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656 lines
24 KiB
656 lines
24 KiB
using System; |
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using System.Globalization; |
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namespace UnityEngine |
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{ |
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[Serializable] |
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public struct Vector3: IEquatable<Vector3> |
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{ |
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private const float k1OverSqrt2 = 0.7071068f; |
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private const float epsilon = 1E-05f; |
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public static readonly Vector3 zero = new Vector3(); |
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public static readonly Vector3 one = new Vector3(1f, 1f, 1f); |
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public static readonly Vector3 up = new Vector3(0.0f, 1f, 0.0f); |
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public static readonly Vector3 down = new Vector3(0.0f, -1f, 0.0f); |
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public static readonly Vector3 right = new Vector3(1f, 0.0f, 0.0f); |
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public static readonly Vector3 left = new Vector3(-1f, 0.0f, 0.0f); |
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public static readonly Vector3 forward = new Vector3(0.0f, 0.0f, 1f); |
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public static readonly Vector3 back = new Vector3(0.0f, 0.0f, -1f); |
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public float x; |
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public float y; |
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public float z; |
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public Vector3(float x, float y, float z) |
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{ |
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this.x = x; |
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this.y = y; |
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this.z = z; |
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} |
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public Vector3(float value) |
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{ |
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this.x = this.y = this.z = value; |
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} |
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public Vector3(Vector2 value, float z) |
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{ |
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this.x = value.x; |
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this.y = value.y; |
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this.z = z; |
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} |
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public override string ToString() |
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{ |
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CultureInfo currentCulture = CultureInfo.CurrentCulture; |
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return string.Format(currentCulture, "({0}, {1}, {2})", this.x.ToString(currentCulture), |
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this.y.ToString(currentCulture), |
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this.z.ToString(currentCulture)); |
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} |
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public bool Equals(Vector3 other) |
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{ |
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if (this.x == (double) other.x && this.y == (double) other.y) |
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return this.z == (double) other.z; |
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return false; |
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} |
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public override bool Equals(object obj) |
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{ |
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bool flag = false; |
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if (obj is Vector3) |
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flag = this.Equals((Vector3) obj); |
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return flag; |
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} |
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public override int GetHashCode() |
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{ |
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return this.x.GetHashCode() + this.y.GetHashCode() + this.z.GetHashCode(); |
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} |
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public float Length() |
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{ |
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return (float) Math.Sqrt(this.x * (double) this.x + this.y * (double) this.y + this.z * (double) this.z); |
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} |
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public float LengthSquared() |
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{ |
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return (float) (this.x * (double) this.x + this.y * (double) this.y + this.z * (double) this.z); |
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} |
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public float magnitude |
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{ |
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get |
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{ |
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return this.Length(); |
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} |
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} |
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public float sqrMagnitude |
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{ |
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get |
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{ |
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return this.LengthSquared(); |
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} |
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} |
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public static float Distance(Vector3 value1, Vector3 value2) |
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{ |
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float num1 = value1.x - value2.x; |
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float num2 = value1.y - value2.y; |
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float num3 = value1.z - value2.z; |
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return (float) Math.Sqrt(num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3); |
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} |
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public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result) |
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{ |
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float num1 = value1.x - value2.x; |
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float num2 = value1.y - value2.y; |
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float num3 = value1.z - value2.z; |
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float num4 = (float) (num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3); |
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result = (float) Math.Sqrt(num4); |
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} |
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public static float DistanceSquared(Vector3 value1, Vector3 value2) |
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{ |
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float num1 = value1.x - value2.x; |
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float num2 = value1.y - value2.y; |
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float num3 = value1.z - value2.z; |
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return (float) (num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3); |
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} |
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public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result) |
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{ |
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float num1 = value1.x - value2.x; |
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float num2 = value1.y - value2.y; |
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float num3 = value1.z - value2.z; |
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result = (float) (num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3); |
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} |
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public static float Dot(Vector3 vector1, Vector3 vector2) |
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{ |
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return (float) (vector1.x * (double) vector2.x + vector1.y * (double) vector2.y + |
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vector1.z * (double) vector2.z); |
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} |
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public static void Dot(ref Vector3 vector1, ref Vector3 vector2, out float result) |
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{ |
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result = (float) (vector1.x * (double) vector2.x + vector1.y * (double) vector2.y + |
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vector1.z * (double) vector2.z); |
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} |
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public void Normalize() |
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{ |
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float num1 = (float) (this.x * (double) this.x + this.y * (double) this.y + this.z * (double) this.z); |
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if (num1 < (double) Mathf.Epsilon) |
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return; |
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float num2 = 1f / (float) Math.Sqrt(num1); |
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this.x *= num2; |
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this.y *= num2; |
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this.z *= num2; |
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} |
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public Vector3 normalized |
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{ |
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get |
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{ |
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return Vector3.Normalize(this); |
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} |
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} |
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public static Vector3 Normalize(Vector3 value) |
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{ |
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float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y + value.z * (double) value.z); |
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if (num1 < (double) Mathf.Epsilon) |
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return value; |
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float num2 = 1f / (float) Math.Sqrt(num1); |
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Vector3 vector3; |
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vector3.x = value.x * num2; |
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vector3.y = value.y * num2; |
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vector3.z = value.z * num2; |
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return vector3; |
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} |
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public static void Normalize(ref Vector3 value, out Vector3 result) |
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{ |
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float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y + value.z * (double) value.z); |
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if (num1 < (double) Mathf.Epsilon) |
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{ |
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result = value; |
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} |
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else |
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{ |
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float num2 = 1f / (float) Math.Sqrt(num1); |
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result.x = value.x * num2; |
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result.y = value.y * num2; |
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result.z = value.z * num2; |
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} |
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} |
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public static Vector3 Cross(Vector3 vector1, Vector3 vector2) |
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{ |
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Vector3 vector3; |
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vector3.x = (float) (vector1.y * (double) vector2.z - vector1.z * (double) vector2.y); |
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vector3.y = (float) (vector1.z * (double) vector2.x - vector1.x * (double) vector2.z); |
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vector3.z = (float) (vector1.x * (double) vector2.y - vector1.y * (double) vector2.x); |
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return vector3; |
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} |
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public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result) |
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{ |
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float num1 = (float) (vector1.y * (double) vector2.z - vector1.z * (double) vector2.y); |
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float num2 = (float) (vector1.z * (double) vector2.x - vector1.x * (double) vector2.z); |
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float num3 = (float) (vector1.x * (double) vector2.y - vector1.y * (double) vector2.x); |
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result.x = num1; |
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result.y = num2; |
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result.z = num3; |
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} |
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public static Vector3 Reflect(Vector3 vector, Vector3 normal) |
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{ |
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float num = |
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(float) (vector.x * (double) normal.x + vector.y * (double) normal.y + vector.z * (double) normal.z); |
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Vector3 vector3; |
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vector3.x = vector.x - 2f * num * normal.x; |
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vector3.y = vector.y - 2f * num * normal.y; |
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vector3.z = vector.z - 2f * num * normal.z; |
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return vector3; |
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} |
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public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result) |
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{ |
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float num = |
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(float) (vector.x * (double) normal.x + vector.y * (double) normal.y + vector.z * (double) normal.z); |
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result.x = vector.x - 2f * num * normal.x; |
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result.y = vector.y - 2f * num * normal.y; |
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result.z = vector.z - 2f * num * normal.z; |
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} |
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public static Vector3 Min(Vector3 value1, Vector3 value2) |
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{ |
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Vector3 vector3; |
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vector3.x = (double) value1.x < (double) value2.x? value1.x : value2.x; |
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vector3.y = (double) value1.y < (double) value2.y? value1.y : value2.y; |
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vector3.z = (double) value1.z < (double) value2.z? value1.z : value2.z; |
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return vector3; |
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} |
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public static void Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
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{ |
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result.x = (double) value1.x < (double) value2.x? value1.x : value2.x; |
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result.y = (double) value1.y < (double) value2.y? value1.y : value2.y; |
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result.z = (double) value1.z < (double) value2.z? value1.z : value2.z; |
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} |
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public static Vector3 Max(Vector3 value1, Vector3 value2) |
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{ |
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Vector3 vector3; |
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vector3.x = (double) value1.x > (double) value2.x? value1.x : value2.x; |
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vector3.y = (double) value1.y > (double) value2.y? value1.y : value2.y; |
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vector3.z = (double) value1.z > (double) value2.z? value1.z : value2.z; |
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return vector3; |
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} |
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public static void Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
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{ |
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result.x = (double) value1.x > (double) value2.x? value1.x : value2.x; |
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result.y = (double) value1.y > (double) value2.y? value1.y : value2.y; |
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result.z = (double) value1.z > (double) value2.z? value1.z : value2.z; |
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} |
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public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max) |
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{ |
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float x = value1.x; |
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float num1 = (double) x > (double) max.x? max.x : x; |
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float num2 = (double) num1 < (double) min.x? min.x : num1; |
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float y = value1.y; |
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float num3 = (double) y > (double) max.y? max.y : y; |
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float num4 = (double) num3 < (double) min.y? min.y : num3; |
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float z = value1.z; |
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float num5 = (double) z > (double) max.z? max.z : z; |
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float num6 = (double) num5 < (double) min.z? min.z : num5; |
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Vector3 vector3; |
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vector3.x = num2; |
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vector3.y = num4; |
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vector3.z = num6; |
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return vector3; |
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} |
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public static void Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result) |
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{ |
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float x = value1.x; |
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float num1 = (double) x > (double) max.x? max.x : x; |
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float num2 = (double) num1 < (double) min.x? min.x : num1; |
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float y = value1.y; |
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float num3 = (double) y > (double) max.y? max.y : y; |
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float num4 = (double) num3 < (double) min.y? min.y : num3; |
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float z = value1.z; |
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float num5 = (double) z > (double) max.z? max.z : z; |
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float num6 = (double) num5 < (double) min.z? min.z : num5; |
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result.x = num2; |
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result.y = num4; |
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result.z = num6; |
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} |
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public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount) |
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{ |
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Vector3 vector3; |
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vector3.x = value1.x + (value2.x - value1.x) * amount; |
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vector3.y = value1.y + (value2.y - value1.y) * amount; |
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vector3.z = value1.z + (value2.z - value1.z) * amount; |
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return vector3; |
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} |
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public static void Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) |
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{ |
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result.x = value1.x + (value2.x - value1.x) * amount; |
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result.y = value1.y + (value2.y - value1.y) * amount; |
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result.z = value1.z + (value2.z - value1.z) * amount; |
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} |
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public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount) |
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{ |
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amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount); |
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amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount)); |
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Vector3 vector3; |
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vector3.x = value1.x + (value2.x - value1.x) * amount; |
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vector3.y = value1.y + (value2.y - value1.y) * amount; |
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vector3.z = value1.z + (value2.z - value1.z) * amount; |
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return vector3; |
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} |
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public static void SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) |
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{ |
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amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount); |
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amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount)); |
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result.x = value1.x + (value2.x - value1.x) * amount; |
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result.y = value1.y + (value2.y - value1.y) * amount; |
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result.z = value1.z + (value2.z - value1.z) * amount; |
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} |
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public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) |
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{ |
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float num1 = amount * amount; |
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float num2 = amount * num1; |
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float num3 = (float) (2.0 * num2 - 3.0 * num1 + 1.0); |
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float num4 = (float) (-2.0 * num2 + 3.0 * num1); |
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float num5 = num2 - 2f * num1 + amount; |
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float num6 = num2 - num1; |
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Vector3 vector3; |
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vector3.x = (float) (value1.x * (double) num3 + value2.x * (double) num4 + tangent1.x * (double) num5 + |
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tangent2.x * (double) num6); |
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vector3.y = (float) (value1.y * (double) num3 + value2.y * (double) num4 + tangent1.y * (double) num5 + |
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tangent2.y * (double) num6); |
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vector3.z = (float) (value1.z * (double) num3 + value2.z * (double) num4 + tangent1.z * (double) num5 + |
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tangent2.z * (double) num6); |
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return vector3; |
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} |
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public static void Hermite( |
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ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result) |
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{ |
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float num1 = amount * amount; |
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float num2 = amount * num1; |
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float num3 = (float) (2.0 * num2 - 3.0 * num1 + 1.0); |
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float num4 = (float) (-2.0 * num2 + 3.0 * num1); |
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float num5 = num2 - 2f * num1 + amount; |
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float num6 = num2 - num1; |
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result.x = (float) (value1.x * (double) num3 + value2.x * (double) num4 + tangent1.x * (double) num5 + |
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tangent2.x * (double) num6); |
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result.y = (float) (value1.y * (double) num3 + value2.y * (double) num4 + tangent1.y * (double) num5 + |
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tangent2.y * (double) num6); |
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result.z = (float) (value1.z * (double) num3 + value2.z * (double) num4 + tangent1.z * (double) num5 + |
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tangent2.z * (double) num6); |
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} |
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public static Vector3 Negate(Vector3 value) |
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{ |
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Vector3 vector3; |
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vector3.x = -value.x; |
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vector3.y = -value.y; |
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vector3.z = -value.z; |
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return vector3; |
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} |
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public static void Negate(ref Vector3 value, out Vector3 result) |
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{ |
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result.x = -value.x; |
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result.y = -value.y; |
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result.z = -value.z; |
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} |
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public static Vector3 Add(Vector3 value1, Vector3 value2) |
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{ |
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Vector3 vector3; |
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vector3.x = value1.x + value2.x; |
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vector3.y = value1.y + value2.y; |
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vector3.z = value1.z + value2.z; |
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return vector3; |
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} |
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public static void Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
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{ |
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result.x = value1.x + value2.x; |
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result.y = value1.y + value2.y; |
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result.z = value1.z + value2.z; |
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} |
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public static Vector3 Sub(Vector3 value1, Vector3 value2) |
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{ |
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Vector3 vector3; |
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vector3.x = value1.x - value2.x; |
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vector3.y = value1.y - value2.y; |
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vector3.z = value1.z - value2.z; |
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return vector3; |
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} |
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public static void Sub(ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
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{ |
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result.x = value1.x - value2.x; |
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result.y = value1.y - value2.y; |
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result.z = value1.z - value2.z; |
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} |
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public static Vector3 Multiply(Vector3 value1, Vector3 value2) |
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{ |
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Vector3 vector3; |
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vector3.x = value1.x * value2.x; |
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vector3.y = value1.y * value2.y; |
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vector3.z = value1.z * value2.z; |
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return vector3; |
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} |
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public static void Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
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{ |
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result.x = value1.x * value2.x; |
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result.y = value1.y * value2.y; |
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result.z = value1.z * value2.z; |
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} |
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public static Vector3 Multiply(Vector3 value1, float scaleFactor) |
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{ |
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Vector3 vector3; |
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vector3.x = value1.x * scaleFactor; |
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vector3.y = value1.y * scaleFactor; |
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vector3.z = value1.z * scaleFactor; |
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return vector3; |
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} |
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public static void Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result) |
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{ |
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result.x = value1.x * scaleFactor; |
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result.y = value1.y * scaleFactor; |
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result.z = value1.z * scaleFactor; |
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} |
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public static Vector3 Divide(Vector3 value1, Vector3 value2) |
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{ |
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Vector3 vector3; |
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vector3.x = value1.x / value2.x; |
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vector3.y = value1.y / value2.y; |
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vector3.z = value1.z / value2.z; |
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return vector3; |
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} |
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public static void Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result) |
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{ |
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result.x = value1.x / value2.x; |
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result.y = value1.y / value2.y; |
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result.z = value1.z / value2.z; |
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} |
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public static Vector3 Divide(Vector3 value1, float divider) |
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{ |
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float num = 1f / divider; |
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Vector3 vector3; |
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vector3.x = value1.x * num; |
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vector3.y = value1.y * num; |
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vector3.z = value1.z * num; |
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return vector3; |
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} |
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public static void Divide(ref Vector3 value1, float divider, out Vector3 result) |
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{ |
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float num = 1f / divider; |
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result.x = value1.x * num; |
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result.y = value1.y * num; |
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result.z = value1.z * num; |
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} |
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private static float magnitudeStatic(ref Vector3 inV) |
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{ |
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return (float) Math.Sqrt(Vector3.Dot(inV, inV)); |
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} |
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private static Vector3 orthoNormalVectorFast(ref Vector3 n) |
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{ |
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Vector3 vector3; |
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if (Math.Abs(n.z) > (double) Vector3.k1OverSqrt2) |
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{ |
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float num = 1f / (float) Math.Sqrt(n.y * (double) n.y + n.z * (double) n.z); |
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vector3.x = 0.0f; |
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vector3.y = -n.z * num; |
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vector3.z = n.y * num; |
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} |
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else |
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{ |
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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; |
|
} |
|
} |
|
} |