Version 2.1.2
This commit is contained in:
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55d40a1fa5
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16
Changelog.md
16
Changelog.md
@ -1,12 +1,14 @@
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# Nerd_STF v2.1.1
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# Nerd_STF v2.1.2
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This update doesn't add any new features, simply a code simplification, using some of the .net 6 tools, such as global usings and file-scoped namespace declarations.
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This update just replaces instances of `double` with `float` instead.
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I know, this isn't the update you wanted. More stuff coming soon.
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```
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* Nerd_STF
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= Removed unused or unrequired usings in all files.
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= Replaced all namespace declarations with file-scoped declarations.
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* Miscellaneous
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* GlobalUsings
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+ global using System.Diagnostics.CodeAnalysis
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= Replace all instances of `double` with `float`
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* Mathematics
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= Renamed `Double2` to `Float2`
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= Renamed `Double3` to `Float3`
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= Renamed `Double4` to `Float4`
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```
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@ -24,5 +24,6 @@ public class DifferingVertCountException : Nerd_STFException
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ParamName = paramName;
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Polygons = polys;
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}
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protected DifferingVertCountException(SerializationInfo info, StreamingContext context) : base(info, context) { }
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}
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@ -24,5 +24,6 @@ public class DisconnectedLinesException : Nerd_STFException
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ParamName = paramName;
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Lines = lines;
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}
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protected DisconnectedLinesException(SerializationInfo info, StreamingContext context) : base(info, context) { }
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}
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@ -8,17 +8,17 @@ public struct Angle : ICloneable, IComparable<Angle>, IEquatable<Angle>
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public static Angle Quarter => new(90);
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public static Angle Zero => new(0);
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public double Degrees
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public float Degrees
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{
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get => p_deg;
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set => p_deg = value;
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}
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public double Gradians
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public float Gradians
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{
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get => p_deg * 1.11111111111; // Reciprocal of 9/10 as a constant (10/9)
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set => p_deg = value * 0.9;
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get => p_deg * 1.11111111111f; // Reciprocal of 9/10 as a constant (10/9)
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set => p_deg = value * 0.9f;
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}
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public double Radians
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public float Radians
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{
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get => p_deg * Mathf.DegToRad;
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set => p_deg = value * Mathf.RadToDeg;
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@ -26,14 +26,14 @@ public struct Angle : ICloneable, IComparable<Angle>, IEquatable<Angle>
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public Angle Bounded => new(p_deg % 360);
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private double p_deg;
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private float p_deg;
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public Angle(double value, Type valueType = Type.Degrees)
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public Angle(float value, Type valueType = Type.Degrees)
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{
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p_deg = valueType switch
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{
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Type.Degrees => value,
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Type.Gradians => value * 0.9,
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Type.Gradians => value * 0.9f,
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Type.Radians => value * Mathf.RadToDeg,
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_ => throw new ArgumentException("Unknown type.", nameof(valueType)),
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};
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@ -44,15 +44,15 @@ public struct Angle : ICloneable, IComparable<Angle>, IEquatable<Angle>
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public static Angle Ceiling(Angle val) => new(Mathf.Ceiling(val.p_deg));
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public static Angle Clamp(Angle val, Angle min, Angle max) => new(Mathf.Clamp(val.p_deg, min.p_deg, max.p_deg));
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public static Angle Floor(Angle val) => new(Mathf.Ceiling(val.p_deg));
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public static Angle Lerp(Angle a, Angle b, double t, bool clamp = true) =>
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public static Angle Lerp(Angle a, Angle b, float t, bool clamp = true) =>
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new(Mathf.Lerp(a.p_deg, b.p_deg, t, clamp));
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public static Angle Max(params Angle[] vals) => new(Mathf.Max(ToDoubles(Type.Degrees, vals)));
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public static Angle Median(params Angle[] vals) => new(Mathf.Median(ToDoubles(Type.Degrees, vals)));
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public static Angle Min(params Angle[] vals) => new(Mathf.Min(ToDoubles(Type.Degrees, vals)));
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public static double[] ToDoubles(Type outputType, params Angle[] vals)
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public static float[] ToDoubles(Type outputType, params Angle[] vals)
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{
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double[] res = new double[vals.Length];
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float[] res = new float[vals.Length];
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for (int i = 0; i < vals.Length; i++)
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{
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res[i] = outputType switch
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@ -97,9 +97,9 @@ public struct Angle : ICloneable, IComparable<Angle>, IEquatable<Angle>
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public static Angle operator -(Angle a) => new(-a.p_deg);
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public static Angle operator -(Angle a, Angle b) => new(a.p_deg - b.p_deg);
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public static Angle operator *(Angle a, Angle b) => new(a.p_deg * b.p_deg);
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public static Angle operator *(Angle a, double b) => new(a.p_deg * b);
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public static Angle operator *(Angle a, float b) => new(a.p_deg * b);
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public static Angle operator /(Angle a, Angle b) => new(a.p_deg / b.p_deg);
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public static Angle operator /(Angle a, double b) => new(a.p_deg / b);
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public static Angle operator /(Angle a, float b) => new(a.p_deg / b);
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public static bool operator ==(Angle a, Angle b) => a.Equals(b);
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public static bool operator !=(Angle a, Angle b) => !a.Equals(b);
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public static bool operator >(Angle a, Angle b) => a.CompareTo(b) > 0;
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@ -2,32 +2,32 @@
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public static class Calculus
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{
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public const double DefaultStep = 0.001;
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public const float DefaultStep = 0.001f;
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public static Equation GetDerivative(Equation equ, double min, double max, double step = DefaultStep)
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public static Equation GetDerivative(Equation equ, float min, float max, float step = DefaultStep)
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{
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Dictionary<double, double> vals = new();
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for (double x = min; x <= max; x += step)
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Dictionary<float, float> vals = new();
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for (float x = min; x <= max; x += step)
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{
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double val1 = equ(x), val2 = equ(x + step), change = (val2 - val1) / step;
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float val1 = equ(x), val2 = equ(x + step), change = (val2 - val1) / step;
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vals.Add(x, change);
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}
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return Mathf.MakeEquation(vals);
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}
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public static double GetDerivativeAtPoint(Equation equ, double x, double step = DefaultStep) =>
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public static float GetDerivativeAtPoint(Equation equ, float x, float step = DefaultStep) =>
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(equ(x + DefaultStep) - equ(x)) / step;
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public static double GetIntegral(Equation equ, double lowerBound, double upperBound, double step = DefaultStep)
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public static float GetIntegral(Equation equ, float lowerBound, float upperBound, float step = DefaultStep)
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{
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double val = 0;
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for (double x = lowerBound; x <= upperBound; x += step) val += equ(x) * step;
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float val = 0;
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for (float x = lowerBound; x <= upperBound; x += step) val += equ(x) * step;
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return val;
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}
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public static double GradientDescent(Equation equ, double initial, double rate, double stepCount = 1000,
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double step = DefaultStep)
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public static float GradientDescent(Equation equ, float initial, float rate, float stepCount = 1000,
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float step = DefaultStep)
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{
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double val = initial;
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float val = initial;
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for (int i = 0; i < stepCount; i++) val -= GetDerivativeAtPoint(equ, val, step) * rate;
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return val;
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}
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@ -1,181 +0,0 @@
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namespace Nerd_STF.Mathematics;
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public struct Double2 : ICloneable, IComparable<Double2>, IEquatable<Double2>, IGroup<double>
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{
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public static Double2 Down => new(0, -1);
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public static Double2 Left => new(-1, 0);
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public static Double2 Right => new(1, 0);
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public static Double2 Up => new(0, 1);
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public static Double2 One => new(1, 1);
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public static Double2 Zero => new(0, 0);
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public double Magnitude => Mathf.Sqrt(x * x + y * y);
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public Double2 Normalized => this / Magnitude;
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public double x, y;
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public Double2(double all) : this(all, all) { }
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public Double2(double x, double y)
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{
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this.x = x;
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this.y = y;
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}
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public Double2(Fill<double> fill) : this(fill(0), fill(1)) { }
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public Double2(Fill<int> fill) : this(fill(0), fill(1)) { }
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public double this[int index]
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{
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get => index switch
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{
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0 => x,
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1 => y,
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_ => throw new IndexOutOfRangeException(nameof(index)),
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};
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set
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{
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switch (index)
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{
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case 0:
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x = value;
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break;
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case 1:
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y = value;
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break;
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default: throw new IndexOutOfRangeException(nameof(index));
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}
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}
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}
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public static Double2 Absolute(Double2 val) =>
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new(Mathf.Absolute(val.x), Mathf.Absolute(val.y));
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public static Double2 Average(params Double2[] vals) => Sum(vals) / vals.Length;
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public static Double2 Ceiling(Double2 val) =>
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new(Mathf.Ceiling(val.x), Mathf.Ceiling(val.y));
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public static Double2 Clamp(Double2 val, Double2 min, Double2 max) =>
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new(Mathf.Clamp(val.x, min.x, max.x),
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Mathf.Clamp(val.y, min.y, max.y));
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public static Double2 ClampMagnitude(Double2 val, double minMag, double maxMag)
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{
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if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
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nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
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double mag = val.Magnitude;
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if (mag >= minMag && mag <= maxMag) return val;
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val = val.Normalized;
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if (mag < minMag) val *= minMag;
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else if (mag > maxMag) val *= maxMag;
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return val;
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}
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public static Double3 Cross(Double2 a, Double2 b, bool normalized = false) =>
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Double3.Cross(a, b, normalized);
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public static Double2 Divide(Double2 num, params Double2[] vals)
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{
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foreach (Double2 d in vals) num /= d;
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return num;
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}
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public static double Dot(Double2 a, Double2 b) => a.x * b.x + a.y * b.y;
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public static double Dot(params Double2[] vals)
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{
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if (vals.Length < 1) return 0;
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double x = 1, y = 1;
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foreach (Double2 d in vals)
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{
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x *= d.x;
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y *= d.y;
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}
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return x + y;
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}
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public static Double2 Floor(Double2 val) =>
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new(Mathf.Floor(val.x), Mathf.Floor(val.y));
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public static Double2 Lerp(Double2 a, Double2 b, double t, bool clamp = true) =>
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new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp));
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public static Double2 Median(params Double2[] vals)
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{
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double index = Mathf.Average(0, vals.Length - 1);
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Double2 valA = vals[Mathf.Floor(index)], valB = vals[Mathf.Ceiling(index)];
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return Average(valA, valB);
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}
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public static Double2 Max(params Double2[] vals)
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{
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if (vals.Length < 1) return Zero;
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Double2 val = vals[0];
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foreach (Double2 d in vals) val = d > val ? d : val;
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return val;
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}
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public static Double2 Min(params Double2[] vals)
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{
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if (vals.Length < 1) return Zero;
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Double2 val = vals[0];
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foreach (Double2 d in vals) val = d < val ? d : val;
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return val;
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}
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public static Double2 Multiply(params Double2[] vals)
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{
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if (vals.Length < 1) return Zero;
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Double2 val = One;
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foreach (Double2 d in vals) val *= d;
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return val;
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}
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public static Double2 Subtract(Double2 num, params Double2[] vals)
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{
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foreach (Double2 d in vals) num -= d;
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return num;
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}
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public static Double2 Sum(params Double2[] vals)
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{
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Double2 val = Zero;
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foreach (Double2 d in vals) val += d;
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return val;
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}
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public int CompareTo(Double2 other) => Magnitude.CompareTo(other.Magnitude);
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public override bool Equals([NotNullWhen(true)] object? obj)
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{
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if (obj == null || obj.GetType() != typeof(Double2)) return false;
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return Equals((Double2)obj);
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}
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public bool Equals(Double2 other) => x == other.x && y == other.y;
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public override int GetHashCode() => x.GetHashCode() ^ y.GetHashCode();
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public override string ToString() => ToString((string?)null);
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public string ToString(string? provider) =>
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"X: " + x.ToString(provider) + " Y: " + y.ToString(provider);
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public string ToString(IFormatProvider provider) =>
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"X: " + x.ToString(provider) + " Y: " + y.ToString(provider);
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public object Clone() => new Double2(x, y);
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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public IEnumerator<double> GetEnumerator()
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{
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yield return x;
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yield return y;
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}
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public double[] ToArray() => new[] { x, y };
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public List<double> ToList() => new() { x, y };
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public static Double2 operator +(Double2 a, Double2 b) => new(a.x + b.x, a.y + b.y);
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public static Double2 operator -(Double2 d) => new(-d.x, -d.y);
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public static Double2 operator -(Double2 a, Double2 b) => new(a.x - b.x, a.y - b.y);
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public static Double2 operator *(Double2 a, Double2 b) => new(a.x * b.x, a.y * b.y);
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public static Double2 operator *(Double2 a, double b) => new(a.x * b, a.y * b);
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public static Double2 operator /(Double2 a, Double2 b) => new(a.x / b.x, a.y / b.y);
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public static Double2 operator /(Double2 a, double b) => new(a.x / b, a.y / b);
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public static bool operator ==(Double2 a, Double2 b) => a.Equals(b);
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public static bool operator !=(Double2 a, Double2 b) => !a.Equals(b);
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public static bool operator >(Double2 a, Double2 b) => a.CompareTo(b) > 0;
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public static bool operator <(Double2 a, Double2 b) => a.CompareTo(b) < 0;
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public static bool operator >=(Double2 a, Double2 b) => a == b || a > b;
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public static bool operator <=(Double2 a, Double2 b) => a == b || a < b;
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public static explicit operator Double2(Double3 val) => new(val.x, val.y);
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public static explicit operator Double2(Double4 val) => new(val.x, val.y);
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public static implicit operator Double2(Int2 val) => new(val.x, val.y);
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public static explicit operator Double2(Int3 val) => new(val.x, val.y);
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public static explicit operator Double2(Int4 val) => new(val.x, val.y);
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public static explicit operator Double2(Vert val) => new(val.position.x, val.position.y);
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public static implicit operator Double2(Fill<double> fill) => new(fill);
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public static implicit operator Double2(Fill<int> fill) => new(fill);
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}
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@ -1,202 +0,0 @@
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namespace Nerd_STF.Mathematics;
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public struct Double3 : ICloneable, IComparable<Double3>, IEquatable<Double3>, IGroup<double>
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{
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public static Double3 Back => new(0, 0, -1);
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public static Double3 Down => new(0, -1, 0);
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public static Double3 Forward => new(0, 0, 1);
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public static Double3 Left => new(-1, 0, 0);
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public static Double3 Right => new(1, 0, 0);
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public static Double3 Up => new(0, 1, 0);
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public static Double3 One => new(1, 1, 1);
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public static Double3 Zero => new(0, 0, 0);
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public double Magnitude => Mathf.Sqrt(x * x + y * y + z * z);
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public Double3 Normalized => this / Magnitude;
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public Double2 XY => new(x, y);
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public Double2 XZ => new(x, z);
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public Double2 YZ => new(y, z);
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public double x, y, z;
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public Double3(double all) : this(all, all, all) { }
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public Double3(double x, double y) : this(x, y, 0) { }
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public Double3(double x, double y, double 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 Double3(Fill<double> fill) : this(fill(0), fill(1), fill(2)) { }
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public Double3(Fill<int> fill) : this(fill(0), fill(1), fill(2)) { }
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public double this[int index]
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{
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get => index switch
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{
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0 => x,
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1 => y,
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2 => z,
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_ => throw new IndexOutOfRangeException(nameof(index)),
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};
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set
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{
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switch (index)
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{
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case 0:
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x = value;
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break;
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case 1:
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y = value;
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break;
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case 2:
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z = value;
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break;
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default: throw new IndexOutOfRangeException(nameof(index));
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}
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}
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}
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public static Double3 Absolute(Double3 val) =>
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new(Mathf.Absolute(val.x), Mathf.Absolute(val.y), Mathf.Absolute(val.z));
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public static Double3 Average(params Double3[] vals) => Sum(vals) / vals.Length;
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public static Double3 Ceiling(Double3 val) =>
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new(Mathf.Ceiling(val.x), Mathf.Ceiling(val.y), Mathf.Ceiling(val.z));
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public static Double3 Clamp(Double3 val, Double3 min, Double3 max) =>
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new(Mathf.Clamp(val.x, min.x, max.x),
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Mathf.Clamp(val.y, min.y, max.y),
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Mathf.Clamp(val.z, min.z, max.z));
|
||||
public static Double3 ClampMagnitude(Double3 val, double minMag, double maxMag)
|
||||
{
|
||||
if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
|
||||
nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
|
||||
double mag = val.Magnitude;
|
||||
if (mag >= minMag && mag <= maxMag) return val;
|
||||
val = val.Normalized;
|
||||
if (mag < minMag) val *= minMag;
|
||||
else if (mag > maxMag) val *= maxMag;
|
||||
return val;
|
||||
}
|
||||
public static Double3 Cross(Double3 a, Double3 b, bool normalized = false)
|
||||
{
|
||||
Double3 val = new(a.y * b.z - b.y * a.z,
|
||||
b.x * a.z - a.x * b.z,
|
||||
a.x * b.y - b.x * a.y);
|
||||
return normalized ? val.Normalized : val;
|
||||
}
|
||||
public static Double3 Divide(Double3 num, params Double3[] vals)
|
||||
{
|
||||
foreach (Double3 d in vals) num /= d;
|
||||
return num;
|
||||
}
|
||||
public static double Dot(Double3 a, Double3 b) => a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
public static double Dot(params Double3[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return 0;
|
||||
double x = 1, y = 1, z = 1;
|
||||
foreach (Double3 d in vals)
|
||||
{
|
||||
x *= d.x;
|
||||
y *= d.y;
|
||||
z *= d.z;
|
||||
}
|
||||
return x + y + z;
|
||||
}
|
||||
public static Double3 Floor(Double3 val) =>
|
||||
new(Mathf.Floor(val.x), Mathf.Floor(val.y), Mathf.Floor(val.z));
|
||||
public static Double3 Lerp(Double3 a, Double3 b, double t, bool clamp = true) =>
|
||||
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp), Mathf.Lerp(a.z, b.z, t, clamp));
|
||||
public static Double3 Median(params Double3[] vals)
|
||||
{
|
||||
double index = Mathf.Average(0, vals.Length - 1);
|
||||
Double3 valA = vals[Mathf.Floor(index)], valB = vals[Mathf.Ceiling(index)];
|
||||
return Average(valA, valB);
|
||||
}
|
||||
public static Double3 Max(params Double3[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Double3 val = vals[0];
|
||||
foreach (Double3 d in vals) val = d > val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Double3 Min(params Double3[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Double3 val = vals[0];
|
||||
foreach (Double3 d in vals) val = d < val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Double3 Multiply(params Double3[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Double3 val = One;
|
||||
foreach (Double3 d in vals) val *= d;
|
||||
return val;
|
||||
}
|
||||
public static Double3 Subtract(Double3 num, params Double3[] vals)
|
||||
{
|
||||
foreach (Double3 d in vals) num -= d;
|
||||
return num;
|
||||
}
|
||||
public static Double3 Sum(params Double3[] vals)
|
||||
{
|
||||
Double3 val = Zero;
|
||||
foreach (Double3 d in vals) val += d;
|
||||
return val;
|
||||
}
|
||||
|
||||
public int CompareTo(Double3 other) => Magnitude.CompareTo(other.Magnitude);
|
||||
public override bool Equals([NotNullWhen(true)] object? obj)
|
||||
{
|
||||
if (obj == null || obj.GetType() != typeof(Double3)) return false;
|
||||
return Equals((Double3)obj);
|
||||
}
|
||||
public bool Equals(Double3 other) => x == other.x && y == other.y && z == other.z;
|
||||
public override int GetHashCode() => x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
|
||||
public override string ToString() => ToString((string?)null);
|
||||
public string ToString(string? provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider);
|
||||
public string ToString(IFormatProvider provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider);
|
||||
|
||||
public object Clone() => new Double3(x, y, z);
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
||||
public IEnumerator<double> GetEnumerator()
|
||||
{
|
||||
yield return x;
|
||||
yield return y;
|
||||
yield return z;
|
||||
}
|
||||
|
||||
public double[] ToArray() => new[] { x, y, z };
|
||||
public List<double> ToList() => new() { x, y, z };
|
||||
|
||||
public static Double3 operator +(Double3 a, Double3 b) => new(a.x + b.x, a.y + b.y, a.z + b.z);
|
||||
public static Double3 operator -(Double3 d) => new(-d.x, -d.y, -d.z);
|
||||
public static Double3 operator -(Double3 a, Double3 b) => new(a.x - b.x, a.y - b.y, a.z - b.z);
|
||||
public static Double3 operator *(Double3 a, Double3 b) => new(a.x * b.x, a.y * b.y, a.z * b.z);
|
||||
public static Double3 operator *(Double3 a, double b) => new(a.x * b, a.y * b, a.z * b);
|
||||
public static Double3 operator /(Double3 a, Double3 b) => new(a.x / b.x, a.y / b.y, a.z / b.z);
|
||||
public static Double3 operator /(Double3 a, double b) => new(a.x / b, a.y / b, a.z / b);
|
||||
public static bool operator ==(Double3 a, Double3 b) => a.Equals(b);
|
||||
public static bool operator !=(Double3 a, Double3 b) => !a.Equals(b);
|
||||
public static bool operator >(Double3 a, Double3 b) => a.CompareTo(b) > 0;
|
||||
public static bool operator <(Double3 a, Double3 b) => a.CompareTo(b) < 0;
|
||||
public static bool operator >=(Double3 a, Double3 b) => a == b || a > b;
|
||||
public static bool operator <=(Double3 a, Double3 b) => a == b || a < b;
|
||||
|
||||
public static implicit operator Double3(Double2 val) => new(val.x, val.y, 0);
|
||||
public static explicit operator Double3(Double4 val) => new(val.x, val.y, val.z);
|
||||
public static implicit operator Double3(Int2 val) => new(val.x, val.y, 0);
|
||||
public static implicit operator Double3(Int3 val) => new(val.x, val.y, val.z);
|
||||
public static explicit operator Double3(Int4 val) => new(val.x, val.y, val.z);
|
||||
public static implicit operator Double3(Vert val) => new(val.position.x, val.position.y, val.position.z);
|
||||
public static implicit operator Double3(Fill<double> fill) => new(fill);
|
||||
public static implicit operator Double3(Fill<int> fill) => new(fill);
|
||||
}
|
||||
@ -1,218 +0,0 @@
|
||||
namespace Nerd_STF.Mathematics;
|
||||
|
||||
public struct Double4 : ICloneable, IComparable<Double4>, IEquatable<Double4>, IGroup<double>
|
||||
{
|
||||
public static Double4 Back => new(0, 0, -1, 0);
|
||||
public static Double4 Deep => new(0, 0, 0, -1);
|
||||
public static Double4 Down => new(0, -1, 0, 0);
|
||||
public static Double4 Far => new(0, 0, 0, 1);
|
||||
public static Double4 Forward => new(0, 0, 1, 0);
|
||||
public static Double4 Left => new(-1, 0, 0, 0);
|
||||
public static Double4 Right => new(1, 0, 0, 0);
|
||||
public static Double4 Up => new(0, 1, 0, 0);
|
||||
|
||||
public static Double4 One => new(1, 1, 1, 1);
|
||||
public static Double4 Zero => new(0, 0, 0, 0);
|
||||
|
||||
public double Magnitude => Mathf.Sqrt(x * x + y * y + z * z + w * w);
|
||||
public Double4 Normalized => this / Magnitude;
|
||||
|
||||
public Double2 XY => new(x, y);
|
||||
public Double2 XZ => new(x, z);
|
||||
public Double2 XW => new(x, w);
|
||||
public Double2 YW => new(y, w);
|
||||
public Double2 YZ => new(y, z);
|
||||
public Double2 ZW => new(z, w);
|
||||
|
||||
public Double3 XYW => new(x, y, w);
|
||||
public Double3 XYZ => new(x, y, z);
|
||||
public Double3 YZW => new(y, z, w);
|
||||
public Double3 XZW => new(x, z, w);
|
||||
|
||||
public double x, y, z, w;
|
||||
|
||||
public Double4(double all) : this(all, all, all, all) { }
|
||||
public Double4(double x, double y) : this(x, y, 0, 0) { }
|
||||
public Double4(double x, double y, double z) : this(x, y, z, 0) { }
|
||||
public Double4(double x, double y, double z, double w)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
public Double4(Fill<double> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
|
||||
public Double4(Fill<int> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
|
||||
|
||||
public double this[int index]
|
||||
{
|
||||
get => index switch
|
||||
{
|
||||
0 => x,
|
||||
1 => y,
|
||||
2 => z,
|
||||
3 => w,
|
||||
_ => throw new IndexOutOfRangeException(nameof(index)),
|
||||
};
|
||||
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 IndexOutOfRangeException(nameof(index));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Double4 Absolute(Double4 val) =>
|
||||
new(Mathf.Absolute(val.x), Mathf.Absolute(val.y), Mathf.Absolute(val.z), Mathf.Absolute(val.w));
|
||||
public static Double4 Average(params Double4[] vals) => Sum(vals) / vals.Length;
|
||||
public static Double4 Ceiling(Double4 val) =>
|
||||
new(Mathf.Ceiling(val.x), Mathf.Ceiling(val.y), Mathf.Ceiling(val.z), Mathf.Ceiling(val.w));
|
||||
public static Double4 Clamp(Double4 val, Double4 min, Double4 max) =>
|
||||
new(Mathf.Clamp(val.x, min.x, max.x),
|
||||
Mathf.Clamp(val.y, min.y, max.y),
|
||||
Mathf.Clamp(val.z, min.z, max.z),
|
||||
Mathf.Clamp(val.w, min.w, max.w));
|
||||
public static Double4 ClampMagnitude(Double4 val, double minMag, double maxMag)
|
||||
{
|
||||
if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
|
||||
nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
|
||||
double mag = val.Magnitude;
|
||||
if (mag >= minMag && mag <= maxMag) return val;
|
||||
val = val.Normalized;
|
||||
if (mag < minMag) val *= minMag;
|
||||
else if (mag > maxMag) val *= maxMag;
|
||||
return val;
|
||||
}
|
||||
public static Double4 Divide(Double4 num, params Double4[] vals)
|
||||
{
|
||||
foreach (Double4 d in vals) num /= d;
|
||||
return num;
|
||||
}
|
||||
public static double Dot(Double4 a, Double4 b) => a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
|
||||
public static double Dot(params Double4[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return 0;
|
||||
double x = 1, y = 1, z = 1, w = 1;
|
||||
foreach (Double4 d in vals)
|
||||
{
|
||||
x *= d.x;
|
||||
y *= d.y;
|
||||
z *= d.z;
|
||||
w *= d.w;
|
||||
}
|
||||
return x + y + z;
|
||||
}
|
||||
public static Double4 Floor(Double4 val) =>
|
||||
new(Mathf.Floor(val.x), Mathf.Floor(val.y), Mathf.Floor(val.z), Mathf.Floor(val.w));
|
||||
public static Double4 Lerp(Double4 a, Double4 b, double t, bool clamp = true) =>
|
||||
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp), Mathf.Lerp(a.z, b.z, t, clamp),
|
||||
Mathf.Lerp(a.w, b.w, t, clamp));
|
||||
public static Double4 Median(params Double4[] vals)
|
||||
{
|
||||
double index = Mathf.Average(0, vals.Length - 1);
|
||||
Double4 valA = vals[Mathf.Floor(index)], valB = vals[Mathf.Ceiling(index)];
|
||||
return Average(valA, valB);
|
||||
}
|
||||
public static Double4 Max(params Double4[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Double4 val = vals[0];
|
||||
foreach (Double4 d in vals) val = d > val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Double4 Min(params Double4[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Double4 val = vals[0];
|
||||
foreach (Double4 d in vals) val = d < val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Double4 Multiply(params Double4[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Double4 val = One;
|
||||
foreach (Double4 d in vals) val *= d;
|
||||
return val;
|
||||
}
|
||||
public static Double4 Subtract(Double4 num, params Double4[] vals)
|
||||
{
|
||||
foreach (Double4 d in vals) num -= d;
|
||||
return num;
|
||||
}
|
||||
public static Double4 Sum(params Double4[] vals)
|
||||
{
|
||||
Double4 val = Zero;
|
||||
foreach (Double4 d in vals) val += d;
|
||||
return val;
|
||||
}
|
||||
|
||||
public int CompareTo(Double4 other) => Magnitude.CompareTo(other.Magnitude);
|
||||
public override bool Equals([NotNullWhen(true)] object? obj)
|
||||
{
|
||||
if (obj == null || obj.GetType() != typeof(Double4)) return false;
|
||||
return Equals((Double4)obj);
|
||||
}
|
||||
public bool Equals(Double4 other) => x == other.x && y == other.y && z == other.z && w == other.w;
|
||||
public override int GetHashCode() => x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
|
||||
public override string ToString() => ToString((string?)null);
|
||||
public string ToString(string? provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider)
|
||||
+ " W: " + w.ToString(provider);
|
||||
public string ToString(IFormatProvider provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider)
|
||||
+ " W: " + w.ToString(provider);
|
||||
|
||||
public object Clone() => new Double4(x, y, z, w);
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
||||
public IEnumerator<double> GetEnumerator()
|
||||
{
|
||||
yield return x;
|
||||
yield return y;
|
||||
yield return z;
|
||||
yield return w;
|
||||
}
|
||||
|
||||
public double[] ToArray() => new[] { x, y, z, w };
|
||||
public List<double> ToList() => new() { x, y, z, w };
|
||||
|
||||
public static Double4 operator +(Double4 a, Double4 b) => new(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
|
||||
public static Double4 operator -(Double4 d) => new(-d.x, -d.y, -d.z, -d.w);
|
||||
public static Double4 operator -(Double4 a, Double4 b) => new(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
|
||||
public static Double4 operator *(Double4 a, Double4 b) => new(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
|
||||
public static Double4 operator *(Double4 a, double b) => new(a.x * b, a.y * b, a.z * b, a.w * b);
|
||||
public static Double4 operator /(Double4 a, Double4 b) => new(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
|
||||
public static Double4 operator /(Double4 a, double b) => new(a.x / b, a.y / b, a.z / b, a.w / b);
|
||||
public static bool operator ==(Double4 a, Double4 b) => a.Equals(b);
|
||||
public static bool operator !=(Double4 a, Double4 b) => !a.Equals(b);
|
||||
public static bool operator >(Double4 a, Double4 b) => a.CompareTo(b) > 0;
|
||||
public static bool operator <(Double4 a, Double4 b) => a.CompareTo(b) < 0;
|
||||
public static bool operator >=(Double4 a, Double4 b) => a == b || a > b;
|
||||
public static bool operator <=(Double4 a, Double4 b) => a == b || a < b;
|
||||
|
||||
public static implicit operator Double4(Double2 val) => new(val.x, val.y, 0, 0);
|
||||
public static implicit operator Double4(Double3 val) => new(val.x, val.y, val.z, 0);
|
||||
public static implicit operator Double4(Int2 val) => new(val.x, val.y, 0, 0);
|
||||
public static implicit operator Double4(Int3 val) => new(val.x, val.y, val.z, 0);
|
||||
public static implicit operator Double4(Int4 val) => new(val.x, val.y, val.z, val.w);
|
||||
public static implicit operator Double4(Vert val) => new(val.position.x, val.position.y, val.position.z, 0);
|
||||
public static implicit operator Double4(Fill<double> fill) => new(fill);
|
||||
public static implicit operator Double4(Fill<int> fill) => new(fill);
|
||||
}
|
||||
@ -1,3 +1,3 @@
|
||||
namespace Nerd_STF.Mathematics;
|
||||
|
||||
public delegate double Equation(double x);
|
||||
public delegate float Equation(float x);
|
||||
|
||||
181
Nerd_STF/Mathematics/Float2.cs
Normal file
181
Nerd_STF/Mathematics/Float2.cs
Normal file
@ -0,0 +1,181 @@
|
||||
namespace Nerd_STF.Mathematics;
|
||||
|
||||
public struct Float2 : ICloneable, IComparable<Float2>, IEquatable<Float2>, IGroup<float>
|
||||
{
|
||||
public static Float2 Down => new(0, -1);
|
||||
public static Float2 Left => new(-1, 0);
|
||||
public static Float2 Right => new(1, 0);
|
||||
public static Float2 Up => new(0, 1);
|
||||
|
||||
public static Float2 One => new(1, 1);
|
||||
public static Float2 Zero => new(0, 0);
|
||||
|
||||
public float Magnitude => Mathf.Sqrt(x * x + y * y);
|
||||
public Float2 Normalized => this / Magnitude;
|
||||
|
||||
public float x, y;
|
||||
|
||||
public Float2(float all) : this(all, all) { }
|
||||
public Float2(float x, float y)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
public Float2(Fill<float> fill) : this(fill(0), fill(1)) { }
|
||||
public Float2(Fill<int> fill) : this(fill(0), fill(1)) { }
|
||||
|
||||
public float this[int index]
|
||||
{
|
||||
get => index switch
|
||||
{
|
||||
0 => x,
|
||||
1 => y,
|
||||
_ => throw new IndexOutOfRangeException(nameof(index)),
|
||||
};
|
||||
set
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
x = value;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
y = value;
|
||||
break;
|
||||
|
||||
default: throw new IndexOutOfRangeException(nameof(index));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Float2 Absolute(Float2 val) =>
|
||||
new(Mathf.Absolute(val.x), Mathf.Absolute(val.y));
|
||||
public static Float2 Average(params Float2[] vals) => Sum(vals) / vals.Length;
|
||||
public static Float2 Ceiling(Float2 val) =>
|
||||
new(Mathf.Ceiling(val.x), Mathf.Ceiling(val.y));
|
||||
public static Float2 Clamp(Float2 val, Float2 min, Float2 max) =>
|
||||
new(Mathf.Clamp(val.x, min.x, max.x),
|
||||
Mathf.Clamp(val.y, min.y, max.y));
|
||||
public static Float2 ClampMagnitude(Float2 val, float minMag, float maxMag)
|
||||
{
|
||||
if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
|
||||
nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
|
||||
float mag = val.Magnitude;
|
||||
if (mag >= minMag && mag <= maxMag) return val;
|
||||
val = val.Normalized;
|
||||
if (mag < minMag) val *= minMag;
|
||||
else if (mag > maxMag) val *= maxMag;
|
||||
return val;
|
||||
}
|
||||
public static Float3 Cross(Float2 a, Float2 b, bool normalized = false) =>
|
||||
Float3.Cross(a, b, normalized);
|
||||
public static Float2 Divide(Float2 num, params Float2[] vals)
|
||||
{
|
||||
foreach (Float2 d in vals) num /= d;
|
||||
return num;
|
||||
}
|
||||
public static float Dot(Float2 a, Float2 b) => a.x * b.x + a.y * b.y;
|
||||
public static float Dot(params Float2[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return 0;
|
||||
float x = 1, y = 1;
|
||||
foreach (Float2 d in vals)
|
||||
{
|
||||
x *= d.x;
|
||||
y *= d.y;
|
||||
}
|
||||
return x + y;
|
||||
}
|
||||
public static Float2 Floor(Float2 val) =>
|
||||
new(Mathf.Floor(val.x), Mathf.Floor(val.y));
|
||||
public static Float2 Lerp(Float2 a, Float2 b, float t, bool clamp = true) =>
|
||||
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp));
|
||||
public static Float2 Median(params Float2[] vals)
|
||||
{
|
||||
float index = Mathf.Average(0, vals.Length - 1);
|
||||
Float2 valA = vals[Mathf.Floor(index)], valB = vals[Mathf.Ceiling(index)];
|
||||
return Average(valA, valB);
|
||||
}
|
||||
public static Float2 Max(params Float2[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Float2 val = vals[0];
|
||||
foreach (Float2 d in vals) val = d > val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Float2 Min(params Float2[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Float2 val = vals[0];
|
||||
foreach (Float2 d in vals) val = d < val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Float2 Multiply(params Float2[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Float2 val = One;
|
||||
foreach (Float2 d in vals) val *= d;
|
||||
return val;
|
||||
}
|
||||
public static Float2 Subtract(Float2 num, params Float2[] vals)
|
||||
{
|
||||
foreach (Float2 d in vals) num -= d;
|
||||
return num;
|
||||
}
|
||||
public static Float2 Sum(params Float2[] vals)
|
||||
{
|
||||
Float2 val = Zero;
|
||||
foreach (Float2 d in vals) val += d;
|
||||
return val;
|
||||
}
|
||||
|
||||
public int CompareTo(Float2 other) => Magnitude.CompareTo(other.Magnitude);
|
||||
public override bool Equals([NotNullWhen(true)] object? obj)
|
||||
{
|
||||
if (obj == null || obj.GetType() != typeof(Float2)) return false;
|
||||
return Equals((Float2)obj);
|
||||
}
|
||||
public bool Equals(Float2 other) => x == other.x && y == other.y;
|
||||
public override int GetHashCode() => x.GetHashCode() ^ y.GetHashCode();
|
||||
public override string ToString() => ToString((string?)null);
|
||||
public string ToString(string? provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider);
|
||||
public string ToString(IFormatProvider provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider);
|
||||
|
||||
public object Clone() => new Float2(x, y);
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
||||
public IEnumerator<float> GetEnumerator()
|
||||
{
|
||||
yield return x;
|
||||
yield return y;
|
||||
}
|
||||
|
||||
public float[] ToArray() => new[] { x, y };
|
||||
public List<float> ToList() => new() { x, y };
|
||||
|
||||
public static Float2 operator +(Float2 a, Float2 b) => new(a.x + b.x, a.y + b.y);
|
||||
public static Float2 operator -(Float2 d) => new(-d.x, -d.y);
|
||||
public static Float2 operator -(Float2 a, Float2 b) => new(a.x - b.x, a.y - b.y);
|
||||
public static Float2 operator *(Float2 a, Float2 b) => new(a.x * b.x, a.y * b.y);
|
||||
public static Float2 operator *(Float2 a, float b) => new(a.x * b, a.y * b);
|
||||
public static Float2 operator /(Float2 a, Float2 b) => new(a.x / b.x, a.y / b.y);
|
||||
public static Float2 operator /(Float2 a, float b) => new(a.x / b, a.y / b);
|
||||
public static bool operator ==(Float2 a, Float2 b) => a.Equals(b);
|
||||
public static bool operator !=(Float2 a, Float2 b) => !a.Equals(b);
|
||||
public static bool operator >(Float2 a, Float2 b) => a.CompareTo(b) > 0;
|
||||
public static bool operator <(Float2 a, Float2 b) => a.CompareTo(b) < 0;
|
||||
public static bool operator >=(Float2 a, Float2 b) => a == b || a > b;
|
||||
public static bool operator <=(Float2 a, Float2 b) => a == b || a < b;
|
||||
|
||||
public static explicit operator Float2(Float3 val) => new(val.x, val.y);
|
||||
public static explicit operator Float2(Float4 val) => new(val.x, val.y);
|
||||
public static implicit operator Float2(Int2 val) => new(val.x, val.y);
|
||||
public static explicit operator Float2(Int3 val) => new(val.x, val.y);
|
||||
public static explicit operator Float2(Int4 val) => new(val.x, val.y);
|
||||
public static explicit operator Float2(Vert val) => new(val.position.x, val.position.y);
|
||||
public static implicit operator Float2(Fill<float> fill) => new(fill);
|
||||
public static implicit operator Float2(Fill<int> fill) => new(fill);
|
||||
}
|
||||
202
Nerd_STF/Mathematics/Float3.cs
Normal file
202
Nerd_STF/Mathematics/Float3.cs
Normal file
@ -0,0 +1,202 @@
|
||||
namespace Nerd_STF.Mathematics;
|
||||
|
||||
public struct Float3 : ICloneable, IComparable<Float3>, IEquatable<Float3>, IGroup<float>
|
||||
{
|
||||
public static Float3 Back => new(0, 0, -1);
|
||||
public static Float3 Down => new(0, -1, 0);
|
||||
public static Float3 Forward => new(0, 0, 1);
|
||||
public static Float3 Left => new(-1, 0, 0);
|
||||
public static Float3 Right => new(1, 0, 0);
|
||||
public static Float3 Up => new(0, 1, 0);
|
||||
|
||||
public static Float3 One => new(1, 1, 1);
|
||||
public static Float3 Zero => new(0, 0, 0);
|
||||
|
||||
public float Magnitude => Mathf.Sqrt(x * x + y * y + z * z);
|
||||
public Float3 Normalized => this / Magnitude;
|
||||
|
||||
public Float2 XY => new(x, y);
|
||||
public Float2 XZ => new(x, z);
|
||||
public Float2 YZ => new(y, z);
|
||||
|
||||
public float x, y, z;
|
||||
|
||||
public Float3(float all) : this(all, all, all) { }
|
||||
public Float3(float x, float y) : this(x, y, 0) { }
|
||||
public Float3(float x, float y, float z)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
public Float3(Fill<float> fill) : this(fill(0), fill(1), fill(2)) { }
|
||||
public Float3(Fill<int> fill) : this(fill(0), fill(1), fill(2)) { }
|
||||
|
||||
public float this[int index]
|
||||
{
|
||||
get => index switch
|
||||
{
|
||||
0 => x,
|
||||
1 => y,
|
||||
2 => z,
|
||||
_ => throw new IndexOutOfRangeException(nameof(index)),
|
||||
};
|
||||
set
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
x = value;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
y = value;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
z = value;
|
||||
break;
|
||||
|
||||
default: throw new IndexOutOfRangeException(nameof(index));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Float3 Absolute(Float3 val) =>
|
||||
new(Mathf.Absolute(val.x), Mathf.Absolute(val.y), Mathf.Absolute(val.z));
|
||||
public static Float3 Average(params Float3[] vals) => Sum(vals) / vals.Length;
|
||||
public static Float3 Ceiling(Float3 val) =>
|
||||
new(Mathf.Ceiling(val.x), Mathf.Ceiling(val.y), Mathf.Ceiling(val.z));
|
||||
public static Float3 Clamp(Float3 val, Float3 min, Float3 max) =>
|
||||
new(Mathf.Clamp(val.x, min.x, max.x),
|
||||
Mathf.Clamp(val.y, min.y, max.y),
|
||||
Mathf.Clamp(val.z, min.z, max.z));
|
||||
public static Float3 ClampMagnitude(Float3 val, float minMag, float maxMag)
|
||||
{
|
||||
if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
|
||||
nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
|
||||
float mag = val.Magnitude;
|
||||
if (mag >= minMag && mag <= maxMag) return val;
|
||||
val = val.Normalized;
|
||||
if (mag < minMag) val *= minMag;
|
||||
else if (mag > maxMag) val *= maxMag;
|
||||
return val;
|
||||
}
|
||||
public static Float3 Cross(Float3 a, Float3 b, bool normalized = false)
|
||||
{
|
||||
Float3 val = new(a.y * b.z - b.y * a.z,
|
||||
b.x * a.z - a.x * b.z,
|
||||
a.x * b.y - b.x * a.y);
|
||||
return normalized ? val.Normalized : val;
|
||||
}
|
||||
public static Float3 Divide(Float3 num, params Float3[] vals)
|
||||
{
|
||||
foreach (Float3 d in vals) num /= d;
|
||||
return num;
|
||||
}
|
||||
public static float Dot(Float3 a, Float3 b) => a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
public static float Dot(params Float3[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return 0;
|
||||
float x = 1, y = 1, z = 1;
|
||||
foreach (Float3 d in vals)
|
||||
{
|
||||
x *= d.x;
|
||||
y *= d.y;
|
||||
z *= d.z;
|
||||
}
|
||||
return x + y + z;
|
||||
}
|
||||
public static Float3 Floor(Float3 val) =>
|
||||
new(Mathf.Floor(val.x), Mathf.Floor(val.y), Mathf.Floor(val.z));
|
||||
public static Float3 Lerp(Float3 a, Float3 b, float t, bool clamp = true) =>
|
||||
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp), Mathf.Lerp(a.z, b.z, t, clamp));
|
||||
public static Float3 Median(params Float3[] vals)
|
||||
{
|
||||
float index = Mathf.Average(0, vals.Length - 1);
|
||||
Float3 valA = vals[Mathf.Floor(index)], valB = vals[Mathf.Ceiling(index)];
|
||||
return Average(valA, valB);
|
||||
}
|
||||
public static Float3 Max(params Float3[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Float3 val = vals[0];
|
||||
foreach (Float3 d in vals) val = d > val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Float3 Min(params Float3[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Float3 val = vals[0];
|
||||
foreach (Float3 d in vals) val = d < val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Float3 Multiply(params Float3[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Float3 val = One;
|
||||
foreach (Float3 d in vals) val *= d;
|
||||
return val;
|
||||
}
|
||||
public static Float3 Subtract(Float3 num, params Float3[] vals)
|
||||
{
|
||||
foreach (Float3 d in vals) num -= d;
|
||||
return num;
|
||||
}
|
||||
public static Float3 Sum(params Float3[] vals)
|
||||
{
|
||||
Float3 val = Zero;
|
||||
foreach (Float3 d in vals) val += d;
|
||||
return val;
|
||||
}
|
||||
|
||||
public int CompareTo(Float3 other) => Magnitude.CompareTo(other.Magnitude);
|
||||
public override bool Equals([NotNullWhen(true)] object? obj)
|
||||
{
|
||||
if (obj == null || obj.GetType() != typeof(Float3)) return false;
|
||||
return Equals((Float3)obj);
|
||||
}
|
||||
public bool Equals(Float3 other) => x == other.x && y == other.y && z == other.z;
|
||||
public override int GetHashCode() => x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
|
||||
public override string ToString() => ToString((string?)null);
|
||||
public string ToString(string? provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider);
|
||||
public string ToString(IFormatProvider provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider);
|
||||
|
||||
public object Clone() => new Float3(x, y, z);
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
||||
public IEnumerator<float> GetEnumerator()
|
||||
{
|
||||
yield return x;
|
||||
yield return y;
|
||||
yield return z;
|
||||
}
|
||||
|
||||
public float[] ToArray() => new[] { x, y, z };
|
||||
public List<float> ToList() => new() { x, y, z };
|
||||
|
||||
public static Float3 operator +(Float3 a, Float3 b) => new(a.x + b.x, a.y + b.y, a.z + b.z);
|
||||
public static Float3 operator -(Float3 d) => new(-d.x, -d.y, -d.z);
|
||||
public static Float3 operator -(Float3 a, Float3 b) => new(a.x - b.x, a.y - b.y, a.z - b.z);
|
||||
public static Float3 operator *(Float3 a, Float3 b) => new(a.x * b.x, a.y * b.y, a.z * b.z);
|
||||
public static Float3 operator *(Float3 a, float b) => new(a.x * b, a.y * b, a.z * b);
|
||||
public static Float3 operator /(Float3 a, Float3 b) => new(a.x / b.x, a.y / b.y, a.z / b.z);
|
||||
public static Float3 operator /(Float3 a, float b) => new(a.x / b, a.y / b, a.z / b);
|
||||
public static bool operator ==(Float3 a, Float3 b) => a.Equals(b);
|
||||
public static bool operator !=(Float3 a, Float3 b) => !a.Equals(b);
|
||||
public static bool operator >(Float3 a, Float3 b) => a.CompareTo(b) > 0;
|
||||
public static bool operator <(Float3 a, Float3 b) => a.CompareTo(b) < 0;
|
||||
public static bool operator >=(Float3 a, Float3 b) => a == b || a > b;
|
||||
public static bool operator <=(Float3 a, Float3 b) => a == b || a < b;
|
||||
|
||||
public static implicit operator Float3(Float2 val) => new(val.x, val.y, 0);
|
||||
public static explicit operator Float3(Float4 val) => new(val.x, val.y, val.z);
|
||||
public static implicit operator Float3(Int2 val) => new(val.x, val.y, 0);
|
||||
public static implicit operator Float3(Int3 val) => new(val.x, val.y, val.z);
|
||||
public static explicit operator Float3(Int4 val) => new(val.x, val.y, val.z);
|
||||
public static implicit operator Float3(Vert val) => new(val.position.x, val.position.y, val.position.z);
|
||||
public static implicit operator Float3(Fill<float> fill) => new(fill);
|
||||
public static implicit operator Float3(Fill<int> fill) => new(fill);
|
||||
}
|
||||
218
Nerd_STF/Mathematics/Float4.cs
Normal file
218
Nerd_STF/Mathematics/Float4.cs
Normal file
@ -0,0 +1,218 @@
|
||||
namespace Nerd_STF.Mathematics;
|
||||
|
||||
public struct Float4 : ICloneable, IComparable<Float4>, IEquatable<Float4>, IGroup<float>
|
||||
{
|
||||
public static Float4 Back => new(0, 0, -1, 0);
|
||||
public static Float4 Deep => new(0, 0, 0, -1);
|
||||
public static Float4 Down => new(0, -1, 0, 0);
|
||||
public static Float4 Far => new(0, 0, 0, 1);
|
||||
public static Float4 Forward => new(0, 0, 1, 0);
|
||||
public static Float4 Left => new(-1, 0, 0, 0);
|
||||
public static Float4 Right => new(1, 0, 0, 0);
|
||||
public static Float4 Up => new(0, 1, 0, 0);
|
||||
|
||||
public static Float4 One => new(1, 1, 1, 1);
|
||||
public static Float4 Zero => new(0, 0, 0, 0);
|
||||
|
||||
public float Magnitude => Mathf.Sqrt(x * x + y * y + z * z + w * w);
|
||||
public Float4 Normalized => this / Magnitude;
|
||||
|
||||
public Float2 XY => new(x, y);
|
||||
public Float2 XZ => new(x, z);
|
||||
public Float2 XW => new(x, w);
|
||||
public Float2 YW => new(y, w);
|
||||
public Float2 YZ => new(y, z);
|
||||
public Float2 ZW => new(z, w);
|
||||
|
||||
public Float3 XYW => new(x, y, w);
|
||||
public Float3 XYZ => new(x, y, z);
|
||||
public Float3 YZW => new(y, z, w);
|
||||
public Float3 XZW => new(x, z, w);
|
||||
|
||||
public float x, y, z, w;
|
||||
|
||||
public Float4(float all) : this(all, all, all, all) { }
|
||||
public Float4(float x, float y) : this(x, y, 0, 0) { }
|
||||
public Float4(float x, float y, float z) : this(x, y, z, 0) { }
|
||||
public Float4(float x, float y, float z, float w)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
public Float4(Fill<float> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
|
||||
public Float4(Fill<int> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
|
||||
|
||||
public float this[int index]
|
||||
{
|
||||
get => index switch
|
||||
{
|
||||
0 => x,
|
||||
1 => y,
|
||||
2 => z,
|
||||
3 => w,
|
||||
_ => throw new IndexOutOfRangeException(nameof(index)),
|
||||
};
|
||||
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 IndexOutOfRangeException(nameof(index));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Float4 Absolute(Float4 val) =>
|
||||
new(Mathf.Absolute(val.x), Mathf.Absolute(val.y), Mathf.Absolute(val.z), Mathf.Absolute(val.w));
|
||||
public static Float4 Average(params Float4[] vals) => Sum(vals) / vals.Length;
|
||||
public static Float4 Ceiling(Float4 val) =>
|
||||
new(Mathf.Ceiling(val.x), Mathf.Ceiling(val.y), Mathf.Ceiling(val.z), Mathf.Ceiling(val.w));
|
||||
public static Float4 Clamp(Float4 val, Float4 min, Float4 max) =>
|
||||
new(Mathf.Clamp(val.x, min.x, max.x),
|
||||
Mathf.Clamp(val.y, min.y, max.y),
|
||||
Mathf.Clamp(val.z, min.z, max.z),
|
||||
Mathf.Clamp(val.w, min.w, max.w));
|
||||
public static Float4 ClampMagnitude(Float4 val, float minMag, float maxMag)
|
||||
{
|
||||
if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
|
||||
nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
|
||||
float mag = val.Magnitude;
|
||||
if (mag >= minMag && mag <= maxMag) return val;
|
||||
val = val.Normalized;
|
||||
if (mag < minMag) val *= minMag;
|
||||
else if (mag > maxMag) val *= maxMag;
|
||||
return val;
|
||||
}
|
||||
public static Float4 Divide(Float4 num, params Float4[] vals)
|
||||
{
|
||||
foreach (Float4 d in vals) num /= d;
|
||||
return num;
|
||||
}
|
||||
public static float Dot(Float4 a, Float4 b) => a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
|
||||
public static float Dot(params Float4[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return 0;
|
||||
float x = 1, y = 1, z = 1, w = 1;
|
||||
foreach (Float4 d in vals)
|
||||
{
|
||||
x *= d.x;
|
||||
y *= d.y;
|
||||
z *= d.z;
|
||||
w *= d.w;
|
||||
}
|
||||
return x + y + z;
|
||||
}
|
||||
public static Float4 Floor(Float4 val) =>
|
||||
new(Mathf.Floor(val.x), Mathf.Floor(val.y), Mathf.Floor(val.z), Mathf.Floor(val.w));
|
||||
public static Float4 Lerp(Float4 a, Float4 b, float t, bool clamp = true) =>
|
||||
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp), Mathf.Lerp(a.z, b.z, t, clamp),
|
||||
Mathf.Lerp(a.w, b.w, t, clamp));
|
||||
public static Float4 Median(params Float4[] vals)
|
||||
{
|
||||
float index = Mathf.Average(0, vals.Length - 1);
|
||||
Float4 valA = vals[Mathf.Floor(index)], valB = vals[Mathf.Ceiling(index)];
|
||||
return Average(valA, valB);
|
||||
}
|
||||
public static Float4 Max(params Float4[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Float4 val = vals[0];
|
||||
foreach (Float4 d in vals) val = d > val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Float4 Min(params Float4[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Float4 val = vals[0];
|
||||
foreach (Float4 d in vals) val = d < val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static Float4 Multiply(params Float4[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return Zero;
|
||||
Float4 val = One;
|
||||
foreach (Float4 d in vals) val *= d;
|
||||
return val;
|
||||
}
|
||||
public static Float4 Subtract(Float4 num, params Float4[] vals)
|
||||
{
|
||||
foreach (Float4 d in vals) num -= d;
|
||||
return num;
|
||||
}
|
||||
public static Float4 Sum(params Float4[] vals)
|
||||
{
|
||||
Float4 val = Zero;
|
||||
foreach (Float4 d in vals) val += d;
|
||||
return val;
|
||||
}
|
||||
|
||||
public int CompareTo(Float4 other) => Magnitude.CompareTo(other.Magnitude);
|
||||
public override bool Equals([NotNullWhen(true)] object? obj)
|
||||
{
|
||||
if (obj == null || obj.GetType() != typeof(Float4)) return false;
|
||||
return Equals((Float4)obj);
|
||||
}
|
||||
public bool Equals(Float4 other) => x == other.x && y == other.y && z == other.z && w == other.w;
|
||||
public override int GetHashCode() => x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
|
||||
public override string ToString() => ToString((string?)null);
|
||||
public string ToString(string? provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider)
|
||||
+ " W: " + w.ToString(provider);
|
||||
public string ToString(IFormatProvider provider) =>
|
||||
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider)
|
||||
+ " W: " + w.ToString(provider);
|
||||
|
||||
public object Clone() => new Float4(x, y, z, w);
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
||||
public IEnumerator<float> GetEnumerator()
|
||||
{
|
||||
yield return x;
|
||||
yield return y;
|
||||
yield return z;
|
||||
yield return w;
|
||||
}
|
||||
|
||||
public float[] ToArray() => new[] { x, y, z, w };
|
||||
public List<float> ToList() => new() { x, y, z, w };
|
||||
|
||||
public static Float4 operator +(Float4 a, Float4 b) => new(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
|
||||
public static Float4 operator -(Float4 d) => new(-d.x, -d.y, -d.z, -d.w);
|
||||
public static Float4 operator -(Float4 a, Float4 b) => new(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
|
||||
public static Float4 operator *(Float4 a, Float4 b) => new(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
|
||||
public static Float4 operator *(Float4 a, float b) => new(a.x * b, a.y * b, a.z * b, a.w * b);
|
||||
public static Float4 operator /(Float4 a, Float4 b) => new(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
|
||||
public static Float4 operator /(Float4 a, float b) => new(a.x / b, a.y / b, a.z / b, a.w / b);
|
||||
public static bool operator ==(Float4 a, Float4 b) => a.Equals(b);
|
||||
public static bool operator !=(Float4 a, Float4 b) => !a.Equals(b);
|
||||
public static bool operator >(Float4 a, Float4 b) => a.CompareTo(b) > 0;
|
||||
public static bool operator <(Float4 a, Float4 b) => a.CompareTo(b) < 0;
|
||||
public static bool operator >=(Float4 a, Float4 b) => a == b || a > b;
|
||||
public static bool operator <=(Float4 a, Float4 b) => a == b || a < b;
|
||||
|
||||
public static implicit operator Float4(Float2 val) => new(val.x, val.y, 0, 0);
|
||||
public static implicit operator Float4(Float3 val) => new(val.x, val.y, val.z, 0);
|
||||
public static implicit operator Float4(Int2 val) => new(val.x, val.y, 0, 0);
|
||||
public static implicit operator Float4(Int3 val) => new(val.x, val.y, val.z, 0);
|
||||
public static implicit operator Float4(Int4 val) => new(val.x, val.y, val.z, val.w);
|
||||
public static implicit operator Float4(Vert val) => new(val.position.x, val.position.y, val.position.z, 0);
|
||||
public static implicit operator Float4(Fill<float> fill) => new(fill);
|
||||
public static implicit operator Float4(Fill<int> fill) => new(fill);
|
||||
}
|
||||
@ -2,7 +2,7 @@
|
||||
|
||||
public struct Box2D : ICloneable, IContainer<Vert>, IEquatable<Box2D>
|
||||
{
|
||||
public static Box2D Unit => new(Vert.Zero, Double2.One);
|
||||
public static Box2D Unit => new(Vert.Zero, Float2.One);
|
||||
|
||||
public Vert MaxVert
|
||||
{
|
||||
@ -10,7 +10,7 @@ public struct Box2D : ICloneable, IContainer<Vert>, IEquatable<Box2D>
|
||||
set
|
||||
{
|
||||
Vert diff = center - value;
|
||||
size = (Double2)diff.position * 2;
|
||||
size = (Float2)diff.position * 2;
|
||||
}
|
||||
}
|
||||
public Vert MinVert
|
||||
@ -19,25 +19,25 @@ public struct Box2D : ICloneable, IContainer<Vert>, IEquatable<Box2D>
|
||||
set
|
||||
{
|
||||
Vert diff = center + value;
|
||||
size = (Double2)diff.position * 2;
|
||||
size = (Float2)diff.position * 2;
|
||||
}
|
||||
}
|
||||
|
||||
public double Area => size.x * size.y;
|
||||
public double Perimeter => size.x * 2 + size.y * 2;
|
||||
public float Area => size.x * size.y;
|
||||
public float Perimeter => size.x * 2 + size.y * 2;
|
||||
|
||||
public Vert center;
|
||||
public Double2 size;
|
||||
public Float2 size;
|
||||
|
||||
public Box2D(Vert min, Vert max) : this(Vert.Average(min, max), (Double2)(min - max)) { }
|
||||
public Box2D(Vert center, Double2 size)
|
||||
public Box2D(Vert min, Vert max) : this(Vert.Average(min, max), (Float2)(min - max)) { }
|
||||
public Box2D(Vert center, Float2 size)
|
||||
{
|
||||
this.center = center;
|
||||
this.size = size;
|
||||
}
|
||||
public Box2D(Fill<double> fill) : this(fill, new Double2(fill(3), fill(4))) { }
|
||||
public Box2D(Fill<float> fill) : this(fill, new Float2(fill(3), fill(4))) { }
|
||||
|
||||
public double this[int index]
|
||||
public float this[int index]
|
||||
{
|
||||
get => size[index];
|
||||
set => size[index] = value;
|
||||
@ -46,34 +46,34 @@ public struct Box2D : ICloneable, IContainer<Vert>, IEquatable<Box2D>
|
||||
public static Box2D Absolute(Box2D val) => new(Vert.Absolute(val.MinVert), Vert.Absolute(val.MaxVert));
|
||||
public static Box2D Average(params Box2D[] vals)
|
||||
{
|
||||
(Vert[] centers, Double2[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Average(centers), Double2.Average(sizes));
|
||||
(Vert[] centers, Float2[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Average(centers), Float2.Average(sizes));
|
||||
}
|
||||
public static Box2D Ceiling(Box2D val) => new(Vert.Ceiling(val.center), Double2.Ceiling(val.size));
|
||||
public static Box2D Ceiling(Box2D val) => new(Vert.Ceiling(val.center), Float2.Ceiling(val.size));
|
||||
public static Box2D Clamp(Box2D val, Box2D min, Box2D max) =>
|
||||
new(Vert.Clamp(val.center, min.center, max.center), Double2.Clamp(val.size, min.size, max.size));
|
||||
public static Box2D Floor(Box2D val) => new(Vert.Floor(val.center), Double2.Floor(val.size));
|
||||
new(Vert.Clamp(val.center, min.center, max.center), Float2.Clamp(val.size, min.size, max.size));
|
||||
public static Box2D Floor(Box2D val) => new(Vert.Floor(val.center), Float2.Floor(val.size));
|
||||
public static Box2D Lerp(Box2D a, Box2D b, float t, bool clamp = true) =>
|
||||
new(Vert.Lerp(a.center, b.center, t, clamp), Double2.Lerp(a.size, b.size, t, clamp));
|
||||
new(Vert.Lerp(a.center, b.center, t, clamp), Float2.Lerp(a.size, b.size, t, clamp));
|
||||
public static Box2D Median(params Box2D[] vals)
|
||||
{
|
||||
(Vert[] verts, Double2[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Median(verts), Double2.Median(sizes));
|
||||
(Vert[] verts, Float2[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Median(verts), Float2.Median(sizes));
|
||||
}
|
||||
public static Box2D Max(params Box2D[] vals)
|
||||
{
|
||||
(Vert[] verts, Double2[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Max(verts), Double2.Max(sizes));
|
||||
(Vert[] verts, Float2[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Max(verts), Float2.Max(sizes));
|
||||
}
|
||||
public static Box2D Min(params Box2D[] vals)
|
||||
{
|
||||
(Vert[] verts, Double2[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Min(verts), Double2.Min(sizes));
|
||||
(Vert[] verts, Float2[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Min(verts), Float2.Min(sizes));
|
||||
}
|
||||
public static (Vert[] centers, Double2[] sizes) SplitArray(params Box2D[] vals)
|
||||
public static (Vert[] centers, Float2[] sizes) SplitArray(params Box2D[] vals)
|
||||
{
|
||||
Vert[] centers = new Vert[vals.Length];
|
||||
Double2[] sizes = new Double2[vals.Length];
|
||||
Float2[] sizes = new Float2[vals.Length];
|
||||
|
||||
for (int i = 0; i < vals.Length; i++)
|
||||
{
|
||||
@ -99,24 +99,24 @@ public struct Box2D : ICloneable, IContainer<Vert>, IEquatable<Box2D>
|
||||
|
||||
public bool Contains(Vert vert)
|
||||
{
|
||||
Double2 diff = Double2.Absolute((Double2)(center - vert));
|
||||
Float2 diff = Float2.Absolute((Float2)(center - vert));
|
||||
return diff.x <= size.x && diff.y <= size.y;
|
||||
}
|
||||
|
||||
public object Clone() => new Box2D(center, size);
|
||||
|
||||
public static Box2D operator +(Box2D a, Vert b) => new(a.center + b, a.size);
|
||||
public static Box2D operator +(Box2D a, Double2 b) => new(a.center, a.size + b);
|
||||
public static Box2D operator +(Box2D a, Float2 b) => new(a.center, a.size + b);
|
||||
public static Box2D operator -(Box2D b) => new(-b.MaxVert, -b.MinVert);
|
||||
public static Box2D operator -(Box2D a, Vert b) => new(a.center - b, a.size);
|
||||
public static Box2D operator -(Box2D a, Double2 b) => new(a.center, a.size - b);
|
||||
public static Box2D operator *(Box2D a, double b) => new(a.center * b, a.size * b);
|
||||
public static Box2D operator *(Box2D a, Double2 b) => new(a.center, a.size * b);
|
||||
public static Box2D operator /(Box2D a, double b) => new(a.center / b, a.size / b);
|
||||
public static Box2D operator /(Box2D a, Double2 b) => new(a.center, a.size / b);
|
||||
public static Box2D operator -(Box2D a, Float2 b) => new(a.center, a.size - b);
|
||||
public static Box2D operator *(Box2D a, float b) => new(a.center * b, a.size * b);
|
||||
public static Box2D operator *(Box2D a, Float2 b) => new(a.center, a.size * b);
|
||||
public static Box2D operator /(Box2D a, float b) => new(a.center / b, a.size / b);
|
||||
public static Box2D operator /(Box2D a, Float2 b) => new(a.center, a.size / b);
|
||||
public static bool operator ==(Box2D a, Box2D b) => a.Equals(b);
|
||||
public static bool operator !=(Box2D a, Box2D b) => !a.Equals(b);
|
||||
|
||||
public static implicit operator Box2D(Fill<double> fill) => new(fill);
|
||||
public static explicit operator Box2D(Box3D box) => new(box.center, (Double2)box.size);
|
||||
public static implicit operator Box2D(Fill<float> fill) => new(fill);
|
||||
public static explicit operator Box2D(Box3D box) => new(box.center, (Float2)box.size);
|
||||
}
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
|
||||
public struct Box3D : ICloneable, IContainer<Vert>, IEquatable<Box3D>
|
||||
{
|
||||
public static Box3D Unit => new(Vert.Zero, Double3.One);
|
||||
public static Box3D Unit => new(Vert.Zero, Float3.One);
|
||||
|
||||
public Vert MaxVert
|
||||
{
|
||||
@ -23,22 +23,22 @@ public struct Box3D : ICloneable, IContainer<Vert>, IEquatable<Box3D>
|
||||
}
|
||||
}
|
||||
|
||||
public double Area => size.x * size.y * size.z;
|
||||
public double Perimeter => size.x * 2 + size.y * 2 + size.z * 2;
|
||||
public float Area => size.x * size.y * size.z;
|
||||
public float Perimeter => size.x * 2 + size.y * 2 + size.z * 2;
|
||||
|
||||
public Vert center;
|
||||
public Double3 size;
|
||||
public Float3 size;
|
||||
|
||||
public Box3D(Box2D box) : this(box.center, (Double3)box.size) { }
|
||||
public Box3D(Vert min, Vert max) : this(Vert.Average(min, max), (Double3)(min - max)) { }
|
||||
public Box3D(Vert center, Double3 size)
|
||||
public Box3D(Box2D box) : this(box.center, (Float3)box.size) { }
|
||||
public Box3D(Vert min, Vert max) : this(Vert.Average(min, max), (Float3)(min - max)) { }
|
||||
public Box3D(Vert center, Float3 size)
|
||||
{
|
||||
this.center = center;
|
||||
this.size = size;
|
||||
}
|
||||
public Box3D(Fill<double> fill) : this(fill, new Double3(fill(3), fill(4), fill(5))) { }
|
||||
public Box3D(Fill<float> fill) : this(fill, new Float3(fill(3), fill(4), fill(5))) { }
|
||||
|
||||
public double this[int index]
|
||||
public float this[int index]
|
||||
{
|
||||
get => size[index];
|
||||
set => size[index] = value;
|
||||
@ -47,34 +47,34 @@ public struct Box3D : ICloneable, IContainer<Vert>, IEquatable<Box3D>
|
||||
public static Box3D Absolute(Box3D val) => new(Vert.Absolute(val.MinVert), Vert.Absolute(val.MaxVert));
|
||||
public static Box3D Average(params Box3D[] vals)
|
||||
{
|
||||
(Vert[] centers, Double3[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Average(centers), Double3.Average(sizes));
|
||||
(Vert[] centers, Float3[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Average(centers), Float3.Average(sizes));
|
||||
}
|
||||
public static Box3D Ceiling(Box3D val) => new(Vert.Ceiling(val.center), Double3.Ceiling(val.size));
|
||||
public static Box3D Ceiling(Box3D val) => new(Vert.Ceiling(val.center), Float3.Ceiling(val.size));
|
||||
public static Box3D Clamp(Box3D val, Box3D min, Box3D max) =>
|
||||
new(Vert.Clamp(val.center, min.center, max.center), Double3.Clamp(val.size, min.size, max.size));
|
||||
public static Box3D Floor(Box3D val) => new(Vert.Floor(val.center), Double3.Floor(val.size));
|
||||
new(Vert.Clamp(val.center, min.center, max.center), Float3.Clamp(val.size, min.size, max.size));
|
||||
public static Box3D Floor(Box3D val) => new(Vert.Floor(val.center), Float3.Floor(val.size));
|
||||
public static Box3D Lerp(Box3D a, Box3D b, float t, bool clamp = true) =>
|
||||
new(Vert.Lerp(a.center, b.center, t, clamp), Double3.Lerp(a.size, b.size, t, clamp));
|
||||
new(Vert.Lerp(a.center, b.center, t, clamp), Float3.Lerp(a.size, b.size, t, clamp));
|
||||
public static Box3D Median(params Box3D[] vals)
|
||||
{
|
||||
(Vert[] verts, Double3[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Median(verts), Double3.Median(sizes));
|
||||
(Vert[] verts, Float3[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Median(verts), Float3.Median(sizes));
|
||||
}
|
||||
public static Box3D Max(params Box3D[] vals)
|
||||
{
|
||||
(Vert[] verts, Double3[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Max(verts), Double3.Max(sizes));
|
||||
(Vert[] verts, Float3[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Max(verts), Float3.Max(sizes));
|
||||
}
|
||||
public static Box3D Min(params Box3D[] vals)
|
||||
{
|
||||
(Vert[] verts, Double3[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Min(verts), Double3.Min(sizes));
|
||||
(Vert[] verts, Float3[] sizes) = SplitArray(vals);
|
||||
return new(Vert.Min(verts), Float3.Min(sizes));
|
||||
}
|
||||
public static (Vert[] centers, Double3[] sizes) SplitArray(params Box3D[] vals)
|
||||
public static (Vert[] centers, Float3[] sizes) SplitArray(params Box3D[] vals)
|
||||
{
|
||||
Vert[] centers = new Vert[vals.Length];
|
||||
Double3[] sizes = new Double3[vals.Length];
|
||||
Float3[] sizes = new Float3[vals.Length];
|
||||
|
||||
for (int i = 0; i < vals.Length; i++)
|
||||
{
|
||||
@ -100,23 +100,23 @@ public struct Box3D : ICloneable, IContainer<Vert>, IEquatable<Box3D>
|
||||
|
||||
public bool Contains(Vert vert)
|
||||
{
|
||||
Double3 diff = Double3.Absolute(center - vert);
|
||||
Float3 diff = Float3.Absolute(center - vert);
|
||||
return diff.x <= size.x && diff.y <= size.y && diff.z <= size.z;
|
||||
}
|
||||
public object Clone() => new Box3D(center, size);
|
||||
|
||||
public static Box3D operator +(Box3D a, Vert b) => new(a.center + b, a.size);
|
||||
public static Box3D operator +(Box3D a, Double3 b) => new(a.center, a.size + b);
|
||||
public static Box3D operator +(Box3D a, Float3 b) => new(a.center, a.size + b);
|
||||
public static Box3D operator -(Box3D b) => new(-b.MaxVert, -b.MinVert);
|
||||
public static Box3D operator -(Box3D a, Vert b) => new(a.center - b, a.size);
|
||||
public static Box3D operator -(Box3D a, Double3 b) => new(a.center, a.size - b);
|
||||
public static Box3D operator *(Box3D a, double b) => new(a.center * b, a.size * b);
|
||||
public static Box3D operator *(Box3D a, Double3 b) => new(a.center, a.size * b);
|
||||
public static Box3D operator /(Box3D a, double b) => new(a.center / b, a.size / b);
|
||||
public static Box3D operator /(Box3D a, Double3 b) => new(a.center, a.size / b);
|
||||
public static Box3D operator -(Box3D a, Float3 b) => new(a.center, a.size - b);
|
||||
public static Box3D operator *(Box3D a, float b) => new(a.center * b, a.size * b);
|
||||
public static Box3D operator *(Box3D a, Float3 b) => new(a.center, a.size * b);
|
||||
public static Box3D operator /(Box3D a, float b) => new(a.center / b, a.size / b);
|
||||
public static Box3D operator /(Box3D a, Float3 b) => new(a.center, a.size / b);
|
||||
public static bool operator ==(Box3D a, Box3D b) => a.Equals(b);
|
||||
public static bool operator !=(Box3D a, Box3D b) => !a.Equals(b);
|
||||
|
||||
public static implicit operator Box3D(Fill<double> fill) => new(fill);
|
||||
public static implicit operator Box3D(Fill<float> fill) => new(fill);
|
||||
public static implicit operator Box3D(Box2D box) => new(box);
|
||||
}
|
||||
|
||||
@ -13,7 +13,7 @@ public struct Line : ICloneable, IClosest<Vert>, IComparable<Line>, IContainer<V
|
||||
public static Line One => new(Vert.Zero, Vert.One);
|
||||
public static Line Zero => new(Vert.Zero, Vert.Zero);
|
||||
|
||||
public double Length => (b - a).Magnitude;
|
||||
public float Length => (b - a).Magnitude;
|
||||
|
||||
public Vert a, b;
|
||||
|
||||
@ -22,13 +22,13 @@ public struct Line : ICloneable, IClosest<Vert>, IComparable<Line>, IContainer<V
|
||||
this.a = a;
|
||||
this.b = b;
|
||||
}
|
||||
public Line(double x1, double y1, double x2, double y2) : this(new(x1, y1), new(x2, y2)) { }
|
||||
public Line(double x1, double y1, double z1, double x2, double y2, double z2)
|
||||
public Line(float x1, float y1, float x2, float y2) : this(new(x1, y1), new(x2, y2)) { }
|
||||
public Line(float x1, float y1, float z1, float x2, float y2, float z2)
|
||||
: this(new(x1, y1, z1), new(x2, y2, z2)) { }
|
||||
public Line(Fill<Vert> fill) : this(fill(0), fill(1)) { }
|
||||
public Line(Fill<Double3> fill) : this(new(fill(0)), new(fill(1))) { }
|
||||
public Line(Fill<Float3> fill) : this(new(fill(0)), new(fill(1))) { }
|
||||
public Line(Fill<Int3> fill) : this(new(fill(0)), new(fill(1))) { }
|
||||
public Line(Fill<double> fill) : this(new(fill(0), fill(1), fill(2)), new(fill(3), fill(4), fill(5))) { }
|
||||
public Line(Fill<float> fill) : this(new(fill(0), fill(1), fill(2)), new(fill(3), fill(4), fill(5))) { }
|
||||
public Line(Fill<int> fill) : this(new(fill(0), fill(1), fill(2)), new(fill(3), fill(4), fill(5))) { }
|
||||
|
||||
public Vert this[int index]
|
||||
@ -66,7 +66,7 @@ public struct Line : ICloneable, IClosest<Vert>, IComparable<Line>, IContainer<V
|
||||
public static Line Clamp(Line val, Line min, Line max) =>
|
||||
new(Vert.Clamp(val.a, min.a, max.a), Vert.Clamp(val.b, min.b, max.b));
|
||||
public static Line Floor(Line val) => new(Vert.Floor(val.a), Vert.Floor(val.b));
|
||||
public static Line Lerp(Line a, Line b, double t, bool clamp = true) =>
|
||||
public static Line Lerp(Line a, Line b, float t, bool clamp = true) =>
|
||||
new(Vert.Lerp(a.a, b.a, t, clamp), Vert.Lerp(a.b, b.b, t, clamp));
|
||||
public static Line Median(params Line[] vals)
|
||||
{
|
||||
@ -114,16 +114,16 @@ public struct Line : ICloneable, IClosest<Vert>, IComparable<Line>, IContainer<V
|
||||
|
||||
public bool Contains(Vert vert)
|
||||
{
|
||||
Double3 diffA = a - vert, diffB = a - b;
|
||||
double lerpVal = diffA.Magnitude / diffB.Magnitude;
|
||||
Float3 diffA = a - vert, diffB = a - b;
|
||||
float lerpVal = diffA.Magnitude / diffB.Magnitude;
|
||||
return Vert.Lerp(a, b, lerpVal) == vert;
|
||||
}
|
||||
|
||||
public Vert ClosestTo(Vert vert) => ClosestTo(vert, Calculus.DefaultStep);
|
||||
public Vert ClosestTo(Vert vert, double step)
|
||||
public Vert ClosestTo(Vert vert, float step)
|
||||
{
|
||||
Vert closestA = a, closestB = b;
|
||||
for (double t = 0; t <= 1; t += step)
|
||||
for (float t = 0; t <= 1; t += step)
|
||||
{
|
||||
Vert valA = Vert.Lerp(a, b, t);
|
||||
Vert valB = Vert.Lerp(b, a, t);
|
||||
@ -143,7 +143,7 @@ public struct Line : ICloneable, IClosest<Vert>, IComparable<Line>, IContainer<V
|
||||
|
||||
public Line[] Subdivide()
|
||||
{
|
||||
Vert middle = Vert.Lerp(a, b, 0.5);
|
||||
Vert middle = Vert.Lerp(a, b, 0.5f);
|
||||
return new Line[] { new(a, middle), new(middle, b) };
|
||||
}
|
||||
public Line[] Subdivide(int iterations)
|
||||
@ -162,9 +162,9 @@ public struct Line : ICloneable, IClosest<Vert>, IComparable<Line>, IContainer<V
|
||||
public Vert[] ToArray() => new Vert[] { a, b };
|
||||
public List<Vert> ToList() => new() { a, b };
|
||||
|
||||
public double[] ToDoubleArray() => new double[] { a.position.x, a.position.y, a.position.z,
|
||||
public float[] ToDoubleArray() => new float[] { a.position.x, a.position.y, a.position.z,
|
||||
b.position.x, b.position.y, b.position.z };
|
||||
public List<double> ToDoubleList() => new() { a.position.x, a.position.y, a.position.z,
|
||||
public List<float> ToDoubleList() => new() { a.position.x, a.position.y, a.position.z,
|
||||
b.position.x, b.position.y, b.position.z };
|
||||
|
||||
public static Line operator +(Line a, Line b) => new(a.a + b.a, a.b + b.b);
|
||||
@ -174,10 +174,10 @@ public struct Line : ICloneable, IClosest<Vert>, IComparable<Line>, IContainer<V
|
||||
public static Line operator -(Line a, Vert b) => new(a.a - b, a.b - b);
|
||||
public static Line operator *(Line a, Line b) => new(a.a * b.a, a.b * b.b);
|
||||
public static Line operator *(Line a, Vert b) => new(a.a * b, a.b * b);
|
||||
public static Line operator *(Line a, double b) => new(a.a * b, a.b * b);
|
||||
public static Line operator *(Line a, float b) => new(a.a * b, a.b * b);
|
||||
public static Line operator /(Line a, Line b) => new(a.a / b.a, a.b / b.b);
|
||||
public static Line operator /(Line a, Vert b) => new(a.a / b, a.b / b);
|
||||
public static Line operator /(Line a, double b) => new(a.a / b, a.b / b);
|
||||
public static Line operator /(Line a, float b) => new(a.a / b, a.b / b);
|
||||
public static bool operator ==(Line a, Line b) => a.Equals(b);
|
||||
public static bool operator !=(Line a, Line b) => !a.Equals(b);
|
||||
public static bool operator >(Line a, Line b) => a.CompareTo(b) > 0;
|
||||
@ -186,8 +186,8 @@ public struct Line : ICloneable, IClosest<Vert>, IComparable<Line>, IContainer<V
|
||||
public static bool operator <=(Line a, Line b) => a < b || a == b;
|
||||
|
||||
public static implicit operator Line(Fill<Vert> fill) => new(fill);
|
||||
public static implicit operator Line(Fill<Double3> fill) => new(fill);
|
||||
public static implicit operator Line(Fill<Float3> fill) => new(fill);
|
||||
public static implicit operator Line(Fill<Int3> fill) => new(fill);
|
||||
public static implicit operator Line(Fill<double> fill) => new(fill);
|
||||
public static implicit operator Line(Fill<float> fill) => new(fill);
|
||||
public static implicit operator Line(Fill<int> fill) => new(fill);
|
||||
}
|
||||
|
||||
@ -26,20 +26,20 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
|
||||
[Obsolete("This method uses the Polygon.Triangulate() function, which has issues. It will be fixed in a " +
|
||||
"future update.")]
|
||||
public double Area
|
||||
public float Area
|
||||
{
|
||||
get
|
||||
{
|
||||
double val = 0;
|
||||
float val = 0;
|
||||
foreach (Triangle t in Triangulate()) val += t.Area;
|
||||
return val;
|
||||
}
|
||||
}
|
||||
public double Perimeter
|
||||
public float Perimeter
|
||||
{
|
||||
get
|
||||
{
|
||||
double val = 0;
|
||||
float val = 0;
|
||||
foreach (Line l in Lines) val += l.Length;
|
||||
return val;
|
||||
}
|
||||
@ -62,7 +62,7 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
}
|
||||
this = new(verts.ToArray());
|
||||
}
|
||||
public Polygon(Fill<Double3?> fill)
|
||||
public Polygon(Fill<Float3?> fill)
|
||||
{
|
||||
List<Vert> verts = new();
|
||||
int i = 0;
|
||||
@ -92,7 +92,7 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
for (int i = 0; i < length; i++) verts.Add(fill(i));
|
||||
this = new(verts.ToArray());
|
||||
}
|
||||
public Polygon(Fill<Double3> fill, int length)
|
||||
public Polygon(Fill<Float3> fill, int length)
|
||||
{
|
||||
List<Vert> verts = new();
|
||||
for (int i = 0; i < length; i++) verts.Add(fill(i));
|
||||
@ -104,7 +104,7 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
for (int i = 0; i < length; i++) lines.Add(fill(i));
|
||||
this = new(lines.ToArray());
|
||||
}
|
||||
public Polygon(params Double3[] verts)
|
||||
public Polygon(params Float3[] verts)
|
||||
{
|
||||
p_verts = new Vert[verts.Length];
|
||||
for (int i = 0; i < verts.Length; i++) p_verts[i] = verts[i];
|
||||
@ -132,7 +132,7 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
List<Vert> parts = new();
|
||||
for (int i = 0; i < vertCount; i++)
|
||||
{
|
||||
double val = Mathf.Tau * i / vertCount;
|
||||
float val = Mathf.Tau * i / vertCount;
|
||||
parts.Add(new(Mathf.Cos(val), Mathf.Sin(val)));
|
||||
}
|
||||
return new(parts.ToArray());
|
||||
@ -182,7 +182,7 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
for (int i = 0; i < v.Length; i++) v[i] = Vert.Floor(v[i]);
|
||||
return new(v);
|
||||
}
|
||||
public static Polygon Lerp(Polygon a, Polygon b, double t, bool clamp = true)
|
||||
public static Polygon Lerp(Polygon a, Polygon b, float t, bool clamp = true)
|
||||
{
|
||||
if (!CheckVerts(a, b)) throw new DifferingVertCountException(a, b);
|
||||
Line[][] lines = new Line[2][] { a.Lines, b.Lines };
|
||||
@ -245,10 +245,10 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
return new(res);
|
||||
}
|
||||
|
||||
public static double[] ToDoubleArrayAll(params Polygon[] polys) => ToDoubleListAll(polys).ToArray();
|
||||
public static List<double> ToDoubleListAll(params Polygon[] polys)
|
||||
public static float[] ToDoubleArrayAll(params Polygon[] polys) => ToDoubleListAll(polys).ToArray();
|
||||
public static List<float> ToDoubleListAll(params Polygon[] polys)
|
||||
{
|
||||
List<double> vals = new();
|
||||
List<float> vals = new();
|
||||
foreach (Polygon poly in polys) vals.AddRange(poly.ToDoubleArray());
|
||||
return vals;
|
||||
}
|
||||
@ -286,9 +286,9 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
public Vert[] ToArray() => Verts;
|
||||
public List<Vert> ToList() => new(Verts);
|
||||
|
||||
public double[] ToDoubleArray()
|
||||
public float[] ToDoubleArray()
|
||||
{
|
||||
double[] vals = new double[Verts.Length * 3];
|
||||
float[] vals = new float[Verts.Length * 3];
|
||||
for (int i = 0; i < Verts.Length; i++)
|
||||
{
|
||||
int pos = i * 3;
|
||||
@ -298,7 +298,7 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
}
|
||||
return vals;
|
||||
}
|
||||
public List<double> ToDoubleList() => new(ToDoubleArray());
|
||||
public List<float> ToDoubleList() => new(ToDoubleArray());
|
||||
|
||||
public Polygon Subdivide()
|
||||
{
|
||||
@ -323,7 +323,7 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
{
|
||||
for (int factor = 0; factor < segments; factor++)
|
||||
{
|
||||
double unit = factor / (double)(segments * 2), unit2 = unit + 0.5, lastUnit = unit * 2;
|
||||
float unit = factor / (float)(segments * 2), unit2 = unit + 0.5f, lastUnit = unit * 2;
|
||||
Vert p1, p2;
|
||||
if (i == Verts.Length - 1)
|
||||
{
|
||||
@ -500,10 +500,10 @@ public struct Polygon : ICloneable, IEquatable<Polygon>, IGroup<Vert>, ISubdivid
|
||||
public static bool operator !=(Polygon a, Polygon b) => !a.Equals(b);
|
||||
|
||||
public static implicit operator Polygon(Fill<Vert?> fill) => new(fill);
|
||||
public static implicit operator Polygon(Fill<Double3?> fill) => new(fill);
|
||||
public static implicit operator Polygon(Fill<Float3?> fill) => new(fill);
|
||||
public static implicit operator Polygon(Fill<Line?> fill) => new(fill);
|
||||
public static implicit operator Polygon(Vert[] verts) => new(verts);
|
||||
public static implicit operator Polygon(Double3[] verts) => new(verts);
|
||||
public static implicit operator Polygon(Float3[] verts) => new(verts);
|
||||
public static implicit operator Polygon(Line[] lines) => new(lines);
|
||||
public static implicit operator Polygon(Triangle tri) => new(tri.AB, tri.BC, tri.CA);
|
||||
public static implicit operator Polygon(Quadrilateral quad) => new(quad.AB, quad.BC, quad.CD, quad.DA);
|
||||
|
||||
@ -94,16 +94,16 @@ public struct Quadrilateral : ICloneable, IEquatable<Quadrilateral>, IGroup<Vert
|
||||
private Vert p_a, p_b, p_c, p_d;
|
||||
private Line p_ab, p_bc, p_cd, p_da;
|
||||
|
||||
public double Area
|
||||
public float Area
|
||||
{
|
||||
get
|
||||
{
|
||||
double val = 0;
|
||||
float val = 0;
|
||||
foreach (Triangle t in Triangulate()) val += t.Area;
|
||||
return val;
|
||||
}
|
||||
}
|
||||
public double Perimeter => AB.Length + BC.Length + CD.Length + DA.Length;
|
||||
public float Perimeter => AB.Length + BC.Length + CD.Length + DA.Length;
|
||||
|
||||
public Quadrilateral(Vert a, Vert b, Vert c, Vert d)
|
||||
{
|
||||
@ -130,16 +130,16 @@ public struct Quadrilateral : ICloneable, IEquatable<Quadrilateral>, IGroup<Vert
|
||||
p_cd = cd;
|
||||
p_da = da;
|
||||
}
|
||||
public Quadrilateral(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
|
||||
public Quadrilateral(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)
|
||||
: this(new Vert(x1, y1), new(x2, y2), new(x3, y3), new(x4, y4)) { }
|
||||
public Quadrilateral(double x1, double y1, double z1, double x2, double y2, double z2, double x3, double y3,
|
||||
double z3, double x4, double y4, double z4)
|
||||
public Quadrilateral(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3,
|
||||
float z3, float x4, float y4, float z4)
|
||||
: this(new Vert(x1, y1, z1), new(x2, y2, z2), new(x3, y3, z3), new(x4, y4, z4)) { }
|
||||
public Quadrilateral(Fill<Double3> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
|
||||
public Quadrilateral(Fill<Float3> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
|
||||
public Quadrilateral(Fill<Int3> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
|
||||
public Quadrilateral(Fill<Vert> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
|
||||
public Quadrilateral(Fill<Line> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
|
||||
public Quadrilateral(Fill<double> fill) : this(fill(0), fill(1), fill(2), fill(3), fill(4), fill(5), fill(6),
|
||||
public Quadrilateral(Fill<float> fill) : this(fill(0), fill(1), fill(2), fill(3), fill(4), fill(5), fill(6),
|
||||
fill(7), fill(8), fill(9), fill(10), fill(11)) { }
|
||||
public Quadrilateral(Fill<int> fill) : this(fill(0), fill(1), fill(2), fill(3), fill(4), fill(5), fill(6),
|
||||
fill(7), fill(8), fill(9), fill(10), fill(11)) { }
|
||||
@ -193,7 +193,7 @@ public struct Quadrilateral : ICloneable, IEquatable<Quadrilateral>, IGroup<Vert
|
||||
Vert.Clamp(val.D, min.D, max.D));
|
||||
public static Quadrilateral Floor(Quadrilateral val) =>
|
||||
new(Vert.Floor(val.A), Vert.Floor(val.B), Vert.Floor(val.C), Vert.Floor(val.D));
|
||||
public static Quadrilateral Lerp(Quadrilateral a, Quadrilateral b, double t, bool clamp = true) =>
|
||||
public static Quadrilateral Lerp(Quadrilateral a, Quadrilateral b, float t, bool clamp = true) =>
|
||||
new(Vert.Lerp(a.A, b.A, t, clamp), Vert.Lerp(a.B, b.B, t, clamp), Vert.Lerp(a.C, b.C, t, clamp),
|
||||
Vert.Lerp(a.D, b.D, t, clamp));
|
||||
public static Quadrilateral Max(params Quadrilateral[] vals)
|
||||
@ -241,9 +241,9 @@ public struct Quadrilateral : ICloneable, IEquatable<Quadrilateral>, IGroup<Vert
|
||||
return (ab, bc, cd, da);
|
||||
}
|
||||
|
||||
public static double[] ToDoubleArrayAll(params Quadrilateral[] quads)
|
||||
public static float[] ToDoubleArrayAll(params Quadrilateral[] quads)
|
||||
{
|
||||
double[] vals = new double[quads.Length * 12];
|
||||
float[] vals = new float[quads.Length * 12];
|
||||
for (int i = 0; i < quads.Length; i++)
|
||||
{
|
||||
int pos = i * 12;
|
||||
@ -262,7 +262,7 @@ public struct Quadrilateral : ICloneable, IEquatable<Quadrilateral>, IGroup<Vert
|
||||
}
|
||||
return vals;
|
||||
}
|
||||
public static List<double> ToDoubleListAll(params Quadrilateral[] quads) => new(ToDoubleArrayAll(quads));
|
||||
public static List<float> ToDoubleListAll(params Quadrilateral[] quads) => new(ToDoubleArrayAll(quads));
|
||||
|
||||
public override bool Equals([NotNullWhen(true)] object? obj)
|
||||
{
|
||||
@ -291,11 +291,11 @@ public struct Quadrilateral : ICloneable, IEquatable<Quadrilateral>, IGroup<Vert
|
||||
public Vert[] ToArray() => new Vert[] { A, B, C, D };
|
||||
public List<Vert> ToList() => new() { A, B, C, D };
|
||||
|
||||
public double[] ToDoubleArray() => new double[] { A.position.x, A.position.y, A.position.z,
|
||||
public float[] ToDoubleArray() => new float[] { A.position.x, A.position.y, A.position.z,
|
||||
B.position.x, B.position.y, B.position.z,
|
||||
C.position.x, C.position.y, C.position.z,
|
||||
D.position.x, D.position.y, D.position.z };
|
||||
public List<double> ToDoubleList() => new() { A.position.x, A.position.y, A.position.z,
|
||||
public List<float> ToDoubleList() => new() { A.position.x, A.position.y, A.position.z,
|
||||
B.position.x, B.position.y, B.position.z,
|
||||
C.position.x, C.position.y, C.position.z,
|
||||
D.position.x, D.position.y, D.position.z };
|
||||
@ -313,19 +313,19 @@ public struct Quadrilateral : ICloneable, IEquatable<Quadrilateral>, IGroup<Vert
|
||||
public static Quadrilateral operator *(Quadrilateral a, Quadrilateral b) => new(a.A * b.A, a.B * b.B,
|
||||
a.C * b.C, a.D * b.D);
|
||||
public static Quadrilateral operator *(Quadrilateral a, Vert b) => new(a.A * b, a.B * b, a.C * b, a.D * b);
|
||||
public static Quadrilateral operator *(Quadrilateral a, double b) => new(a.A * b, a.B * b, a.C * b, a.D * b);
|
||||
public static Quadrilateral operator *(Quadrilateral a, float b) => new(a.A * b, a.B * b, a.C * b, a.D * b);
|
||||
public static Quadrilateral operator /(Quadrilateral a, Quadrilateral b) => new(a.A / b.A, a.B / b.B,
|
||||
a.C / b.C, a.D / b.D);
|
||||
public static Quadrilateral operator /(Quadrilateral a, Vert b) => new(a.A / b, a.B / b, a.C / b, a.D / b);
|
||||
public static Quadrilateral operator /(Quadrilateral a, double b) => new(a.A / b, a.B / b, a.C / b, a.D / b);
|
||||
public static Quadrilateral operator /(Quadrilateral a, float b) => new(a.A / b, a.B / b, a.C / b, a.D / b);
|
||||
public static bool operator ==(Quadrilateral a, Quadrilateral b) => a.Equals(b);
|
||||
public static bool operator !=(Quadrilateral a, Quadrilateral b) => !a.Equals(b);
|
||||
|
||||
public static implicit operator Quadrilateral(Fill<Vert> fill) => new(fill);
|
||||
public static implicit operator Quadrilateral(Fill<Double3> fill) => new(fill);
|
||||
public static implicit operator Quadrilateral(Fill<Float3> fill) => new(fill);
|
||||
public static implicit operator Quadrilateral(Fill<Int3> fill) => new(fill);
|
||||
public static implicit operator Quadrilateral(Fill<Line> fill) => new(fill);
|
||||
public static implicit operator Quadrilateral(Fill<double> fill) => new(fill);
|
||||
public static implicit operator Quadrilateral(Fill<float> fill) => new(fill);
|
||||
public static implicit operator Quadrilateral(Fill<int> fill) => new(fill);
|
||||
public static explicit operator Quadrilateral(Polygon poly) => new(poly.Lines[0], poly.Lines[1],
|
||||
poly.Lines[2], poly.Lines[3]);
|
||||
|
||||
@ -1,64 +1,64 @@
|
||||
namespace Nerd_STF.Mathematics.Geometry;
|
||||
|
||||
public struct Sphere : ICloneable, IClosest<Vert>, IComparable<Sphere>, IComparable<double>, IContainer<Vert>,
|
||||
IEquatable<Sphere>, IEquatable<double>
|
||||
public struct Sphere : ICloneable, IClosest<Vert>, IComparable<Sphere>, IComparable<float>, IContainer<Vert>,
|
||||
IEquatable<Sphere>, IEquatable<float>
|
||||
{
|
||||
public static Sphere Unit => new(Vert.Zero, 1);
|
||||
|
||||
public Vert center;
|
||||
public double radius;
|
||||
public float radius;
|
||||
|
||||
public double SurfaceArea => 4 * Mathf.Pi * radius * radius;
|
||||
public double Volume => 4 / 3 * (Mathf.Pi * radius * radius * radius);
|
||||
public float SurfaceArea => 4 * Mathf.Pi * radius * radius;
|
||||
public float Volume => 4 / 3 * (Mathf.Pi * radius * radius * radius);
|
||||
|
||||
public static Sphere FromDiameter(Vert a, Vert b) => new(Vert.Average(a, b), (a - b).Magnitude / 2);
|
||||
public static Sphere FromRadius(Vert center, Vert radius) => new(center, (center - radius).Magnitude);
|
||||
|
||||
public Sphere(Vert center, double radius)
|
||||
public Sphere(Vert center, float radius)
|
||||
{
|
||||
this.center = center;
|
||||
this.radius = radius;
|
||||
}
|
||||
public Sphere(double cX, double cY, double radius) : this(new Vert(cX, cY), radius) { }
|
||||
public Sphere(double cX, double cY, double cZ, double radius) : this(new Vert(cX, cY, cZ), radius) { }
|
||||
public Sphere(Fill<double> fill, double radius) : this(new Vert(fill), radius) { }
|
||||
public Sphere(Fill<double> fill) : this(new Vert(fill), fill(3)) { }
|
||||
public Sphere(Fill<int> fill, double radius) : this(new Vert(fill), radius) { }
|
||||
public Sphere(float cX, float cY, float radius) : this(new Vert(cX, cY), radius) { }
|
||||
public Sphere(float cX, float cY, float cZ, float radius) : this(new Vert(cX, cY, cZ), radius) { }
|
||||
public Sphere(Fill<float> fill, float radius) : this(new Vert(fill), radius) { }
|
||||
public Sphere(Fill<float> fill) : this(new Vert(fill), fill(3)) { }
|
||||
public Sphere(Fill<int> fill, float radius) : this(new Vert(fill), radius) { }
|
||||
public Sphere(Fill<int> fill) : this(new Vert(fill), fill(3)) { }
|
||||
public Sphere(Fill<Vert> fill, double radius) : this(fill(0), radius) { }
|
||||
public Sphere(Fill<Vert> fillA, Fill<double> fillB) : this(fillA(0), fillB(0)) { }
|
||||
public Sphere(Fill<Vert> fill, float radius) : this(fill(0), radius) { }
|
||||
public Sphere(Fill<Vert> fillA, Fill<float> fillB) : this(fillA(0), fillB(0)) { }
|
||||
|
||||
public static Sphere Average(params Sphere[] vals)
|
||||
{
|
||||
(Vert[] centers, double[] radii) = SplitArray(vals);
|
||||
(Vert[] centers, float[] radii) = SplitArray(vals);
|
||||
return new(Vert.Average(centers), Mathf.Average(radii));
|
||||
}
|
||||
public static Sphere Ceiling(Sphere val) => new(Vert.Ceiling(val.center), Mathf.Ceiling(val.radius));
|
||||
public static Sphere Clamp(Sphere val, Sphere min, Sphere max) =>
|
||||
new(Vert.Clamp(val.center, min.center, max.center), Mathf.Clamp(val.radius, min.radius, max.radius));
|
||||
public static Sphere Floor(Sphere val) => new(Vert.Floor(val.center), Mathf.Floor(val.radius));
|
||||
public static Sphere Lerp(Sphere a, Sphere b, double t, bool clamp = true) =>
|
||||
public static Sphere Lerp(Sphere a, Sphere b, float t, bool clamp = true) =>
|
||||
new(Vert.Lerp(a.center, b.center, t, clamp), Mathf.Lerp(a.radius, b.radius, t, clamp));
|
||||
public static Sphere Max(params Sphere[] vals)
|
||||
{
|
||||
(Vert[] centers, double[] radii) = SplitArray(vals);
|
||||
(Vert[] centers, float[] radii) = SplitArray(vals);
|
||||
return new(Vert.Max(centers), Mathf.Max(radii));
|
||||
}
|
||||
public static Sphere Median(params Sphere[] vals)
|
||||
{
|
||||
(Vert[] centers, double[] radii) = SplitArray(vals);
|
||||
(Vert[] centers, float[] radii) = SplitArray(vals);
|
||||
return new(Vert.Median(centers), Mathf.Median(radii));
|
||||
}
|
||||
public static Sphere Min(params Sphere[] vals)
|
||||
{
|
||||
(Vert[] centers, double[] radii) = SplitArray(vals);
|
||||
(Vert[] centers, float[] radii) = SplitArray(vals);
|
||||
return new(Vert.Min(centers), Mathf.Min(radii));
|
||||
}
|
||||
|
||||
public static (Vert[] centers, double[] radii) SplitArray(params Sphere[] spheres)
|
||||
public static (Vert[] centers, float[] radii) SplitArray(params Sphere[] spheres)
|
||||
{
|
||||
Vert[] centers = new Vert[spheres.Length];
|
||||
double[] radii = new double[spheres.Length];
|
||||
float[] radii = new float[spheres.Length];
|
||||
for (int i = 0; i < spheres.Length; i++)
|
||||
{
|
||||
centers[i] = spheres[i].center;
|
||||
@ -72,10 +72,10 @@ public struct Sphere : ICloneable, IClosest<Vert>, IComparable<Sphere>, ICompara
|
||||
if (obj == null) return false;
|
||||
Type type = obj.GetType();
|
||||
if (type == typeof(Sphere)) return Equals((Sphere)obj);
|
||||
if (type == typeof(double)) return Equals((double)obj);
|
||||
if (type == typeof(float)) return Equals((float)obj);
|
||||
return false;
|
||||
}
|
||||
public bool Equals(double other) => Volume == other;
|
||||
public bool Equals(float other) => Volume == other;
|
||||
public bool Equals(Sphere other) => center == other.center && radius == other.radius;
|
||||
public override int GetHashCode() => center.GetHashCode() ^ radius.GetHashCode();
|
||||
public override string ToString() => ToString((string?)null);
|
||||
@ -87,7 +87,7 @@ public struct Sphere : ICloneable, IClosest<Vert>, IComparable<Sphere>, ICompara
|
||||
public object Clone() => new Sphere(center, radius);
|
||||
|
||||
public int CompareTo(Sphere sphere) => Volume.CompareTo(sphere.Volume);
|
||||
public int CompareTo(double volume) => Volume.CompareTo(volume);
|
||||
public int CompareTo(float volume) => Volume.CompareTo(volume);
|
||||
|
||||
public bool Contains(Vert vert) => (center - vert).Magnitude <= radius;
|
||||
|
||||
@ -95,24 +95,24 @@ public struct Sphere : ICloneable, IClosest<Vert>, IComparable<Sphere>, ICompara
|
||||
|
||||
public static Sphere operator +(Sphere a, Sphere b) => new(a.center + b.center, a.radius + b.radius);
|
||||
public static Sphere operator +(Sphere a, Vert b) => new(a.center + b, a.radius);
|
||||
public static Sphere operator +(Sphere a, double b) => new(a.center, a.radius + b);
|
||||
public static Sphere operator +(Sphere a, float b) => new(a.center, a.radius + b);
|
||||
public static Sphere operator -(Sphere a, Sphere b) => new(a.center + b.center, a.radius + b.radius);
|
||||
public static Sphere operator -(Sphere a, Vert b) => new(a.center + b, a.radius);
|
||||
public static Sphere operator -(Sphere a, double b) => new(a.center, a.radius + b);
|
||||
public static Sphere operator -(Sphere a, float b) => new(a.center, a.radius + b);
|
||||
public static Sphere operator *(Sphere a, Sphere b) => new(a.center * b.center, a.radius * b.radius);
|
||||
public static Sphere operator *(Sphere a, double b) => new(a.center * b, a.radius * b);
|
||||
public static Sphere operator *(Sphere a, float b) => new(a.center * b, a.radius * b);
|
||||
public static Sphere operator /(Sphere a, Sphere b) => new(a.center * b.center, a.radius * b.radius);
|
||||
public static Sphere operator /(Sphere a, double b) => new(a.center * b, a.radius * b);
|
||||
public static Sphere operator /(Sphere a, float b) => new(a.center * b, a.radius * b);
|
||||
public static bool operator ==(Sphere a, Sphere b) => a.Equals(b);
|
||||
public static bool operator !=(Sphere a, Sphere b) => !a.Equals(b);
|
||||
public static bool operator ==(Sphere a, double b) => a.Equals(b);
|
||||
public static bool operator !=(Sphere a, double b) => !a.Equals(b);
|
||||
public static bool operator ==(Sphere a, float b) => a.Equals(b);
|
||||
public static bool operator !=(Sphere a, float b) => !a.Equals(b);
|
||||
public static bool operator >(Sphere a, Sphere b) => a.CompareTo(b) > 0;
|
||||
public static bool operator <(Sphere a, Sphere b) => a.CompareTo(b) < 0;
|
||||
public static bool operator >(Sphere a, double b) => a.CompareTo(b) > 0;
|
||||
public static bool operator <(Sphere a, double b) => a.CompareTo(b) < 0;
|
||||
public static bool operator >(Sphere a, float b) => a.CompareTo(b) > 0;
|
||||
public static bool operator <(Sphere a, float b) => a.CompareTo(b) < 0;
|
||||
public static bool operator >=(Sphere a, Sphere b) => a > b || a == b;
|
||||
public static bool operator <=(Sphere a, Sphere b) => a < b || a == b;
|
||||
public static bool operator >=(Sphere a, double b) => a > b || a == b;
|
||||
public static bool operator <=(Sphere a, double b) => a < b || a == b;
|
||||
public static bool operator >=(Sphere a, float b) => a > b || a == b;
|
||||
public static bool operator <=(Sphere a, float b) => a < b || a == b;
|
||||
}
|
||||
|
||||
@ -72,9 +72,10 @@ public struct Triangle : ICloneable, IEquatable<Triangle>, IGroup<Vert>
|
||||
private Vert p_a, p_b, p_c;
|
||||
private Line p_ab, p_bc, p_ca;
|
||||
|
||||
public double Area => Mathf.Absolute((A.position.x * B.position.y) + (B.position.x * C.position.y) + (C.position.x * A.position.y) -
|
||||
((B.position.x * A.position.y) + (C.position.x * B.position.y) + (A.position.x * C.position.y))) * 0.5;
|
||||
public double Perimeter => AB.Length + BC.Length + CA.Length;
|
||||
public float Area => (float)Mathf.Absolute((A.position.x * B.position.y) + (B.position.x * C.position.y) +
|
||||
(C.position.x * A.position.y) - ((B.position.x * A.position.y) + (C.position.x * B.position.y) +
|
||||
(A.position.x * C.position.y))) * 0.5f;
|
||||
public float Perimeter => AB.Length + BC.Length + CA.Length;
|
||||
|
||||
public Triangle(Vert a, Vert b, Vert c)
|
||||
{
|
||||
@ -97,15 +98,15 @@ public struct Triangle : ICloneable, IEquatable<Triangle>, IGroup<Vert>
|
||||
p_bc = bc;
|
||||
p_ca = ca;
|
||||
}
|
||||
public Triangle(double x1, double y1, double x2, double y2, double x3, double y3)
|
||||
public Triangle(float x1, float y1, float x2, float y2, float x3, float y3)
|
||||
: this(new Vert(x1, y1), new Vert(x2, y2), new Vert(x3, y3)) { }
|
||||
public Triangle(double x1, double y1, double z1, double x2, double y2, double z2, double x3, double y3,
|
||||
double z3) : this(new Vert(x1, y1, z1), new Vert(x2, y2, z2), new Vert(x3, y3, z3)) { }
|
||||
public Triangle(Fill<Double3> fill) : this(fill(0), fill(1), fill(2)) { }
|
||||
public Triangle(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3,
|
||||
float z3) : this(new Vert(x1, y1, z1), new Vert(x2, y2, z2), new Vert(x3, y3, z3)) { }
|
||||
public Triangle(Fill<Float3> fill) : this(fill(0), fill(1), fill(2)) { }
|
||||
public Triangle(Fill<Int3> fill) : this(fill(0), fill(1), fill(2)) { }
|
||||
public Triangle(Fill<Vert> fill) : this(fill(0), fill(1), fill(2)) { }
|
||||
public Triangle(Fill<Line> fill) : this(fill(0), fill(1), fill(2)) { }
|
||||
public Triangle(Fill<double> fill) : this(fill(0), fill(1), fill(2), fill(3), fill(4), fill(5), fill(6),
|
||||
public Triangle(Fill<float> fill) : this(fill(0), fill(1), fill(2), fill(3), fill(4), fill(5), fill(6),
|
||||
fill(7), fill(8)) { }
|
||||
public Triangle(Fill<int> fill) : this(fill(0), fill(1), fill(2), fill(3), fill(4), fill(5), fill(6),
|
||||
fill(7), fill(8)) { }
|
||||
@ -153,7 +154,7 @@ public struct Triangle : ICloneable, IEquatable<Triangle>, IGroup<Vert>
|
||||
new(Vert.Clamp(val.A, min.A, max.A), Vert.Clamp(val.B, min.B, max.B), Vert.Clamp(val.C, min.C, max.C));
|
||||
public static Triangle Floor(Triangle val) =>
|
||||
new(Vert.Floor(val.A), Vert.Floor(val.B), Vert.Floor(val.C));
|
||||
public static Triangle Lerp(Triangle a, Triangle b, double t, bool clamp = true) =>
|
||||
public static Triangle Lerp(Triangle a, Triangle b, float t, bool clamp = true) =>
|
||||
new(Vert.Lerp(a.A, b.A, t, clamp), Vert.Lerp(a.B, b.B, t, clamp), Vert.Lerp(a.C, b.C, t, clamp));
|
||||
public static Triangle Max(params Triangle[] vals)
|
||||
{
|
||||
@ -194,9 +195,9 @@ public struct Triangle : ICloneable, IEquatable<Triangle>, IGroup<Vert>
|
||||
return (ab, bc, ca);
|
||||
}
|
||||
|
||||
public static double[] ToDoubleArrayAll(params Triangle[] tris)
|
||||
public static float[] ToDoubleArrayAll(params Triangle[] tris)
|
||||
{
|
||||
double[] vals = new double[tris.Length * 9];
|
||||
float[] vals = new float[tris.Length * 9];
|
||||
for (int i = 0; i < tris.Length; i++)
|
||||
{
|
||||
int pos = i * 9;
|
||||
@ -212,7 +213,7 @@ public struct Triangle : ICloneable, IEquatable<Triangle>, IGroup<Vert>
|
||||
}
|
||||
return vals;
|
||||
}
|
||||
public static List<double> ToDoubleListAll(params Triangle[] tris) => new(ToDoubleArrayAll(tris));
|
||||
public static List<float> ToDoubleListAll(params Triangle[] tris) => new(ToDoubleArrayAll(tris));
|
||||
|
||||
public override bool Equals([NotNullWhen(true)] object? obj)
|
||||
{
|
||||
@ -240,10 +241,10 @@ public struct Triangle : ICloneable, IEquatable<Triangle>, IGroup<Vert>
|
||||
public Vert[] ToArray() => new Vert[] { A, B, C };
|
||||
public List<Vert> ToList() => new() { A, B, C };
|
||||
|
||||
public double[] ToDoubleArray() => new double[] { A.position.x, A.position.y, A.position.z,
|
||||
public float[] ToDoubleArray() => new float[] { A.position.x, A.position.y, A.position.z,
|
||||
B.position.x, B.position.y, B.position.z,
|
||||
C.position.x, C.position.y, C.position.z };
|
||||
public List<double> ToDoubleList() => new() { A.position.x, A.position.y, A.position.z,
|
||||
public List<float> ToDoubleList() => new() { A.position.x, A.position.y, A.position.z,
|
||||
B.position.x, B.position.y, B.position.z,
|
||||
C.position.x, C.position.y, C.position.z };
|
||||
public static Triangle operator +(Triangle a, Triangle b) => new(a.A + b.A, a.B + b.B, a.C + b.C);
|
||||
@ -253,18 +254,18 @@ public struct Triangle : ICloneable, IEquatable<Triangle>, IGroup<Vert>
|
||||
public static Triangle operator -(Triangle a, Vert b) => new(a.A - b, a.B - b, a.C - b);
|
||||
public static Triangle operator *(Triangle a, Triangle b) => new(a.A * b.A, a.B * b.B, a.C * b.C);
|
||||
public static Triangle operator *(Triangle a, Vert b) => new(a.A * b, a.B * b, a.C * b);
|
||||
public static Triangle operator *(Triangle a, double b) => new(a.A * b, a.B * b, a.C * b);
|
||||
public static Triangle operator *(Triangle a, float b) => new(a.A * b, a.B * b, a.C * b);
|
||||
public static Triangle operator /(Triangle a, Triangle b) => new(a.A / b.A, a.B / b.B, a.C / b.C);
|
||||
public static Triangle operator /(Triangle a, Vert b) => new(a.A / b, a.B / b, a.C / b);
|
||||
public static Triangle operator /(Triangle a, double b) => new(a.A / b, a.B / b, a.C / b);
|
||||
public static Triangle operator /(Triangle a, float b) => new(a.A / b, a.B / b, a.C / b);
|
||||
public static bool operator ==(Triangle a, Triangle b) => a.Equals(b);
|
||||
public static bool operator !=(Triangle a, Triangle b) => !a.Equals(b);
|
||||
|
||||
public static implicit operator Triangle(Fill<Vert> fill) => new(fill);
|
||||
public static implicit operator Triangle(Fill<Double3> fill) => new(fill);
|
||||
public static implicit operator Triangle(Fill<Float3> fill) => new(fill);
|
||||
public static implicit operator Triangle(Fill<Int3> fill) => new(fill);
|
||||
public static implicit operator Triangle(Fill<Line> fill) => new(fill);
|
||||
public static implicit operator Triangle(Fill<double> fill) => new(fill);
|
||||
public static implicit operator Triangle(Fill<float> fill) => new(fill);
|
||||
public static implicit operator Triangle(Fill<int> fill) => new(fill);
|
||||
public static explicit operator Triangle(Polygon poly) => new(poly.Lines[0], poly.Lines[1], poly.Lines[2]);
|
||||
}
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
namespace Nerd_STF.Mathematics.Geometry;
|
||||
|
||||
public struct Vert : ICloneable, IEquatable<Vert>, IGroup<double>
|
||||
public struct Vert : ICloneable, IEquatable<Vert>, IGroup<float>
|
||||
{
|
||||
public static Vert Back => new(0, 0, -1);
|
||||
public static Vert Down => new(0, -1, 0);
|
||||
@ -12,51 +12,51 @@ public struct Vert : ICloneable, IEquatable<Vert>, IGroup<double>
|
||||
public static Vert One => new(1, 1, 1);
|
||||
public static Vert Zero => new(0, 0, 0);
|
||||
|
||||
public double Magnitude => position.Magnitude;
|
||||
public float Magnitude => position.Magnitude;
|
||||
public Vert Normalized => new(this / Magnitude);
|
||||
|
||||
public Double3 position;
|
||||
public Float3 position;
|
||||
|
||||
public Vert(Double2 pos) : this(pos.x, pos.y, 0) { }
|
||||
public Vert(Double3 pos) => position = pos;
|
||||
public Vert(double x, double y) : this(new Double2(x, y)) { }
|
||||
public Vert(double x, double y, double z) : this(new Double3(x, y, z)) { }
|
||||
public Vert(Fill<double> fill) : this(new Double3(fill)) { }
|
||||
public Vert(Fill<int> fill) : this(new Double3(fill)) { }
|
||||
public Vert(Float2 pos) : this(pos.x, pos.y, 0) { }
|
||||
public Vert(Float3 pos) => position = pos;
|
||||
public Vert(float x, float y) : this(new Float2(x, y)) { }
|
||||
public Vert(float x, float y, float z) : this(new Float3(x, y, z)) { }
|
||||
public Vert(Fill<float> fill) : this(new Float3(fill)) { }
|
||||
public Vert(Fill<int> fill) : this(new Float3(fill)) { }
|
||||
|
||||
public double this[int index]
|
||||
public float this[int index]
|
||||
{
|
||||
get => position[index];
|
||||
set => position[index] = value;
|
||||
}
|
||||
|
||||
public static Vert Absolute(Vert val) => new(Double3.Absolute(val.position));
|
||||
public static Vert Average(params Vert[] vals) => Double3.Average(ToDouble3Array(vals));
|
||||
public static Vert Ceiling(Vert val) => new(Double3.Ceiling(val.position));
|
||||
public static Vert Absolute(Vert val) => new(Float3.Absolute(val.position));
|
||||
public static Vert Average(params Vert[] vals) => Float3.Average(ToDouble3Array(vals));
|
||||
public static Vert Ceiling(Vert val) => new(Float3.Ceiling(val.position));
|
||||
public static Vert Clamp(Vert val, Vert min, Vert max) =>
|
||||
new(Double3.Clamp(val.position, min.position, max.position));
|
||||
public static Vert ClampMagnitude(Vert val, double minMag, double maxMag) =>
|
||||
new(Double3.ClampMagnitude(val.position, minMag, maxMag));
|
||||
new(Float3.Clamp(val.position, min.position, max.position));
|
||||
public static Vert ClampMagnitude(Vert val, float minMag, float maxMag) =>
|
||||
new(Float3.ClampMagnitude(val.position, minMag, maxMag));
|
||||
public static Vert Cross(Vert a, Vert b, bool normalized = false) =>
|
||||
new(Double3.Cross(a.position, b.position, normalized));
|
||||
public static double Dot(Vert a, Vert b) => Double3.Dot(a.position, b.position);
|
||||
public static double Dot(params Vert[] vals) => Double3.Dot(ToDouble3Array(vals));
|
||||
public static Vert Floor(Vert val) => new(Double3.Floor(val.position));
|
||||
public static Vert Lerp(Vert a, Vert b, double t, bool clamp = true) =>
|
||||
new(Double3.Lerp(a.position, b.position, t, clamp));
|
||||
new(Float3.Cross(a.position, b.position, normalized));
|
||||
public static float Dot(Vert a, Vert b) => Float3.Dot(a.position, b.position);
|
||||
public static float Dot(params Vert[] vals) => Float3.Dot(ToDouble3Array(vals));
|
||||
public static Vert Floor(Vert val) => new(Float3.Floor(val.position));
|
||||
public static Vert Lerp(Vert a, Vert b, float t, bool clamp = true) =>
|
||||
new(Float3.Lerp(a.position, b.position, t, clamp));
|
||||
public static Vert Median(params Vert[] vals) =>
|
||||
Double3.Median(ToDouble3Array(vals));
|
||||
Float3.Median(ToDouble3Array(vals));
|
||||
public static Vert Max(params Vert[] vals) =>
|
||||
Double3.Max(ToDouble3Array(vals));
|
||||
Float3.Max(ToDouble3Array(vals));
|
||||
public static Vert Min(params Vert[] vals) =>
|
||||
Double3.Min(ToDouble3Array(vals));
|
||||
public static Double3[] ToDouble3Array(params Vert[] vals)
|
||||
Float3.Min(ToDouble3Array(vals));
|
||||
public static Float3[] ToDouble3Array(params Vert[] vals)
|
||||
{
|
||||
Double3[] doubles = new Double3[vals.Length];
|
||||
Float3[] doubles = new Float3[vals.Length];
|
||||
for (int i = 0; i < vals.Length; i++) doubles[i] = vals[i].position;
|
||||
return doubles;
|
||||
}
|
||||
public static List<Double3> ToDouble3List(params Vert[] vals) => ToDouble3Array(vals).ToList();
|
||||
public static List<Float3> ToDouble3List(params Vert[] vals) => ToDouble3Array(vals).ToList();
|
||||
|
||||
public override bool Equals([NotNullWhen(true)] object? obj)
|
||||
{
|
||||
@ -72,27 +72,27 @@ public struct Vert : ICloneable, IEquatable<Vert>, IGroup<double>
|
||||
public object Clone() => new Vert(position);
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
||||
public IEnumerator<double> GetEnumerator() => position.GetEnumerator();
|
||||
public IEnumerator<float> GetEnumerator() => position.GetEnumerator();
|
||||
|
||||
public double[] ToArray() => position.ToArray();
|
||||
public List<double> ToList() => position.ToList();
|
||||
public float[] ToArray() => position.ToArray();
|
||||
public List<float> ToList() => position.ToList();
|
||||
|
||||
public static Vert operator +(Vert a, Vert b) => new(a.position + b.position);
|
||||
public static Vert operator -(Vert d) => new(-d.position);
|
||||
public static Vert operator -(Vert a, Vert b) => new(a.position - b.position);
|
||||
public static Vert operator *(Vert a, Vert b) => new(a.position * b.position);
|
||||
public static Vert operator *(Vert a, double b) => new(a.position * b);
|
||||
public static Vert operator *(Vert a, float b) => new(a.position * b);
|
||||
public static Vert operator /(Vert a, Vert b) => new(a.position / b.position);
|
||||
public static Vert operator /(Vert a, double b) => new(a.position / b);
|
||||
public static Vert operator /(Vert a, float b) => new(a.position / b);
|
||||
public static bool operator ==(Vert a, Vert b) => a.Equals(b);
|
||||
public static bool operator !=(Vert a, Vert b) => !a.Equals(b);
|
||||
|
||||
public static implicit operator Vert(Double2 val) => new(val);
|
||||
public static implicit operator Vert(Double3 val) => new(val);
|
||||
public static explicit operator Vert(Double4 val) => new(val.XYZ);
|
||||
public static implicit operator Vert(Float2 val) => new(val);
|
||||
public static implicit operator Vert(Float3 val) => new(val);
|
||||
public static explicit operator Vert(Float4 val) => new(val.XYZ);
|
||||
public static implicit operator Vert(Int2 val) => new(val);
|
||||
public static implicit operator Vert(Int3 val) => new(val);
|
||||
public static explicit operator Vert(Int4 val) => new(val.XYZ);
|
||||
public static implicit operator Vert(Fill<double> fill) => new(fill);
|
||||
public static implicit operator Vert(Fill<float> fill) => new(fill);
|
||||
public static implicit operator Vert(Fill<int> fill) => new(fill);
|
||||
}
|
||||
|
||||
@ -10,8 +10,8 @@ public struct Int2 : ICloneable, IComparable<Int2>, IEquatable<Int2>, IGroup<int
|
||||
public static Int2 One => new(1, 1);
|
||||
public static Int2 Zero => new(0, 0);
|
||||
|
||||
public double Magnitude => Mathf.Sqrt(x * x + y * y);
|
||||
public Int2 Normalized => (Int2)((Double2)this / Magnitude);
|
||||
public float Magnitude => Mathf.Sqrt(x * x + y * y);
|
||||
public Int2 Normalized => (Int2)((Float2)this / Magnitude);
|
||||
|
||||
public int x, y;
|
||||
|
||||
@ -58,7 +58,7 @@ public struct Int2 : ICloneable, IComparable<Int2>, IEquatable<Int2>, IGroup<int
|
||||
{
|
||||
if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
|
||||
nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
|
||||
double mag = val.Magnitude;
|
||||
float mag = val.Magnitude;
|
||||
if (mag >= minMag && mag <= maxMag) return val;
|
||||
val = val.Normalized;
|
||||
if (mag < minMag) val *= minMag;
|
||||
@ -84,7 +84,7 @@ public struct Int2 : ICloneable, IComparable<Int2>, IEquatable<Int2>, IGroup<int
|
||||
}
|
||||
return x + y;
|
||||
}
|
||||
public static Int2 Lerp(Int2 a, Int2 b, double t, bool clamp = true) =>
|
||||
public static Int2 Lerp(Int2 a, Int2 b, float t, bool clamp = true) =>
|
||||
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp));
|
||||
public static Int2 Median(params Int2[] vals)
|
||||
{
|
||||
@ -168,9 +168,9 @@ public struct Int2 : ICloneable, IComparable<Int2>, IEquatable<Int2>, IGroup<int
|
||||
public static bool operator >=(Int2 a, Int2 b) => a == b || a > b;
|
||||
public static bool operator <=(Int2 a, Int2 b) => a == b || a < b;
|
||||
|
||||
public static explicit operator Int2(Double2 val) => new((int)val.x, (int)val.y);
|
||||
public static explicit operator Int2(Double3 val) => new((int)val.x, (int)val.y);
|
||||
public static explicit operator Int2(Double4 val) => new((int)val.x, (int)val.y);
|
||||
public static explicit operator Int2(Float2 val) => new((int)val.x, (int)val.y);
|
||||
public static explicit operator Int2(Float3 val) => new((int)val.x, (int)val.y);
|
||||
public static explicit operator Int2(Float4 val) => new((int)val.x, (int)val.y);
|
||||
public static explicit operator Int2(Int3 val) => new(val.x, val.y);
|
||||
public static explicit operator Int2(Int4 val) => new(val.x, val.y);
|
||||
public static explicit operator Int2(Vert val) => new((int)val.position.x, (int)val.position.y);
|
||||
|
||||
@ -12,8 +12,8 @@ public struct Int3 : ICloneable, IComparable<Int3>, IEquatable<Int3>, IGroup<int
|
||||
public static Int3 One => new(1, 1, 1);
|
||||
public static Int3 Zero => new(0, 0, 0);
|
||||
|
||||
public double Magnitude => Mathf.Sqrt(x * x + y * y + z * z);
|
||||
public Int3 Normalized => (Int3)((Double3)this / Magnitude);
|
||||
public float Magnitude => Mathf.Sqrt(x * x + y * y + z * z);
|
||||
public Int3 Normalized => (Int3)((Float3)this / Magnitude);
|
||||
|
||||
public Int2 XY => new(x, y);
|
||||
public Int2 XZ => new(x, z);
|
||||
@ -72,7 +72,7 @@ public struct Int3 : ICloneable, IComparable<Int3>, IEquatable<Int3>, IGroup<int
|
||||
{
|
||||
if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
|
||||
nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
|
||||
double mag = val.Magnitude;
|
||||
float mag = val.Magnitude;
|
||||
if (mag >= minMag && mag <= maxMag) return val;
|
||||
val = val.Normalized;
|
||||
if (mag < minMag) val *= minMag;
|
||||
@ -104,7 +104,7 @@ public struct Int3 : ICloneable, IComparable<Int3>, IEquatable<Int3>, IGroup<int
|
||||
}
|
||||
return x + y + z;
|
||||
}
|
||||
public static Int3 Lerp(Int3 a, Int3 b, double t, bool clamp = true) =>
|
||||
public static Int3 Lerp(Int3 a, Int3 b, float t, bool clamp = true) =>
|
||||
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp), Mathf.Lerp(a.z, b.z, t, clamp));
|
||||
public static Int3 Median(params Int3[] vals)
|
||||
{
|
||||
@ -186,9 +186,9 @@ public struct Int3 : ICloneable, IComparable<Int3>, IEquatable<Int3>, IGroup<int
|
||||
public static bool operator >=(Int3 a, Int3 b) => a == b || a > b;
|
||||
public static bool operator <=(Int3 a, Int3 b) => a == b || a < b;
|
||||
|
||||
public static explicit operator Int3(Double2 val) => new((int)val.x, (int)val.y, 0);
|
||||
public static explicit operator Int3(Double3 val) => new((int)val.x, (int)val.y, (int)val.z);
|
||||
public static explicit operator Int3(Double4 val) => new((int)val.x, (int)val.y, (int)val.z);
|
||||
public static explicit operator Int3(Float2 val) => new((int)val.x, (int)val.y, 0);
|
||||
public static explicit operator Int3(Float3 val) => new((int)val.x, (int)val.y, (int)val.z);
|
||||
public static explicit operator Int3(Float4 val) => new((int)val.x, (int)val.y, (int)val.z);
|
||||
public static implicit operator Int3(Int2 val) => new(val.x, val.y, 0);
|
||||
public static explicit operator Int3(Int4 val) => new(val.x, val.y, val.z);
|
||||
public static explicit operator Int3(Vert val) => new((int)val.position.x, (int)val.position.y,
|
||||
|
||||
@ -14,8 +14,8 @@ public struct Int4 : ICloneable, IComparable<Int4>, IEquatable<Int4>, IGroup<int
|
||||
public static Int4 One => new(1, 1, 1, 1);
|
||||
public static Int4 Zero => new(0, 0, 0, 0);
|
||||
|
||||
public double Magnitude => Mathf.Sqrt(x * x + y * y + z * z + w * w);
|
||||
public Int4 Normalized => (Int4)((Double4)this / Magnitude);
|
||||
public float Magnitude => Mathf.Sqrt(x * x + y * y + z * z + w * w);
|
||||
public Int4 Normalized => (Int4)((Float4)this / Magnitude);
|
||||
|
||||
public Int2 XY => new(x, y);
|
||||
public Int2 XZ => new(x, z);
|
||||
@ -90,7 +90,7 @@ public struct Int4 : ICloneable, IComparable<Int4>, IEquatable<Int4>, IGroup<int
|
||||
{
|
||||
if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
|
||||
nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
|
||||
double mag = val.Magnitude;
|
||||
float mag = val.Magnitude;
|
||||
if (mag >= minMag && mag <= maxMag) return val;
|
||||
val = val.Normalized;
|
||||
if (mag < minMag) val *= minMag;
|
||||
@ -116,7 +116,7 @@ public struct Int4 : ICloneable, IComparable<Int4>, IEquatable<Int4>, IGroup<int
|
||||
}
|
||||
return x + y + z;
|
||||
}
|
||||
public static Int4 Lerp(Int4 a, Int4 b, double t, bool clamp = true) =>
|
||||
public static Int4 Lerp(Int4 a, Int4 b, float t, bool clamp = true) =>
|
||||
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp), Mathf.Lerp(a.z, b.z, t, clamp),
|
||||
Mathf.Lerp(a.w, b.w, t, clamp));
|
||||
public static Int4 Median(params Int4[] vals)
|
||||
@ -205,9 +205,9 @@ public struct Int4 : ICloneable, IComparable<Int4>, IEquatable<Int4>, IGroup<int
|
||||
public static bool operator >=(Int4 a, Int4 b) => a == b || a > b;
|
||||
public static bool operator <=(Int4 a, Int4 b) => a == b || a < b;
|
||||
|
||||
public static explicit operator Int4(Double2 val) => new((int)val.x, (int)val.y, 0, 0);
|
||||
public static explicit operator Int4(Double3 val) => new((int)val.x, (int)val.y, (int)val.z, 0);
|
||||
public static explicit operator Int4(Double4 val) => new((int)val.x, (int)val.y, (int)val.z, (int)val.w);
|
||||
public static explicit operator Int4(Float2 val) => new((int)val.x, (int)val.y, 0, 0);
|
||||
public static explicit operator Int4(Float3 val) => new((int)val.x, (int)val.y, (int)val.z, 0);
|
||||
public static explicit operator Int4(Float4 val) => new((int)val.x, (int)val.y, (int)val.z, (int)val.w);
|
||||
public static implicit operator Int4(Int2 val) => new(val.x, val.y, 0, 0);
|
||||
public static implicit operator Int4(Int3 val) => new(val.x, val.y, val.z, 0);
|
||||
public static explicit operator Int4(Vert val) => new((int)val.position.x, (int)val.position.y,
|
||||
|
||||
@ -2,42 +2,42 @@
|
||||
|
||||
public static class Mathf
|
||||
{
|
||||
public const double RadToDeg = 0.0174532925199; // Pi / 180
|
||||
public const double E = 2.71828182846;
|
||||
public const double GoldenRatio = 1.61803398875; // (1 + Sqrt(5)) / 2
|
||||
public const double HalfPi = 1.57079632679; // Pi / 2
|
||||
public const double Pi = 3.14159265359;
|
||||
public const double DegToRad = 57.2957795131; // 180 / Pi
|
||||
public const double Tau = 6.28318530718; // 2 * Pi
|
||||
public const float RadToDeg = 0.0174532925199f; // Pi / 180
|
||||
public const float E = 2.71828182846f;
|
||||
public const float GoldenRatio = 1.61803398875f; // (1 + Sqrt(5)) / 2
|
||||
public const float HalfPi = 1.57079632679f; // Pi / 2
|
||||
public const float Pi = 3.14159265359f;
|
||||
public const float DegToRad = 57.2957795131f; // 180 / Pi
|
||||
public const float Tau = 6.28318530718f; // 2 * Pi
|
||||
|
||||
public static double Absolute(double val) => val < 0 ? -val : val;
|
||||
public static float Absolute(float val) => val < 0 ? -val : val;
|
||||
public static int Absolute(int val) => val < 0 ? -val : val;
|
||||
|
||||
public static double ArcCos(double value) => -ArcSin(value) + HalfPi;
|
||||
public static float ArcCos(float value) => -ArcSin(value) + HalfPi;
|
||||
|
||||
public static double ArcCot(double value) => ArcCos(value / Sqrt(1 + value * value));
|
||||
public static float ArcCot(float value) => ArcCos(value / Sqrt(1 + value * value));
|
||||
|
||||
public static double ArcCsc(double value) => ArcSin(1 / value);
|
||||
public static float ArcCsc(float value) => ArcSin(1 / value);
|
||||
|
||||
public static double ArcSec(double value) => ArcCos(1 / value);
|
||||
public static float ArcSec(float value) => ArcCos(1 / value);
|
||||
|
||||
// Maybe one day I'll have a polynomial for this, but the RMSE for an order 10 polynomial is only 0.00876.
|
||||
public static double ArcSin(double value) => Math.Asin(value);
|
||||
public static float ArcSin(float value) => (float)Math.Asin(value);
|
||||
|
||||
public static double ArcTan(double value) => ArcSin(value / Sqrt(1 + value * value));
|
||||
public static float ArcTan(float value) => ArcSin(value / Sqrt(1 + value * value));
|
||||
|
||||
public static double Average(Equation equ, double min, double max, double step = Calculus.DefaultStep)
|
||||
public static float Average(Equation equ, float min, float max, float step = Calculus.DefaultStep)
|
||||
{
|
||||
List<double> vals = new();
|
||||
for (double x = min; x <= max; x += step) vals.Add(equ(x));
|
||||
List<float> vals = new();
|
||||
for (float x = min; x <= max; x += step) vals.Add(equ(x));
|
||||
return Average(vals.ToArray());
|
||||
}
|
||||
public static double Average(params double[] vals) => Sum(vals) / vals.Length;
|
||||
public static float Average(params float[] vals) => Sum(vals) / vals.Length;
|
||||
public static int Average(params int[] vals) => Sum(vals) / vals.Length;
|
||||
|
||||
public static int Ceiling(double val) => (int)(val + (1 - (val % 1)));
|
||||
public static int Ceiling(float val) => (int)(val + (1 - (val % 1)));
|
||||
|
||||
public static double Clamp(double val, double min, double max)
|
||||
public static float Clamp(float val, float min, float max)
|
||||
{
|
||||
if (max < min) throw new ArgumentOutOfRangeException(nameof(max),
|
||||
nameof(max) + " must be greater than or equal to " + nameof(min));
|
||||
@ -54,15 +54,15 @@ public static class Mathf
|
||||
return val;
|
||||
}
|
||||
|
||||
public static double Cos(double radians) => Sin(radians + HalfPi);
|
||||
public static float Cos(float radians) => Sin(radians + HalfPi);
|
||||
|
||||
public static double Cot(double radians) => Cos(radians) / Sin(radians);
|
||||
public static float Cot(float radians) => Cos(radians) / Sin(radians);
|
||||
|
||||
public static double Csc(double radians) => 1 / Sin(radians);
|
||||
public static float Csc(float radians) => 1 / Sin(radians);
|
||||
|
||||
public static double Divide(double val, params double[] dividends)
|
||||
public static float Divide(float val, params float[] dividends)
|
||||
{
|
||||
foreach (double d in dividends) val /= d;
|
||||
foreach (float d in dividends) val /= d;
|
||||
return val;
|
||||
}
|
||||
public static int Divide(int val, params int[] dividends)
|
||||
@ -79,53 +79,53 @@ public static class Mathf
|
||||
return val;
|
||||
}
|
||||
|
||||
public static int Floor(double val) => (int)(val - (val % 1));
|
||||
public static int Floor(float val) => (int)(val - (val % 1));
|
||||
|
||||
public static Dictionary<double, double> GetValues(Equation equ, double min, double max,
|
||||
double step = Calculus.DefaultStep)
|
||||
public static Dictionary<float, float> GetValues(Equation equ, float min, float max,
|
||||
float step = Calculus.DefaultStep)
|
||||
{
|
||||
Dictionary<double, double> vals = new();
|
||||
for (double x = min; x <= max; x += step) vals.Add(x, equ(x));
|
||||
Dictionary<float, float> vals = new();
|
||||
for (float x = min; x <= max; x += step) vals.Add(x, equ(x));
|
||||
return vals;
|
||||
}
|
||||
|
||||
public static double Lerp(double a, double b, double t, bool clamp = true)
|
||||
public static float Lerp(float a, float b, float t, bool clamp = true)
|
||||
{
|
||||
double v = a + t * (b - a);
|
||||
float v = a + t * (b - a);
|
||||
if (clamp) v = Clamp(v, a, b);
|
||||
return v;
|
||||
}
|
||||
public static int Lerp(int a, int b, double value, bool clamp = true) => Floor(Lerp(a, b, value, clamp));
|
||||
public static int Lerp(int a, int b, float value, bool clamp = true) => Floor(Lerp(a, b, value, clamp));
|
||||
|
||||
public static Equation MakeEquation(Dictionary<double, double> vals) => (x) =>
|
||||
public static Equation MakeEquation(Dictionary<float, float> vals) => (x) =>
|
||||
{
|
||||
double min = -1, max = -1;
|
||||
foreach (KeyValuePair<double, double> val in vals)
|
||||
float min = -1, max = -1;
|
||||
foreach (KeyValuePair<float, float> val in vals)
|
||||
{
|
||||
if (val.Key <= x) min = val.Key;
|
||||
if (val.Key >= x) max = val.Key;
|
||||
|
||||
if (min != -1 && max != -1) break;
|
||||
}
|
||||
double per = x % (max - min);
|
||||
float per = x % (max - min);
|
||||
return Lerp(min, max, per);
|
||||
};
|
||||
|
||||
public static double Max(Equation equ, double min, double max, double step = Calculus.DefaultStep)
|
||||
public static float Max(Equation equ, float min, float max, float step = Calculus.DefaultStep)
|
||||
{
|
||||
double Y = equ(min);
|
||||
for (double x = min; x <= max; x += step)
|
||||
float Y = equ(min);
|
||||
for (float x = min; x <= max; x += step)
|
||||
{
|
||||
double val = equ(x);
|
||||
float val = equ(x);
|
||||
Y = val > Y ? val : Y;
|
||||
}
|
||||
return Y;
|
||||
}
|
||||
public static double Max(params double[] vals)
|
||||
public static float Max(params float[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return 0;
|
||||
double val = vals[0];
|
||||
foreach (double d in vals) val = d > val ? d : val;
|
||||
float val = vals[0];
|
||||
foreach (float d in vals) val = d > val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static int Max(params int[] vals)
|
||||
@ -136,29 +136,29 @@ public static class Mathf
|
||||
return val;
|
||||
}
|
||||
|
||||
public static double Median(params double[] vals)
|
||||
public static float Median(params float[] vals)
|
||||
{
|
||||
double index = Average(0, vals.Length - 1);
|
||||
double valA = vals[Floor(index)], valB = vals[Ceiling(index)];
|
||||
float index = Average(0, vals.Length - 1);
|
||||
float valA = vals[Floor(index)], valB = vals[Ceiling(index)];
|
||||
return Average(valA, valB);
|
||||
}
|
||||
public static int Median(params int[] vals) => vals[Floor(Average(0, vals.Length - 1))];
|
||||
|
||||
public static double Min(Equation equ, double min, double max, double step = Calculus.DefaultStep)
|
||||
public static float Min(Equation equ, float min, float max, float step = Calculus.DefaultStep)
|
||||
{
|
||||
double Y = equ(min);
|
||||
for (double x = min; x <= max; x += step)
|
||||
float Y = equ(min);
|
||||
for (float x = min; x <= max; x += step)
|
||||
{
|
||||
double val = equ(x);
|
||||
float val = equ(x);
|
||||
Y = val < Y ? val : Y;
|
||||
}
|
||||
return Y;
|
||||
}
|
||||
public static double Min(params double[] vals)
|
||||
public static float Min(params float[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return 0;
|
||||
double val = vals[0];
|
||||
foreach (double d in vals) val = d < val ? d : val;
|
||||
float val = vals[0];
|
||||
foreach (float d in vals) val = d < val ? d : val;
|
||||
return val;
|
||||
}
|
||||
public static int Min(params int[] vals)
|
||||
@ -169,11 +169,11 @@ public static class Mathf
|
||||
return val;
|
||||
}
|
||||
|
||||
public static double Multiply(params double[] vals)
|
||||
public static float Multiply(params float[] vals)
|
||||
{
|
||||
if (vals.Length < 1) return 0;
|
||||
double val = 1;
|
||||
foreach (double d in vals) val *= d;
|
||||
float val = 1;
|
||||
foreach (float d in vals) val *= d;
|
||||
return val;
|
||||
}
|
||||
public static int Multiply(params int[] vals)
|
||||
@ -184,7 +184,7 @@ public static class Mathf
|
||||
return val;
|
||||
}
|
||||
|
||||
public static double Power(double num, double pow) => Math.Pow(num, pow);
|
||||
public static float Power(float num, float pow) => (float)Math.Pow(num, pow);
|
||||
public static int Power(int num, int pow)
|
||||
{
|
||||
if (pow < 0) return 0;
|
||||
@ -193,28 +193,28 @@ public static class Mathf
|
||||
return val;
|
||||
}
|
||||
|
||||
public static double Root(double value, double index) => Math.Exp(index * Math.Log(value));
|
||||
public static float Root(float value, float index) => (float)Math.Exp(index * Math.Log(value));
|
||||
|
||||
public static double Round(double num) => num % 1 >= 0.5 ? Ceiling(num) : Floor(num);
|
||||
public static double Round(double num, double nearest) => nearest * Round(num / nearest);
|
||||
public static int RoundInt(double num) => (int)Round(num);
|
||||
public static float Round(float num) => num % 1 >= 0.5 ? Ceiling(num) : Floor(num);
|
||||
public static float Round(float num, float nearest) => nearest * Round(num / nearest);
|
||||
public static int RoundInt(float num) => (int)Round(num);
|
||||
|
||||
public static double Sec(double radians) => 1 / Cos(radians);
|
||||
public static float Sec(float radians) => 1 / Cos(radians);
|
||||
|
||||
public static double Sin(double radians)
|
||||
public static float Sin(float radians)
|
||||
{
|
||||
// Really close polynomial to sin(x) (when modded by 2pi). RMSE of 0.000003833
|
||||
const double a = 0.000013028,
|
||||
b = 0.999677,
|
||||
c = 0.00174164,
|
||||
d = -0.170587,
|
||||
e = 0.0046494,
|
||||
f = 0.00508955,
|
||||
g = 0.00140205,
|
||||
h = -0.000577413,
|
||||
i = 0.0000613134,
|
||||
j = -0.00000216852;
|
||||
double x = radians % Tau;
|
||||
const float a = 0.000013028f,
|
||||
b = 0.999677f,
|
||||
c = 0.00174164f,
|
||||
d = -0.170587f,
|
||||
e = 0.0046494f,
|
||||
f = 0.00508955f,
|
||||
g = 0.00140205f,
|
||||
h = -0.000577413f,
|
||||
i = 0.0000613134f,
|
||||
j = -0.00000216852f;
|
||||
float x = radians % Tau;
|
||||
|
||||
return
|
||||
a + (b * x) + (c * x * x) + (d * x * x * x) + (e * x * x * x * x) + (f * x * x * x * x * x)
|
||||
@ -222,11 +222,11 @@ public static class Mathf
|
||||
+ (j * x * x * x * x * x * x * x * x * x);
|
||||
}
|
||||
|
||||
public static double Sqrt(double value) => Root(value, 2);
|
||||
public static float Sqrt(float value) => Root(value, 2);
|
||||
|
||||
public static double Subtract(double num, params double[] vals)
|
||||
public static float Subtract(float num, params float[] vals)
|
||||
{
|
||||
foreach (double d in vals) num -= d;
|
||||
foreach (float d in vals) num -= d;
|
||||
return num;
|
||||
}
|
||||
public static int Subtract(int num, params int[] vals)
|
||||
@ -235,10 +235,10 @@ public static class Mathf
|
||||
return num;
|
||||
}
|
||||
|
||||
public static double Sum(params double[] vals)
|
||||
public static float Sum(params float[] vals)
|
||||
{
|
||||
double val = 0;
|
||||
foreach (double d in vals) val += d;
|
||||
float val = 0;
|
||||
foreach (float d in vals) val += d;
|
||||
return val;
|
||||
}
|
||||
public static int Sum(params int[] vals)
|
||||
@ -248,5 +248,5 @@ public static class Mathf
|
||||
return val;
|
||||
}
|
||||
|
||||
public static double Tan(double radians) => Sin(radians) / Cos(radians);
|
||||
public static float Tan(float radians) => Sin(radians) / Cos(radians);
|
||||
}
|
||||
|
||||
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Reference in New Issue
Block a user