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Math.cs
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394 lines (327 loc) · 9.23 KB
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using Syroot.Maths;
using Matrix4x4 = System.Numerics.Matrix4x4;
using Quaternion = System.Numerics.Quaternion;
using Vector2 = System.Numerics.Vector2;
using Vector3 = System.Numerics.Vector3;
using Vector4 = System.Numerics.Vector4;
namespace tmdl_utility;
public partial class ModelUtility
{
public class Vec4
{
public float X, Y, Z, W;
public Vec4(float x, float y, float z, float w)
{
X = x;
Y = y;
Z = z;
W = w;
}
public Vec4()
{
W = 1;
}
public Vec4(Vector4 v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
W = v.W;
}
public Vec4(float s)
{
X = s;
Y = s;
Z = s;
W = 1.0f;
}
public Vec4(Quaternion v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
W = v.W;
}
public Vec4(Vector4F v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
W = v.W;
}
public float this[int index]
{
get
{
switch (index)
{
case 0:
return X;
case 1:
return Y;
case 2:
return Z;
case 3:
return W;
default:
throw new ArgumentOutOfRangeException(nameof(index),
string.Format("Index must be between 0 and {0}.", 4));
}
}
set
{
switch (index)
{
case 0:
X = value;
break;
case 1:
Y = value;
break;
case 2:
Z = value;
break;
case 3:
W = value;
break;
default:
throw new ArgumentOutOfRangeException(nameof(index),
string.Format("Index must be between 0 and {0}.", 4));
}
}
}
public float Magnitude => MathF.Sqrt(MathF.Pow(X, 2) + MathF.Pow(Y, 2) + MathF.Pow(Z, 2) + MathF.Pow(W, 2));
public Vec4 Normalized
{
get
{
var mag = Magnitude;
if (mag < 0.0001f) return this;
return new Vec4(X / mag, Y / mag, Z / mag, W / mag);
}
}
public static Vec4 FromEuler(Vec3 euler)
{
var xRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, euler.X);
var yRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, euler.Y);
var zRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, euler.Z);
var q = zRotation * yRotation * xRotation;
if (q.W < 0)
q *= -1;
//return xRotation * yRotation * zRotation;
return new Vec4(q);
}
public static Vec4 operator *(Vec4 value1, Quaternion value2)
{
var ans = new Vec4();
var q1x = value1.X;
var q1y = value1.Y;
var q1z = value1.Z;
var q1w = value1.W;
var q2x = value2.X;
var q2y = value2.Y;
var q2z = value2.Z;
var q2w = value2.W;
// cross(av, bv)
var cx = q1y * q2z - q1z * q2y;
var cy = q1z * q2x - q1x * q2z;
var cz = q1x * q2y - q1y * q2x;
var dot = q1x * q2x + q1y * q2y + q1z * q2z;
ans.X = q1x * q2w + q2x * q1w + cx;
ans.Y = q1y * q2w + q2y * q1w + cy;
ans.Z = q1z * q2w + q2z * q1w + cz;
ans.W = q1w * q2w - dot;
return ans;
}
public static implicit operator Quaternion(Vec4 d)
{
return new Quaternion(d.X, d.Y, d.Z, d.W);
}
public static implicit operator Vec4(Quaternion d)
{
return new Vec4(d.X, d.Y, d.Z, d.W);
}
public static Vec4 operator +(Vec4 v1, Vec4 v2)
{
return new Vec4(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z, v1.W + v2.W);
}
public Vec3 ToVec3()
{
return new Vec3(X, Y, Z);
}
public Vec2 ToVec2()
{
return new Vec2(X, Y);
}
public void Write(ModelWriter writer)
{
writer.Write(X);
writer.Write(Y);
writer.Write(Z);
writer.Write(W);
}
public Vec3 ToEuler()
{
var mat = Matrix4x4.CreateFromQuaternion(this);
float x, y, z;
y = (float)Math.Asin(double.Clamp(mat.M13, -1, 1));
if (Math.Abs(mat.M13) < 0.99999)
{
x = (float)Math.Atan2(-mat.M23, mat.M33);
z = (float)Math.Atan2(-mat.M12, mat.M11);
}
else
{
x = (float)Math.Atan2(mat.M32, mat.M22);
z = 0;
}
return new Vector3(x, y, z) * -1;
}
public override string ToString()
{
return $"({X},{Y},{Z},{W})";
}
}
public class Vec3
{
public float X, Y, Z;
public Vec3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public Vec3(float s)
{
X = s;
Y = s;
Z = s;
}
public Vec3() : this(0)
{
}
public Vec3(Vector3 v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
}
public Vec3(Vector3F v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
}
public float Magnitude => MathF.Sqrt(MathF.Pow(X, 2) + MathF.Pow(Y, 2) + MathF.Pow(Z, 2));
public object this[int i]
{
get
{
switch (i)
{
case 0:
return X;
case 1:
return Y;
case 2:
return Z;
}
return -1;
}
set
{
switch (i)
{
case 0:
X = (float)value;
break;
case 1:
Y = (float)value;
break;
case 2:
Z = (float)value;
break;
}
}
}
public static implicit operator Vector3(Vec3 d)
{
return new Vector3(d.X, d.Y, d.Z);
}
public static implicit operator Aspose.ThreeD.Utilities.Vector4(Vec3 d)
{
return new Aspose.ThreeD.Utilities.Vector4(d.X, d.Y, d.Z, 0);
}
public static implicit operator Vec3(Vector3 d)
{
return new Vec3(d.X, d.Y, d.Z);
}
public void Write(ModelWriter writer)
{
writer.Write(X);
writer.Write(Y);
writer.Write(Z);
}
public static Vec3 operator +(Vec3 v1, Vec3 v2)
{
return new Vec3(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
}
public static Vec3 operator -(Vec3 v1, Vec3 v2)
{
return new Vec3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
}
public static Vec3 operator *(Vec3 v1, Vec3 v2)
{
return new Vec3(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
}
public static Vec3 operator *(Vec3 v1, float v2)
{
return new Vec3(v1.X * v2, v1.Y * v2, v1.Z * v2);
}
public static Vec3 operator /(Vec3 v1, Vec3 v2)
{
return new Vec3(v1.X / v2.X, v1.Y / v2.Y, v1.Z / v2.Z);
}
public static Vec3 operator /(Vec3 v1, float v2)
{
return new Vec3(v1.X / v2, v1.Y / v2, v1.Z / v2);
}
public static Vec3 operator -(Vec3 v1)
{
return new Vec3(-v1.X, -v1.Y, -v1.Z);
}
public override string ToString()
{
return $"({X},{Y},{Z})";
}
}
public class Vec2
{
public float X, Y;
public Vec2(float x, float y)
{
X = x;
Y = y;
}
public static implicit operator Vector2(Vec2 d)
{
return new Vector2(d.X, d.Y);
}
public static implicit operator Vector3(Vec2 d)
{
return new Vector3(d.X, d.Y, 0);
}
public static implicit operator Vec2(Vector2 d)
{
return new Vec2(d.X, d.Y);
}
public static implicit operator Aspose.ThreeD.Utilities.Vector4(Vec2 d)
{
return new Aspose.ThreeD.Utilities.Vector4(d.X, d.Y, 0, 0);
}
public override string ToString()
{
return $"({X},{Y})";
}
}
}