public SourceVector TransformVectorByInverse(SourceVector v0)
        {
            SourceVector vOut = new SourceVector();

            MathUtils.VectorITransform(v0, this, ref vOut);
            return(vOut);
        }
Пример #2
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 public static void QuaternionVectorsFLU(SourceQuaternion q, ref SourceVector pForward, ref SourceVector pLeft, ref SourceVector pUp)
 {
     // Note: it's pretty much identical to just computing the quaternion matrix and assigning its columns to the vectors
     pForward = q.GetForward();
     pLeft    = q.GetLeft();
     pUp      = q.GetUp();
 }
        public SourceVector RotateVector(SourceVector v0)
        {
            SourceVector vOut = new SourceVector();

            MathUtils.RotatePoint(this, v0, ref vOut);
            return(vOut);
        }
        public SourceVector GetForward()
        {
            SourceVector vForward = new SourceVector();

            MathUtils.TransformVectorsForward(this, ref vForward);
            return(vForward);
        }
Пример #5
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        public static void IRotateAABB(SourceMatrix3x4 transform, SourceVector vecMinsIn, SourceVector vecMaxsIn, ref SourceVector vecMinsOut, ref SourceVector vecMaxsOut)
        {
            throw new NotImplementedException(); //can't find some of methods

            //SourceVector oldCenter;
            //VectorAdd(vecMinsIn, vecMaxsIn, oldCenter);
            //oldCenter *= 0.5f;

            //SourceVector oldExtents;
            //VectorSubtract(vecMaxsIn, oldCenter, oldExtents);

            //SourceVector newCenter;
            //VectorIRotate(oldCenter, transform, newCenter);

            //SourceVector newExtents;
            //newExtents.x = FloatMakePositive(oldExtents.x * transform[0][0]) +
            //            FloatMakePositive(oldExtents.y * transform[1][0]) +
            //            FloatMakePositive(oldExtents.z * transform[2][0]);
            //newExtents.y = FloatMakePositive(oldExtents.x * transform[0][1]) +
            //            FloatMakePositive(oldExtents.y * transform[1][1]) +
            //            FloatMakePositive(oldExtents.z * transform[2][1]);
            //newExtents.z = FloatMakePositive(oldExtents.x * transform[0][2]) +
            //            FloatMakePositive(oldExtents.y * transform[1][2]) +
            //            FloatMakePositive(oldExtents.z * transform[2][2]);

            //VectorSubtract(newCenter, newExtents, vecMinsOut);
            //VectorAdd(newCenter, newExtents, vecMaxsOut);
        }
Пример #6
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        public static void ITransformAABB(SourceMatrix3x4 transform, SourceVector vecMinsIn, SourceVector vecMaxsIn, ref SourceVector vecMinsOut, ref SourceVector vecMaxsOut)
        {
            throw new NotImplementedException(); //can't find some of methods

            //      SourceVector worldCenter;
            //  VectorAdd(vecMinsIn, vecMaxsIn, worldCenter );
            //  worldCenter *= 0.5f;

            //      SourceVector worldExtents;
            //  VectorSubtract(vecMaxsIn, worldCenter, worldExtents );

            //  Vector localCenter;
            //  VectorITransform(worldCenter, transform, localCenter );

            //  Vector localExtents;
            //  localExtents.x =	FloatMakePositive(worldExtents.x* transform[0][0] ) +
            //FloatMakePositive(worldExtents.y* transform[1][0] ) +
            //FloatMakePositive(worldExtents.z* transform[2][0] );
            //  localExtents.y =	FloatMakePositive(worldExtents.x* transform[0][1] ) +
            //FloatMakePositive(worldExtents.y* transform[1][1] ) +
            //FloatMakePositive(worldExtents.z* transform[2][1] );
            //  localExtents.z =	FloatMakePositive(worldExtents.x* transform[0][2] ) +
            //FloatMakePositive(worldExtents.y* transform[1][2] ) +
            //FloatMakePositive(worldExtents.z* transform[2][2] );

            //  VectorSubtract(localCenter, localExtents, vecMinsOut );
            //  VectorAdd(localCenter, localExtents, vecMaxsOut );
        }
        public SourceVector RotateVectorByInverse(SourceVector v0)
        {
            SourceVector vOut = new SourceVector();

            MathUtils.VectorIRotate(v0, this, ref vOut);
            return(vOut);
        }
Пример #8
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        public static void VectorIRotate(SourceVector v, SourceCTransform t, ref SourceVector _out)
        {
            // FIXME: Make work directly with the transform
            SourceMatrix3x4 m = new SourceMatrix3x4();

            TransformMatrix(t, ref m);
            VectorIRotate(v, m, ref _out);
        }
Пример #9
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 public static SourceVector TransformPoint(SourceCTransform tm, SourceVector p)
 {
     return(new SourceVector(
                tm.m_vPosition.x + (1.0f - 2.0f * tm.m_orientation.y * tm.m_orientation.y - 2.0f * tm.m_orientation.z * tm.m_orientation.z) * p.x + (2.0f * tm.m_orientation.x * tm.m_orientation.y - 2.0f * tm.m_orientation.w * tm.m_orientation.z) * p.y + (2.0f * tm.m_orientation.x * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.y) * p.z,
                tm.m_vPosition.y + (2.0f * tm.m_orientation.x * tm.m_orientation.y + 2.0f * tm.m_orientation.w * tm.m_orientation.z) * p.x + (1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.z * tm.m_orientation.z) * p.y + (2.0f * tm.m_orientation.y * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.x) * p.z,
                tm.m_vPosition.z + (2.0f * tm.m_orientation.x * tm.m_orientation.z - 2.0f * tm.m_orientation.w * tm.m_orientation.y) * p.x + (2.0f * tm.m_orientation.y * tm.m_orientation.z + 2.0f * tm.m_orientation.w * tm.m_orientation.x) * p.y + (1.0f - 2.0f * tm.m_orientation.x * tm.m_orientation.x - 2.0f * tm.m_orientation.y * tm.m_orientation.y) * p.z
                ));
 }
Пример #10
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 // 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());
 }
Пример #11
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        public static void QuaternionMatrix(SourceQuaternion q, SourceVector pos, ref SourceMatrix3x4 matrix)
        {
            QuaternionMatrix(q, ref matrix);

            matrix[0][3] = pos.x;
            matrix[1][3] = pos.y;
            matrix[2][3] = pos.z;
        }
Пример #12
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 // 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
                ));
 }
Пример #13
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        public static void RotateAABB(SourceMatrix3x4 transform, SourceVector vecMinsIn, SourceVector vecMaxsIn, ref SourceVector vecMinsOut, ref SourceVector vecMaxsOut)
        {
            throw new NotImplementedException(); //can't find some of methods

            //SourceVector localCenter;
            //VectorAdd(vecMinsIn, vecMaxsIn, localCenter);
            //localCenter *= 0.5f;

            //SourceVector localExtents;
            //VectorSubtract(vecMaxsIn, localCenter, localExtents);

            //SourceVector newCenter;
            //VectorRotate(localCenter, transform, newCenter);

            //VecSourceVectortor newExtents;
            //newExtents.x = DotProductAbs(localExtents, transform[0]);
            //newExtents.y = DotProductAbs(localExtents, transform[1]);
            //newExtents.z = DotProductAbs(localExtents, transform[2]);

            //VectorSubtract(newCenter, newExtents, vecMinsOut);
            //VectorAdd(newCenter, newExtents, vecMaxsOut);
        }
 public void TransformAABBByInverse(SourceVector vecMinsIn, SourceVector vecMaxsIn, ref SourceVector vecMinsOut, ref SourceVector vecMaxsOut)
 {
     ToMatrix().TransformAABBByInverse(vecMinsIn, vecMaxsIn, ref vecMinsOut, ref vecMaxsOut);
 }
Пример #15
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 void Init(SourceVector vImaginaryPart, float flRealPart)
 {
     x = vImaginaryPart.x; y = vImaginaryPart.y; z = vImaginaryPart.z; w = flRealPart;
 }
 public void GetBasisVectorsFLU(ref SourceVector pForward, ref SourceVector pLeft, ref SourceVector pUp)
 {
     MathUtils.TransformVectorsFLU(this, ref pForward, ref pLeft, ref pUp);
 }
 public void SetOrigin(SourceVector vPos)
 {
     m_vPosition = vPos;
 }
 public void SetToIdentity()
 {
     m_vPosition   = SourceVector.Empty;
     m_orientation = SourceQuaternion.Identity;
 }
 public void InitFromQuaternion(SourceQuaternion orientation, SourceVector vPosition)
 {
     m_orientation = orientation;
     m_vPosition   = vPosition;
 }
 public void InitFromMatrix(SourceMatrix3x4 transform)
 {
     m_orientation = MathUtils.MatrixQuaternion(transform);
     m_vPosition   = transform.GetOrigin();
 }
 public SourceVector TransformVector(SourceVector v0) => MathUtils.TransformPoint(this, v0);
Пример #22
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 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));
 }
Пример #23
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 // 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;
 }
 public SourceVector RotateExtents(SourceVector vBoxExtents)
 {
     throw new NotImplementedException();
 }                                                                                                            // these are extents and must remain positive/symmetric after rotation
Пример #25
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 // Dot product.
 public float Dot(SourceVector vOther) => (x * vOther.x + y * vOther.y + z * vOther.z);
 public void RotateAABBByInverse(SourceVector vecMinsIn, SourceVector vecMaxsIn, ref SourceVector vecMinsOut, ref SourceVector vecMaxsOut)
 {
     ToMatrix().RotateAABBByInverse(vecMinsIn, vecMaxsIn, ref vecMinsOut, ref vecMaxsOut);
 }
Пример #27
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 // 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 SourceCTransform(SourceVector v, SourceQAngle a)
 {
     m_vPosition = v;
     MathUtils.AngleQuaternion(a, ref m_orientation);
 }
Пример #29
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 // 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));
 }
 // for API compatibility with matrix3x4_t
 public void InitFromQAngles(SourceQAngle angles, SourceVector vPosition)
 {
     MathUtils.AngleQuaternion(angles, ref m_orientation);
     m_vPosition = vPosition;
 }