Added explicit conversion from float to Vector

This commit is contained in:
Simon Lübeß
2021-04-09 19:34:44 +02:00
parent 92a3eaa426
commit 838bb7ec2e
3 changed files with 306 additions and 258 deletions
+3
View File
@@ -223,5 +223,8 @@ namespace GlitchyEngine.Math
[Inline]
public static implicit operator Self(in DirectX.Math.Vector2 value) => *(Self*)&value;
[Inline]
public static explicit operator Self(float value) => Self(value);
}
}
+53 -11
View File
@@ -2,21 +2,21 @@ using System;
namespace GlitchyEngine.Math
{
[SwizzleVector(3, "Vector")]
//[SwizzleVector(3, "Vector")]
public struct Vector3
{
public const Vector3 Zero = .(0f, 0f, 0f);
public const Vector3 UnitX = .(1f, 0f, 0f);
public const Vector3 UnitY = .(0f, 1f, 0f);
public const Vector3 UnitZ = .(0f, 0f, 1f);
public const Vector3 One = .(1f, 1f, 1f);
public const Vector3 Zero = .(0f, 0f, 0f);
public const Vector3 UnitX = .(1f, 0f, 0f);
public const Vector3 UnitY = .(0f, 1f, 0f);
public const Vector3 UnitZ = .(0f, 0f, 1f);
public const Vector3 One = .(1f, 1f, 1f);
public const Vector3 Forward = .(0f, 0f, 1f);
public const Vector3 Forward = .(0f, 0f, 1f);
public const Vector3 Backward = .(0f, 0f, -1f);
public const Vector3 Left = .(-1f, 0f, 0f);
public const Vector3 Right = .(1f, 0f, 0f);
public const Vector3 Up = .(0f, 1f, 0f);
public const Vector3 Down = .(0f, -1f, 0f);
public const Vector3 Left = .(-1f, 0f, 0f);
public const Vector3 Right = .(1f, 0f, 0f);
public const Vector3 Up = .(0f, 1f, 0f);
public const Vector3 Down = .(0f, -1f, 0f);
public float X, Y, Z;
@@ -77,6 +77,9 @@ namespace GlitchyEngine.Math
return X * X + Y * Y + Z * Z;
}
/**
* Normalizes this vector.
*/
[Checked]
public void Normalize() mut
{
@@ -86,11 +89,34 @@ namespace GlitchyEngine.Math
this /= Magnitude();
}
/**
* Normalizes this vector.
*/
public void Normalize() mut
{
this /= Magnitude();
}
/**
* Returns a copy of this Vector with a magnitude of 1.
*/
[Checked]
public Vector3 Normalized()
{
if(this == .Zero)
return .Zero;
return this / Magnitude();
}
/**
* Returns a copy of this Vector with a magnitude of 1.
*/
public Vector3 Normalized()
{
return this / Magnitude();
}
public static Vector3 Normalize(Vector3 v)
{
return v / v.Magnitude();
@@ -125,6 +151,11 @@ namespace GlitchyEngine.Math
return (a - b * (Dot(a, b) / Dot(b, b)));
}
public static Vector3 Floor(Vector3 value)
{
return .(Math.Floor(value.X), Math.Floor(value.Y), Math.Floor(value.Z));
}
//
// Assignment operators
//
@@ -239,6 +270,14 @@ namespace GlitchyEngine.Math
public static Vector3 operator /(float scalar, Vector3 value) => Vector3(scalar / value.X, scalar / value.Y, scalar / value.Z);
// Modulo
public static Vector3 operator %(Vector3 left, Vector3 right) => Vector3(left.X % right.X, left.Y % right.Y, left.Z % right.Z);
public static Vector3 operator %(Vector3 value, float scalar) => Vector3(value.X % scalar, value.Y % scalar, value.Z % scalar);
public static Vector3 operator %(float scalar, Vector3 value) => Vector3(scalar % value.X, scalar % value.Y, scalar % value.Z);
// Equality
public static bool operator ==(Vector3 left, Vector3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
@@ -254,5 +293,8 @@ namespace GlitchyEngine.Math
[Inline]
public static implicit operator Self(in DirectX.Math.Vector3 value) => *(Self*)&value;
[Inline]
public static explicit operator Self(float value) => Self(value);
}
}
+3
View File
@@ -274,5 +274,8 @@ namespace GlitchyEngine.Math
[Inline]
public static implicit operator Self(in DirectX.Math.Vector4 value) => *(Self*)&value;
[Inline]
public static explicit operator Self(float value) => Self(value);
}
}