using System; using System.Globalization; namespace UnityEngine { [Serializable] public struct Vector3: IEquatable { 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; } } }