You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
656 lines
24 KiB
656 lines
24 KiB
3 years ago
|
using System;
|
||
|
using System.Globalization;
|
||
|
|
||
|
namespace UnityEngine
|
||
|
{
|
||
|
[Serializable]
|
||
|
public struct Vector3: IEquatable<Vector3>
|
||
|
{
|
||
|
private const float k1OverSqrt2 = 0.7071068f;
|
||
|
private const float epsilon = 1E-05f;
|
||
|
public static readonly Vector3 zero = new Vector3();
|
||
|
public static readonly Vector3 one = new Vector3(1f, 1f, 1f);
|
||
|
public static readonly Vector3 up = new Vector3(0.0f, 1f, 0.0f);
|
||
|
public static readonly Vector3 down = new Vector3(0.0f, -1f, 0.0f);
|
||
|
public static readonly Vector3 right = new Vector3(1f, 0.0f, 0.0f);
|
||
|
public static readonly Vector3 left = new Vector3(-1f, 0.0f, 0.0f);
|
||
|
public static readonly Vector3 forward = new Vector3(0.0f, 0.0f, 1f);
|
||
|
public static readonly Vector3 back = new Vector3(0.0f, 0.0f, -1f);
|
||
|
public float x;
|
||
|
public float y;
|
||
|
public float z;
|
||
|
|
||
|
public Vector3(float x, float y, float z)
|
||
|
{
|
||
|
this.x = x;
|
||
|
this.y = y;
|
||
|
this.z = z;
|
||
|
}
|
||
|
|
||
|
public Vector3(float value)
|
||
|
{
|
||
|
this.x = this.y = this.z = value;
|
||
|
}
|
||
|
|
||
|
public Vector3(Vector2 value, float z)
|
||
|
{
|
||
|
this.x = value.x;
|
||
|
this.y = value.y;
|
||
|
this.z = z;
|
||
|
}
|
||
|
|
||
|
public override string ToString()
|
||
|
{
|
||
|
CultureInfo currentCulture = CultureInfo.CurrentCulture;
|
||
|
return string.Format(currentCulture, "({0}, {1}, {2})", this.x.ToString(currentCulture),
|
||
|
this.y.ToString(currentCulture),
|
||
|
this.z.ToString(currentCulture));
|
||
|
}
|
||
|
|
||
|
public bool Equals(Vector3 other)
|
||
|
{
|
||
|
if (this.x == (double) other.x && this.y == (double) other.y)
|
||
|
return this.z == (double) other.z;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public override bool Equals(object obj)
|
||
|
{
|
||
|
bool flag = false;
|
||
|
if (obj is Vector3)
|
||
|
flag = this.Equals((Vector3) obj);
|
||
|
return flag;
|
||
|
}
|
||
|
|
||
|
public override int GetHashCode()
|
||
|
{
|
||
|
return this.x.GetHashCode() + this.y.GetHashCode() + this.z.GetHashCode();
|
||
|
}
|
||
|
|
||
|
public float Length()
|
||
|
{
|
||
|
return (float) Math.Sqrt(this.x * (double) this.x + this.y * (double) this.y + this.z * (double) this.z);
|
||
|
}
|
||
|
|
||
|
public float LengthSquared()
|
||
|
{
|
||
|
return (float) (this.x * (double) this.x + this.y * (double) this.y + this.z * (double) this.z);
|
||
|
}
|
||
|
|
||
|
public float magnitude
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
return this.Length();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public float sqrMagnitude
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
return this.LengthSquared();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static float Distance(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
float num1 = value1.x - value2.x;
|
||
|
float num2 = value1.y - value2.y;
|
||
|
float num3 = value1.z - value2.z;
|
||
|
return (float) Math.Sqrt(num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3);
|
||
|
}
|
||
|
|
||
|
public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result)
|
||
|
{
|
||
|
float num1 = value1.x - value2.x;
|
||
|
float num2 = value1.y - value2.y;
|
||
|
float num3 = value1.z - value2.z;
|
||
|
float num4 = (float) (num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3);
|
||
|
result = (float) Math.Sqrt(num4);
|
||
|
}
|
||
|
|
||
|
public static float DistanceSquared(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
float num1 = value1.x - value2.x;
|
||
|
float num2 = value1.y - value2.y;
|
||
|
float num3 = value1.z - value2.z;
|
||
|
return (float) (num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3);
|
||
|
}
|
||
|
|
||
|
public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result)
|
||
|
{
|
||
|
float num1 = value1.x - value2.x;
|
||
|
float num2 = value1.y - value2.y;
|
||
|
float num3 = value1.z - value2.z;
|
||
|
result = (float) (num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3);
|
||
|
}
|
||
|
|
||
|
public static float Dot(Vector3 vector1, Vector3 vector2)
|
||
|
{
|
||
|
return (float) (vector1.x * (double) vector2.x + vector1.y * (double) vector2.y +
|
||
|
vector1.z * (double) vector2.z);
|
||
|
}
|
||
|
|
||
|
public static void Dot(ref Vector3 vector1, ref Vector3 vector2, out float result)
|
||
|
{
|
||
|
result = (float) (vector1.x * (double) vector2.x + vector1.y * (double) vector2.y +
|
||
|
vector1.z * (double) vector2.z);
|
||
|
}
|
||
|
|
||
|
public void Normalize()
|
||
|
{
|
||
|
float num1 = (float) (this.x * (double) this.x + this.y * (double) this.y + this.z * (double) this.z);
|
||
|
if (num1 < (double) Mathf.Epsilon)
|
||
|
return;
|
||
|
float num2 = 1f / (float) Math.Sqrt(num1);
|
||
|
this.x *= num2;
|
||
|
this.y *= num2;
|
||
|
this.z *= num2;
|
||
|
}
|
||
|
|
||
|
public Vector3 normalized
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
return Vector3.Normalize(this);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static Vector3 Normalize(Vector3 value)
|
||
|
{
|
||
|
float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y + value.z * (double) value.z);
|
||
|
if (num1 < (double) Mathf.Epsilon)
|
||
|
return value;
|
||
|
float num2 = 1f / (float) Math.Sqrt(num1);
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value.x * num2;
|
||
|
vector3.y = value.y * num2;
|
||
|
vector3.z = value.z * num2;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Normalize(ref Vector3 value, out Vector3 result)
|
||
|
{
|
||
|
float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y + value.z * (double) value.z);
|
||
|
if (num1 < (double) Mathf.Epsilon)
|
||
|
{
|
||
|
result = value;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float num2 = 1f / (float) Math.Sqrt(num1);
|
||
|
result.x = value.x * num2;
|
||
|
result.y = value.y * num2;
|
||
|
result.z = value.z * num2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static Vector3 Cross(Vector3 vector1, Vector3 vector2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = (float) (vector1.y * (double) vector2.z - vector1.z * (double) vector2.y);
|
||
|
vector3.y = (float) (vector1.z * (double) vector2.x - vector1.x * (double) vector2.z);
|
||
|
vector3.z = (float) (vector1.x * (double) vector2.y - vector1.y * (double) vector2.x);
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result)
|
||
|
{
|
||
|
float num1 = (float) (vector1.y * (double) vector2.z - vector1.z * (double) vector2.y);
|
||
|
float num2 = (float) (vector1.z * (double) vector2.x - vector1.x * (double) vector2.z);
|
||
|
float num3 = (float) (vector1.x * (double) vector2.y - vector1.y * (double) vector2.x);
|
||
|
result.x = num1;
|
||
|
result.y = num2;
|
||
|
result.z = num3;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Reflect(Vector3 vector, Vector3 normal)
|
||
|
{
|
||
|
float num =
|
||
|
(float) (vector.x * (double) normal.x + vector.y * (double) normal.y + vector.z * (double) normal.z);
|
||
|
Vector3 vector3;
|
||
|
vector3.x = vector.x - 2f * num * normal.x;
|
||
|
vector3.y = vector.y - 2f * num * normal.y;
|
||
|
vector3.z = vector.z - 2f * num * normal.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result)
|
||
|
{
|
||
|
float num =
|
||
|
(float) (vector.x * (double) normal.x + vector.y * (double) normal.y + vector.z * (double) normal.z);
|
||
|
result.x = vector.x - 2f * num * normal.x;
|
||
|
result.y = vector.y - 2f * num * normal.y;
|
||
|
result.z = vector.z - 2f * num * normal.z;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Min(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = (double) value1.x < (double) value2.x? value1.x : value2.x;
|
||
|
vector3.y = (double) value1.y < (double) value2.y? value1.y : value2.y;
|
||
|
vector3.z = (double) value1.z < (double) value2.z? value1.z : value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
|
||
|
{
|
||
|
result.x = (double) value1.x < (double) value2.x? value1.x : value2.x;
|
||
|
result.y = (double) value1.y < (double) value2.y? value1.y : value2.y;
|
||
|
result.z = (double) value1.z < (double) value2.z? value1.z : value2.z;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Max(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = (double) value1.x > (double) value2.x? value1.x : value2.x;
|
||
|
vector3.y = (double) value1.y > (double) value2.y? value1.y : value2.y;
|
||
|
vector3.z = (double) value1.z > (double) value2.z? value1.z : value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
|
||
|
{
|
||
|
result.x = (double) value1.x > (double) value2.x? value1.x : value2.x;
|
||
|
result.y = (double) value1.y > (double) value2.y? value1.y : value2.y;
|
||
|
result.z = (double) value1.z > (double) value2.z? value1.z : value2.z;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max)
|
||
|
{
|
||
|
float x = value1.x;
|
||
|
float num1 = (double) x > (double) max.x? max.x : x;
|
||
|
float num2 = (double) num1 < (double) min.x? min.x : num1;
|
||
|
float y = value1.y;
|
||
|
float num3 = (double) y > (double) max.y? max.y : y;
|
||
|
float num4 = (double) num3 < (double) min.y? min.y : num3;
|
||
|
float z = value1.z;
|
||
|
float num5 = (double) z > (double) max.z? max.z : z;
|
||
|
float num6 = (double) num5 < (double) min.z? min.z : num5;
|
||
|
Vector3 vector3;
|
||
|
vector3.x = num2;
|
||
|
vector3.y = num4;
|
||
|
vector3.z = num6;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result)
|
||
|
{
|
||
|
float x = value1.x;
|
||
|
float num1 = (double) x > (double) max.x? max.x : x;
|
||
|
float num2 = (double) num1 < (double) min.x? min.x : num1;
|
||
|
float y = value1.y;
|
||
|
float num3 = (double) y > (double) max.y? max.y : y;
|
||
|
float num4 = (double) num3 < (double) min.y? min.y : num3;
|
||
|
float z = value1.z;
|
||
|
float num5 = (double) z > (double) max.z? max.z : z;
|
||
|
float num6 = (double) num5 < (double) min.z? min.z : num5;
|
||
|
result.x = num2;
|
||
|
result.y = num4;
|
||
|
result.z = num6;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x + (value2.x - value1.x) * amount;
|
||
|
vector3.y = value1.y + (value2.y - value1.y) * amount;
|
||
|
vector3.z = value1.z + (value2.z - value1.z) * amount;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
|
||
|
{
|
||
|
result.x = value1.x + (value2.x - value1.x) * amount;
|
||
|
result.y = value1.y + (value2.y - value1.y) * amount;
|
||
|
result.z = value1.z + (value2.z - value1.z) * amount;
|
||
|
}
|
||
|
|
||
|
public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount)
|
||
|
{
|
||
|
amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
|
||
|
amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount));
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x + (value2.x - value1.x) * amount;
|
||
|
vector3.y = value1.y + (value2.y - value1.y) * amount;
|
||
|
vector3.z = value1.z + (value2.z - value1.z) * amount;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
|
||
|
{
|
||
|
amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
|
||
|
amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount));
|
||
|
result.x = value1.x + (value2.x - value1.x) * amount;
|
||
|
result.y = value1.y + (value2.y - value1.y) * amount;
|
||
|
result.z = value1.z + (value2.z - value1.z) * amount;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount)
|
||
|
{
|
||
|
float num1 = amount * amount;
|
||
|
float num2 = amount * num1;
|
||
|
float num3 = (float) (2.0 * num2 - 3.0 * num1 + 1.0);
|
||
|
float num4 = (float) (-2.0 * num2 + 3.0 * num1);
|
||
|
float num5 = num2 - 2f * num1 + amount;
|
||
|
float num6 = num2 - num1;
|
||
|
Vector3 vector3;
|
||
|
vector3.x = (float) (value1.x * (double) num3 + value2.x * (double) num4 + tangent1.x * (double) num5 +
|
||
|
tangent2.x * (double) num6);
|
||
|
vector3.y = (float) (value1.y * (double) num3 + value2.y * (double) num4 + tangent1.y * (double) num5 +
|
||
|
tangent2.y * (double) num6);
|
||
|
vector3.z = (float) (value1.z * (double) num3 + value2.z * (double) num4 + tangent1.z * (double) num5 +
|
||
|
tangent2.z * (double) num6);
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Hermite(
|
||
|
ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result)
|
||
|
{
|
||
|
float num1 = amount * amount;
|
||
|
float num2 = amount * num1;
|
||
|
float num3 = (float) (2.0 * num2 - 3.0 * num1 + 1.0);
|
||
|
float num4 = (float) (-2.0 * num2 + 3.0 * num1);
|
||
|
float num5 = num2 - 2f * num1 + amount;
|
||
|
float num6 = num2 - num1;
|
||
|
result.x = (float) (value1.x * (double) num3 + value2.x * (double) num4 + tangent1.x * (double) num5 +
|
||
|
tangent2.x * (double) num6);
|
||
|
result.y = (float) (value1.y * (double) num3 + value2.y * (double) num4 + tangent1.y * (double) num5 +
|
||
|
tangent2.y * (double) num6);
|
||
|
result.z = (float) (value1.z * (double) num3 + value2.z * (double) num4 + tangent1.z * (double) num5 +
|
||
|
tangent2.z * (double) num6);
|
||
|
}
|
||
|
|
||
|
public static Vector3 Negate(Vector3 value)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = -value.x;
|
||
|
vector3.y = -value.y;
|
||
|
vector3.z = -value.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Negate(ref Vector3 value, out Vector3 result)
|
||
|
{
|
||
|
result.x = -value.x;
|
||
|
result.y = -value.y;
|
||
|
result.z = -value.z;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Add(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x + value2.x;
|
||
|
vector3.y = value1.y + value2.y;
|
||
|
vector3.z = value1.z + value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
|
||
|
{
|
||
|
result.x = value1.x + value2.x;
|
||
|
result.y = value1.y + value2.y;
|
||
|
result.z = value1.z + value2.z;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Sub(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x - value2.x;
|
||
|
vector3.y = value1.y - value2.y;
|
||
|
vector3.z = value1.z - value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Sub(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
|
||
|
{
|
||
|
result.x = value1.x - value2.x;
|
||
|
result.y = value1.y - value2.y;
|
||
|
result.z = value1.z - value2.z;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Multiply(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x * value2.x;
|
||
|
vector3.y = value1.y * value2.y;
|
||
|
vector3.z = value1.z * value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
|
||
|
{
|
||
|
result.x = value1.x * value2.x;
|
||
|
result.y = value1.y * value2.y;
|
||
|
result.z = value1.z * value2.z;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Multiply(Vector3 value1, float scaleFactor)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x * scaleFactor;
|
||
|
vector3.y = value1.y * scaleFactor;
|
||
|
vector3.z = value1.z * scaleFactor;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result)
|
||
|
{
|
||
|
result.x = value1.x * scaleFactor;
|
||
|
result.y = value1.y * scaleFactor;
|
||
|
result.z = value1.z * scaleFactor;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Divide(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x / value2.x;
|
||
|
vector3.y = value1.y / value2.y;
|
||
|
vector3.z = value1.z / value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
|
||
|
{
|
||
|
result.x = value1.x / value2.x;
|
||
|
result.y = value1.y / value2.y;
|
||
|
result.z = value1.z / value2.z;
|
||
|
}
|
||
|
|
||
|
public static Vector3 Divide(Vector3 value1, float divider)
|
||
|
{
|
||
|
float num = 1f / divider;
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x * num;
|
||
|
vector3.y = value1.y * num;
|
||
|
vector3.z = value1.z * num;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void Divide(ref Vector3 value1, float divider, out Vector3 result)
|
||
|
{
|
||
|
float num = 1f / divider;
|
||
|
result.x = value1.x * num;
|
||
|
result.y = value1.y * num;
|
||
|
result.z = value1.z * num;
|
||
|
}
|
||
|
|
||
|
private static float magnitudeStatic(ref Vector3 inV)
|
||
|
{
|
||
|
return (float) Math.Sqrt(Vector3.Dot(inV, inV));
|
||
|
}
|
||
|
|
||
|
private static Vector3 orthoNormalVectorFast(ref Vector3 n)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
if (Math.Abs(n.z) > (double) Vector3.k1OverSqrt2)
|
||
|
{
|
||
|
float num = 1f / (float) Math.Sqrt(n.y * (double) n.y + n.z * (double) n.z);
|
||
|
vector3.x = 0.0f;
|
||
|
vector3.y = -n.z * num;
|
||
|
vector3.z = n.y * num;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float num = 1f / (float) Math.Sqrt(n.x * (double) n.x + n.y * (double) n.y);
|
||
|
vector3.x = -n.y * num;
|
||
|
vector3.y = n.x * num;
|
||
|
vector3.z = 0.0f;
|
||
|
}
|
||
|
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static void OrthoNormalize(ref Vector3 normal, ref Vector3 tangent)
|
||
|
{
|
||
|
float num1 = Vector3.magnitudeStatic(ref normal);
|
||
|
if (num1 > (double) Mathf.Epsilon)
|
||
|
normal /= num1;
|
||
|
else
|
||
|
normal = new Vector3(1f, 0.0f, 0.0f);
|
||
|
float num2 = Vector3.Dot(normal, tangent);
|
||
|
tangent -= num2 * normal;
|
||
|
float num3 = Vector3.magnitudeStatic(ref tangent);
|
||
|
if (num3 < (double) Mathf.Epsilon)
|
||
|
tangent = Vector3.orthoNormalVectorFast(ref normal);
|
||
|
else
|
||
|
tangent /= num3;
|
||
|
}
|
||
|
|
||
|
public static void OrthoNormalize(ref Vector3 normal, ref Vector3 tangent, ref Vector3 binormal)
|
||
|
{
|
||
|
float num1 = Vector3.magnitudeStatic(ref normal);
|
||
|
if (num1 > (double) Mathf.Epsilon)
|
||
|
normal /= num1;
|
||
|
else
|
||
|
normal = new Vector3(1f, 0.0f, 0.0f);
|
||
|
float num2 = Vector3.Dot(normal, tangent);
|
||
|
tangent -= num2 * normal;
|
||
|
float num3 = Vector3.magnitudeStatic(ref tangent);
|
||
|
if (num3 > (double) Mathf.Epsilon)
|
||
|
tangent /= num3;
|
||
|
else
|
||
|
tangent = Vector3.orthoNormalVectorFast(ref normal);
|
||
|
float num4 = Vector3.Dot(tangent, binormal);
|
||
|
float num5 = Vector3.Dot(normal, binormal);
|
||
|
binormal -= num5 * normal + num4 * tangent;
|
||
|
float num6 = Vector3.magnitudeStatic(ref binormal);
|
||
|
if (num6 > (double) Mathf.Epsilon)
|
||
|
binormal /= num6;
|
||
|
else
|
||
|
binormal = Vector3.Cross(normal, tangent);
|
||
|
}
|
||
|
|
||
|
public static Vector3 Project(Vector3 vector, Vector3 onNormal)
|
||
|
{
|
||
|
return onNormal * Vector3.Dot(vector, onNormal) / Vector3.Dot(onNormal, onNormal);
|
||
|
}
|
||
|
|
||
|
public static void Project(ref Vector3 vector, ref Vector3 onNormal, out Vector3 result)
|
||
|
{
|
||
|
result = onNormal * Vector3.Dot(vector, onNormal) / Vector3.Dot(onNormal, onNormal);
|
||
|
}
|
||
|
|
||
|
public static float Angle(Vector3 from, Vector3 to)
|
||
|
{
|
||
|
from.Normalize();
|
||
|
to.Normalize();
|
||
|
float result;
|
||
|
Vector3.Dot(ref from, ref to, out result);
|
||
|
return Mathf.Cos(Mathf.Clamp(result, -1f, 1f)) * 57.29578f;
|
||
|
}
|
||
|
|
||
|
public static void Angle(ref Vector3 from, ref Vector3 to, out float result)
|
||
|
{
|
||
|
from.Normalize();
|
||
|
to.Normalize();
|
||
|
float result1;
|
||
|
Vector3.Dot(ref from, ref to, out result1);
|
||
|
result = Mathf.Cos(Mathf.Clamp(result1, -1f, 1f)) * 57.29578f;
|
||
|
}
|
||
|
|
||
|
public static Vector3 operator -(Vector3 value)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = -value.x;
|
||
|
vector3.y = -value.y;
|
||
|
vector3.z = -value.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static bool operator ==(Vector3 lhs, Vector3 rhs)
|
||
|
{
|
||
|
return (lhs - rhs).sqrMagnitude < 9.99999943962493E-11;
|
||
|
}
|
||
|
|
||
|
public static bool operator !=(Vector3 lhs, Vector3 rhs)
|
||
|
{
|
||
|
return !(lhs == rhs);
|
||
|
}
|
||
|
|
||
|
public static Vector3 operator +(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x + value2.x;
|
||
|
vector3.y = value1.y + value2.y;
|
||
|
vector3.z = value1.z + value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static Vector3 operator -(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x - value2.x;
|
||
|
vector3.y = value1.y - value2.y;
|
||
|
vector3.z = value1.z - value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static Vector3 operator *(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x * value2.x;
|
||
|
vector3.y = value1.y * value2.y;
|
||
|
vector3.z = value1.z * value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static Vector3 operator *(Vector3 value, float scaleFactor)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value.x * scaleFactor;
|
||
|
vector3.y = value.y * scaleFactor;
|
||
|
vector3.z = value.z * scaleFactor;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static Vector3 operator *(float scaleFactor, Vector3 value)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value.x * scaleFactor;
|
||
|
vector3.y = value.y * scaleFactor;
|
||
|
vector3.z = value.z * scaleFactor;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static Vector3 operator /(Vector3 value1, Vector3 value2)
|
||
|
{
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value1.x / value2.x;
|
||
|
vector3.y = value1.y / value2.y;
|
||
|
vector3.z = value1.z / value2.z;
|
||
|
return vector3;
|
||
|
}
|
||
|
|
||
|
public static Vector3 operator /(Vector3 value, float divider)
|
||
|
{
|
||
|
float num = 1f / divider;
|
||
|
Vector3 vector3;
|
||
|
vector3.x = value.x * num;
|
||
|
vector3.y = value.y * num;
|
||
|
vector3.z = value.z * num;
|
||
|
return vector3;
|
||
|
}
|
||
|
}
|
||
|
}
|