public FVec3 Transform(FQuat quaternion) { Fix64 x2 = quaternion.x + quaternion.x; Fix64 y2 = quaternion.y + quaternion.y; Fix64 z2 = quaternion.z + quaternion.z; Fix64 xx2 = quaternion.x * x2; Fix64 xy2 = quaternion.x * y2; Fix64 xz2 = quaternion.x * z2; Fix64 yy2 = quaternion.y * y2; Fix64 yz2 = quaternion.y * z2; Fix64 zz2 = quaternion.z * z2; Fix64 wx2 = quaternion.w * x2; Fix64 wy2 = quaternion.w * y2; Fix64 wz2 = quaternion.w * z2; return(new FVec3 ( this.x * (Fix64.One - yy2 - zz2) + this.y * (xy2 - wz2) + this.z * (xz2 + wy2), this.x * (xy2 + wz2) + this.y * (Fix64.One - xx2 - zz2) + this.z * (yz2 - wx2), this.x * (xz2 - wy2) + this.y * (yz2 + wx2) + this.z * (Fix64.One - xx2 - yy2) )); }
public static FVec3 OrthoNormalVector(FVec3 v) { FVec3 res = new FVec3(); if (Fix64.Abs(v.z) > OVER_SQRT2) { Fix64 a = v.y * v.y + v.z * v.z; Fix64 k = Fix64.One / Fix64.Sqrt(a); res.x = Fix64.Zero; res.y = -v.z * k; res.z = v.y * k; } else { Fix64 a = v.x * v.x + v.y * v.y; Fix64 k = Fix64.One / Fix64.Sqrt(a); res.x = -v.y * k; res.y = v.x * k; res.z = Fix64.Zero; } return(res); }
public static FVec3 Max(FVec3 v, Fix64 value) { return(new FVec3(Fix64.Max(v.x, value), Fix64.Max(v.y, value), Fix64.Max(v.z, value))); }
public static FVec3 Hermite(FVec3 value1, FVec3 tangent1, FVec3 value2, FVec3 tangent2, Fix64 t) { Fix64 weightSquared = t * t; Fix64 weightCubed = t * weightSquared; Fix64 value1Blend = ( Fix64 )2 * weightCubed - ( Fix64 )3 * weightSquared + Fix64.One; Fix64 tangent1Blend = weightCubed - ( Fix64 )2 * weightSquared + t; Fix64 value2Blend = ( Fix64 )(-2) * weightCubed + ( Fix64 )3 * weightSquared; Fix64 tangent2Blend = weightCubed - weightSquared; return(new FVec3 ( value1.x * value1Blend + value2.x * value2Blend + tangent1.x * tangent1Blend + tangent2.x * tangent2Blend, value1.y * value1Blend + value2.y * value2Blend + tangent1.y * tangent1Blend + tangent2.y * tangent2Blend, value1.z * value1Blend + value2.z * value2Blend + tangent1.z * tangent1Blend + tangent2.z * tangent2Blend )); }
public FVec3(float value) { this.x = ( Fix64 )value; this.y = ( Fix64 )value; this.z = ( Fix64 )value; }
public static FVec3 RotateTowards(FVec3 current, FVec3 target, Fix64 maxRadiansDelta, Fix64 maxMagnitudeDelta) { Fix64 len1 = current.Magnitude(); Fix64 len2 = target.Magnitude(); if (len1 > Fix64.Epsilon && len2 > Fix64.Epsilon) { FVec3 from = current / len1; FVec3 to = target / len2; Fix64 cosom = Dot(from, to); if (cosom > Fix64.One - Fix64.Epsilon) { return(MoveTowards(current, target, maxMagnitudeDelta)); } if (cosom < -Fix64.One + Fix64.Epsilon) { FQuat q = FQuat.AngleAxis(maxRadiansDelta * Fix64.RAD_TO_DEG, OrthoNormalVector(from)); return(q * from * ClampedMove(len1, len2, maxMagnitudeDelta)); } else { Fix64 angle = Fix64.Acos(cosom); FQuat q = FQuat.AngleAxis(Fix64.Min(maxRadiansDelta, angle) * Fix64.RAD_TO_DEG, Normalize(Cross(from, to))); return(q * from * ClampedMove(len1, len2, maxMagnitudeDelta)); } } return(MoveTowards(current, target, maxMagnitudeDelta)); }
public static FVec3 SmoothDamp(FVec3 current, FVec3 target, ref FVec3 currentVelocity, Fix64 smoothTime, Fix64 maxSpeed, Fix64 deltaTime) { smoothTime = Fix64.Max(Fix64.Epsilon, smoothTime); Fix64 num = ( Fix64 )2 / smoothTime; Fix64 num2 = num * deltaTime; Fix64 num3 = Fix64.One / (Fix64.One + num2 + ( Fix64 )0.48 * num2 * num2 + ( Fix64 )0.235 * num2 * num2 * num2); Fix64 maxLength = maxSpeed * smoothTime; FVec3 vector = current - target; vector.ClampMagnitude(maxLength); target = current - vector; FVec3 vec3 = (currentVelocity + (vector * num)) * deltaTime; currentVelocity = (currentVelocity - (vec3 * num)) * num3; var vector4 = target + (vector + vec3) * num3; if (Dot(target - current, vector4 - target) > Fix64.Zero) { vector4 = target; currentVelocity.Set(Fix64.Zero, Fix64.Zero, Fix64.Zero); } return(vector4); }
public void Set(Fix64 x, Fix64 y, Fix64 z) { this.x = x; this.y = y; this.z = z; }
public FVec3(Fix64 value) { this.x = value; this.y = value; this.z = value; }
public static FVec3 Normalize(FVec3 v) { return(v * (Fix64.One / Fix64.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z))); }
public bool ApproxEquals(FVec3 vector, Fix64 tolerance) { return(this.Distance(vector) <= tolerance); }
public void Scale(FVec3 scale) { this.x *= scale.x; this.y *= scale.y; this.z *= scale.z; }
public void Negate() { this.x = -this.x; this.y = -this.y; this.z = -this.z; }
public Fix64 Magnitude() { return(Fix64.Sqrt(this.x * this.x + this.y * this.y + this.z * this.z)); }
public static FVec3 Min(FVec3 v, FVec3 v1) { return(new FVec3(Fix64.Min(v.x, v1.x), Fix64.Min(v.y, v1.y), Fix64.Min(v.z, v1.z))); }
public static FVec3 LerpUnclamped(FVec3 from, FVec3 to, Fix64 t) { return(new FVec3(from.x + (to.x - from.x) * t, from.y + (to.y - from.y) * t, from.z + (to.z - from.z) * t)); }
public FVec3(float x, float y, float z) { this.x = ( Fix64 )x; this.y = ( Fix64 )y; this.z = ( Fix64 )z; }
public static FVec3 Lerp(FVec3 from, FVec3 to, Fix64 t) { return(t <= Fix64.Zero ? from : (t >= Fix64.One ? to : LerpUnclamped(from, to, t))); }
public FVec3(Fix64 x, Fix64 y, Fix64 z) { this.x = x; this.y = y; this.z = z; }
public Fix64 NextFix64(Fix64 min, Fix64 max) { return(new Fix64(this.NextLong(min.RawValue, max.RawValue))); }