators
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public static bool operator ==(Vector4 value1, Vector4 value2)
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{
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return value1.W == value2.W
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&& value1.X == value2.X
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&& value1.Y == value2.Y
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&& value1.Z == value2.Z;
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}
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public static bool operator !=(Vector4 value1, Vector4 value2)
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{
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return !(value1 == value2);
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}
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public static Vector4 operator +(Vector4 value1, Vector4 value2)
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{
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value1.W += value2.W;
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value1.X += value2.X;
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value1.Y += value2.Y;
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value1.Z += value2.Z;
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return value1;
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}
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public static Vector4 operator -(Vector4 value)
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{
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return new Vector4(-value.X, -value.Y, -value.Z, -value.W);
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}
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public static Vector4 operator -(Vector4 value1, Vector4 value2)
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{
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value1.W -= value2.W;
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value1.X -= value2.X;
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value1.Y -= value2.Y;
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value1.Z -= value2.Z;
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return value1;
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}
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public static Vector4 operator *(Vector4 value1, Vector4 value2)
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{
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value1.W *= value2.W;
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value1.X *= value2.X;
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value1.Y *= value2.Y;
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value1.Z *= value2.Z;
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return value1;
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}
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public static Vector4 operator *(Vector4 value1, float scaleFactor)
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{
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value1.W *= scaleFactor;
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value1.X *= scaleFactor;
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value1.Y *= scaleFactor;
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value1.Z *= scaleFactor;
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return value1;
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}
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public static Vector4 operator /(Vector4 value1, Vector4 value2)
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{
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value1.W /= value2.W;
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value1.X /= value2.X;
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value1.Y /= value2.Y;
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value1.Z /= value2.Z;
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return value1;
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}
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public static Vector4 operator /(Vector4 value1, float divider)
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{
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float factor = 1f / divider;
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value1.W *= factor;
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value1.X *= factor;
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value1.Y *= factor;
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value1.Z *= factor;
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return value1;
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}
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#endregion Operators
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/// <summary>A vector with a value of 0,0,0,0</summary>
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public readonly static Vector4 Zero = new Vector4();
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/// <summary>A vector with a value of 1,1,1,1</summary>
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public readonly static Vector4 One = new Vector4(1f, 1f, 1f, 1f);
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/// <summary>A vector with a value of 1,0,0,0</summary>
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public readonly static Vector4 UnitX = new Vector4(1f, 0f, 0f, 0f);
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/// <summary>A vector with a value of 0,1,0,0</summary>
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public readonly static Vector4 UnitY = new Vector4(0f, 1f, 0f, 0f);
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/// <summary>A vector with a value of 0,0,1,0</summary>
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public readonly static Vector4 UnitZ = new Vector4(0f, 0f, 1f, 0f);
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/// <summary>A vector with a value of 0,0,0,1</summary>
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|
public readonly static Vector4 UnitW = new Vector4(0f, 0f, 0f, 1f);
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|
}
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|
}
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