mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added explicit conversion from float to Vector
This commit is contained in:
@@ -223,5 +223,8 @@ namespace GlitchyEngine.Math
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[Inline]
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[Inline]
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public static implicit operator Self(in DirectX.Math.Vector2 value) => *(Self*)&value;
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public static implicit operator Self(in DirectX.Math.Vector2 value) => *(Self*)&value;
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[Inline]
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public static explicit operator Self(float value) => Self(value);
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}
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}
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}
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}
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+300
-258
@@ -1,258 +1,300 @@
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using System;
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using System;
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namespace GlitchyEngine.Math
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namespace GlitchyEngine.Math
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{
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{
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[SwizzleVector(3, "Vector")]
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//[SwizzleVector(3, "Vector")]
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public struct Vector3
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public struct Vector3
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{
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{
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public const Vector3 Zero = .(0f, 0f, 0f);
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public const Vector3 Zero = .(0f, 0f, 0f);
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public const Vector3 UnitX = .(1f, 0f, 0f);
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public const Vector3 UnitX = .(1f, 0f, 0f);
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public const Vector3 UnitY = .(0f, 1f, 0f);
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public const Vector3 UnitY = .(0f, 1f, 0f);
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public const Vector3 UnitZ = .(0f, 0f, 1f);
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public const Vector3 UnitZ = .(0f, 0f, 1f);
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public const Vector3 One = .(1f, 1f, 1f);
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public const Vector3 One = .(1f, 1f, 1f);
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public const Vector3 Forward = .(0f, 0f, 1f);
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public const Vector3 Forward = .(0f, 0f, 1f);
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public const Vector3 Backward = .(0f, 0f, -1f);
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public const Vector3 Backward = .(0f, 0f, -1f);
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public const Vector3 Left = .(-1f, 0f, 0f);
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public const Vector3 Left = .(-1f, 0f, 0f);
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public const Vector3 Right = .(1f, 0f, 0f);
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public const Vector3 Right = .(1f, 0f, 0f);
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public const Vector3 Up = .(0f, 1f, 0f);
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public const Vector3 Up = .(0f, 1f, 0f);
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public const Vector3 Down = .(0f, -1f, 0f);
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public const Vector3 Down = .(0f, -1f, 0f);
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public float X, Y, Z;
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public float X, Y, Z;
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public this() => this = default;
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public this() => this = default;
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public this(float value)
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public this(float value)
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{
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{
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X = value;
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X = value;
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Y = value;
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Y = value;
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Z = value;
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Z = value;
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}
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}
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public this(Vector2 value, float z)
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public this(Vector2 value, float z)
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{
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{
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X = value.X;
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X = value.X;
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Y = value.Y;
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Y = value.Y;
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Z = z;
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Z = z;
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}
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}
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public this(float x, float y, float z)
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public this(float x, float y, float z)
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{
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{
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X = x;
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X = x;
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Y = y;
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Y = y;
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Z = z;
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Z = z;
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}
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}
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public ref float this[int index]
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public ref float this[int index]
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{
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{
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[Checked]
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[Checked]
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get
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get
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{
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{
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if(index < 0 || index > 2)
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if(index < 0 || index > 2)
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Internal.ThrowIndexOutOfRange();
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Internal.ThrowIndexOutOfRange();
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#unwarn
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#unwarn
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return ref (&X)[index];
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return ref (&X)[index];
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}
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}
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[Inline]
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[Inline]
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#unwarn
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#unwarn
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get => ref (&X)[index];
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get => ref (&X)[index];
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}
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}
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/**
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/**
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* Calculates the magnitude (length) of this vector.
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* Calculates the magnitude (length) of this vector.
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* @remarks MagnitudeSquared might be used if only the relative length is relevant.
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* @remarks MagnitudeSquared might be used if only the relative length is relevant.
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*/
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*/
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public float Magnitude()
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public float Magnitude()
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{
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{
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return Math.Sqrt(X * X + Y * Y + Z * Z);
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return Math.Sqrt(X * X + Y * Y + Z * Z);
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}
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}
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/**
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/**
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* Calculates the squared magnitude (length) of this vector.
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* Calculates the squared magnitude (length) of this vector.
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*/
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*/
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public float MagnitudeSquared()
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public float MagnitudeSquared()
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{
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{
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return X * X + Y * Y + Z * Z;
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return X * X + Y * Y + Z * Z;
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}
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}
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[Checked]
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/**
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public void Normalize() mut
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* Normalizes this vector.
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{
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*/
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if(this == .Zero)
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[Checked]
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return;
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public void Normalize() mut
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{
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this /= Magnitude();
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if(this == .Zero)
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}
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return;
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public void Normalize() mut
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this /= Magnitude();
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{
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}
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this /= Magnitude();
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}
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/**
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* Normalizes this vector.
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public static Vector3 Normalize(Vector3 v)
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*/
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{
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public void Normalize() mut
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return v / v.Magnitude();
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{
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}
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this /= Magnitude();
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}
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public static float Dot(Vector3 l, Vector3 r)
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{
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/**
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return l.X * r.X + l.Y * r.Y + l.Z * r.Z;
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* Returns a copy of this Vector with a magnitude of 1.
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}
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*/
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[Checked]
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public static Vector3 Cross(Vector3 l, Vector3 r)
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public Vector3 Normalized()
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{
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{
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return .(l.Y * r.Z - l.Z * r.Y,
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if(this == .Zero)
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l.Z * r.X - l.X * r.Z,
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return .Zero;
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l.X * r.Y - l.Y * r.X);
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}
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return this / Magnitude();
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}
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/**
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* Calculates the projection of a onto b
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/**
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*/
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* Returns a copy of this Vector with a magnitude of 1.
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public static Vector3 Project(Vector3 a, Vector3 b)
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*/
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{
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public Vector3 Normalized()
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return (b * (Dot(a, b) / Dot(b, b)));
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{
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}
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return this / Magnitude();
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}
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/**
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public static Vector3 Normalize(Vector3 v)
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* Calculates the rejection of a from b
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{
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*/
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return v / v.Magnitude();
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public static Vector3 Reject(Vector3 a, Vector3 b)
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}
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{
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return (a - b * (Dot(a, b) / Dot(b, b)));
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public static float Dot(Vector3 l, Vector3 r)
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}
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{
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return l.X * r.X + l.Y * r.Y + l.Z * r.Z;
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//
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}
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// Assignment operators
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//
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public static Vector3 Cross(Vector3 l, Vector3 r)
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{
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// Addition
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return .(l.Y * r.Z - l.Z * r.Y,
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l.Z * r.X - l.X * r.Z,
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public void operator +=(Vector3 value) mut
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l.X * r.Y - l.Y * r.X);
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{
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}
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X += value.X;
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Y += value.Y;
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/**
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Z += value.Z;
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* Calculates the projection of a onto b
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}
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*/
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public static Vector3 Project(Vector3 a, Vector3 b)
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public void operator +=(float scalar) mut
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{
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{
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return (b * (Dot(a, b) / Dot(b, b)));
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X += scalar;
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}
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Y += scalar;
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Z += scalar;
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}
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/**
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* Calculates the rejection of a from b
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// Subtraction
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*/
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public static Vector3 Reject(Vector3 a, Vector3 b)
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{
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public void operator -=(Vector3 value) mut
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return (a - b * (Dot(a, b) / Dot(b, b)));
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{
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}
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X -= value.X;
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Y -= value.Y;
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public static Vector3 Floor(Vector3 value)
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Z -= value.Z;
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{
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}
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return .(Math.Floor(value.X), Math.Floor(value.Y), Math.Floor(value.Z));
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}
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public void operator -=(float scalar) mut
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{
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//
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X -= scalar;
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// Assignment operators
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Y -= scalar;
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//
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Z -= scalar;
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}
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// Addition
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// Multiplication
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public void operator +=(Vector3 value) mut
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{
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public void operator *=(Vector3 value) mut
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X += value.X;
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{
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Y += value.Y;
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X *= value.X;
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Z += value.Z;
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Y *= value.Y;
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}
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Z *= value.Z;
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}
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public void operator +=(float scalar) mut
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{
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public void operator *=(float scalar) mut
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X += scalar;
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{
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Y += scalar;
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X *= scalar;
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Z += scalar;
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Y *= scalar;
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}
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Z *= scalar;
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}
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// Subtraction
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// Division
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public void operator -=(Vector3 value) mut
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public void operator /=(Vector3 value) mut
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{
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{
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X -= value.X;
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X /= value.X;
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Y -= value.Y;
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Y /= value.Y;
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Z -= value.Z;
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Z /= value.Z;
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}
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}
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public void operator -=(float scalar) mut
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public void operator /=(float scalar) mut
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{
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{
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X -= scalar;
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float inv = 1.0f / scalar;
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Y -= scalar;
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X *= inv;
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Z -= scalar;
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Y *= inv;
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}
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Z *= inv;
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}
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// Multiplication
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//
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public void operator *=(Vector3 value) mut
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// operators
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{
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//
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X *= value.X;
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Y *= value.Y;
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// Addition
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Z *= value.Z;
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}
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public static Vector3 operator +(Vector3 left, Vector3 right) => Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
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public void operator *=(float scalar) mut
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public static Vector3 operator +(Vector3 value, float scalar) => Vector3(value.X + scalar, value.Y + scalar, value.Z + scalar);
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{
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X *= scalar;
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public static Vector3 operator +(float scalar, Vector3 value) => Vector3(scalar + value.X, scalar + value.Y, scalar + value.Z);
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Y *= scalar;
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Z *= scalar;
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public static Vector3 operator +(Vector3 value) => value;
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}
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// Subtraction
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// Division
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public static Vector3 operator -(Vector3 left, Vector3 right) => Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
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public void operator /=(Vector3 value) mut
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{
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public static Vector3 operator -(Vector3 value, float scalar) => Vector3(value.X - scalar, value.Y - scalar, value.Z - scalar);
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X /= value.X;
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Y /= value.Y;
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public static Vector3 operator -(float scalar, Vector3 value) => Vector3(scalar - value.X, scalar - value.Y, scalar - value.Z);
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Z /= value.Z;
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}
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public static Vector3 operator -(Vector3 value) => Vector3(-value.X, -value.Y, -value.Z);
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public void operator /=(float scalar) mut
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// Multiplication
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{
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float inv = 1.0f / scalar;
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public static Vector3 operator *(Vector3 left, Vector3 right) => Vector3(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
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X *= inv;
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Y *= inv;
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public static Vector3 operator *(Vector3 value, float scalar) => Vector3(value.X * scalar, value.Y * scalar, value.Z * scalar);
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Z *= inv;
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}
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public static Vector3 operator *(float scalar, Vector3 value) => Vector3(scalar * value.X, scalar * value.Y, scalar * value.Z);
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//
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// Division
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// operators
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//
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public static Vector3 operator /(Vector3 left, Vector3 right) => Vector3(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
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// Addition
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public static Vector3 operator /(Vector3 value, float scalar)
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{
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public static Vector3 operator +(Vector3 left, Vector3 right) => Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
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float inv = 1.0f / scalar;
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return Vector3(value.X * inv, value.Y * inv, value.Z * inv);
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public static Vector3 operator +(Vector3 value, float scalar) => Vector3(value.X + scalar, value.Y + scalar, value.Z + scalar);
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}
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public static Vector3 operator +(float scalar, Vector3 value) => Vector3(scalar + value.X, scalar + value.Y, scalar + value.Z);
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public static Vector3 operator /(float scalar, Vector3 value) => Vector3(scalar / value.X, scalar / value.Y, scalar / value.Z);
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public static Vector3 operator +(Vector3 value) => value;
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// Equality
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// Subtraction
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public static bool operator ==(Vector3 left, Vector3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
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public static Vector3 operator -(Vector3 left, Vector3 right) => Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
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public static bool operator !=(Vector3 left, Vector3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
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public static Vector3 operator -(Vector3 value, float scalar) => Vector3(value.X - scalar, value.Y - scalar, value.Z - scalar);
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public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2}", X, Y, Z);
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public static Vector3 operator -(float scalar, Vector3 value) => Vector3(scalar - value.X, scalar - value.Y, scalar - value.Z);
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// Todo: move to extension
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public static Vector3 operator -(Vector3 value) => Vector3(-value.X, -value.Y, -value.Z);
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[Inline]
|
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public static implicit operator DirectX.Math.Vector3(in Self value) => *(DirectX.Math.Vector3*)&value;
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// Multiplication
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[Inline]
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public static Vector3 operator *(Vector3 left, Vector3 right) => Vector3(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
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public static implicit operator Self(in DirectX.Math.Vector3 value) => *(Self*)&value;
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}
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public static Vector3 operator *(Vector3 value, float scalar) => Vector3(value.X * scalar, value.Y * scalar, value.Z * scalar);
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}
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public static Vector3 operator *(float scalar, Vector3 value) => Vector3(scalar * value.X, scalar * value.Y, scalar * value.Z);
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// Division
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|
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public static Vector3 operator /(Vector3 left, Vector3 right) => Vector3(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
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|
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public static Vector3 operator /(Vector3 value, float scalar)
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{
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float inv = 1.0f / scalar;
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return Vector3(value.X * inv, value.Y * inv, value.Z * inv);
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}
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public static Vector3 operator /(float scalar, Vector3 value) => Vector3(scalar / value.X, scalar / value.Y, scalar / value.Z);
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// Modulo
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public static Vector3 operator %(Vector3 left, Vector3 right) => Vector3(left.X % right.X, left.Y % right.Y, left.Z % right.Z);
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public static Vector3 operator %(Vector3 value, float scalar) => Vector3(value.X % scalar, value.Y % scalar, value.Z % scalar);
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public static Vector3 operator %(float scalar, Vector3 value) => Vector3(scalar % value.X, scalar % value.Y, scalar % value.Z);
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// Equality
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||||||
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public static bool operator ==(Vector3 left, Vector3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
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public static bool operator !=(Vector3 left, Vector3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
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public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2}", X, Y, Z);
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|
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||||||
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// Todo: move to extension
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|
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|
[Inline]
|
||||||
|
public static implicit operator DirectX.Math.Vector3(in Self value) => *(DirectX.Math.Vector3*)&value;
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||||||
|
|
||||||
|
[Inline]
|
||||||
|
public static implicit operator Self(in DirectX.Math.Vector3 value) => *(Self*)&value;
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||||||
|
|
||||||
|
[Inline]
|
||||||
|
public static explicit operator Self(float value) => Self(value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -274,5 +274,8 @@ namespace GlitchyEngine.Math
|
|||||||
|
|
||||||
[Inline]
|
[Inline]
|
||||||
public static implicit operator Self(in DirectX.Math.Vector4 value) => *(Self*)&value;
|
public static implicit operator Self(in DirectX.Math.Vector4 value) => *(Self*)&value;
|
||||||
|
|
||||||
|
[Inline]
|
||||||
|
public static explicit operator Self(float value) => Self(value);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user