From d71c1354913cab4d230b82d4a1e5198915262f38 Mon Sep 17 00:00:00 2001 From: Syntriax Date: Mon, 17 Mar 2025 21:15:04 +0300 Subject: [PATCH] feat: added 3D vectors --- Engine.Core/Extensions/Vector2DExtensions.cs | 7 + Engine.Core/Extensions/Vector3DExtensions.cs | 189 ++++++++++++ Engine.Core/Vector2D.cs | 3 + Engine.Core/Vector3D.cs | 286 +++++++++++++++++++ 4 files changed, 485 insertions(+) create mode 100644 Engine.Core/Extensions/Vector3DExtensions.cs create mode 100644 Engine.Core/Vector3D.cs diff --git a/Engine.Core/Extensions/Vector2DExtensions.cs b/Engine.Core/Extensions/Vector2DExtensions.cs index ea9447c..c51003f 100644 --- a/Engine.Core/Extensions/Vector2DExtensions.cs +++ b/Engine.Core/Extensions/Vector2DExtensions.cs @@ -5,6 +5,13 @@ namespace Syntriax.Engine.Core; /// public static class Vector2DExtensions { + /// + /// Returns the representation of the . + /// + /// The input . + /// The representation of the provided . + public static Vector3D As3D(this Vector2D vector) => new(vector.X, vector.Y, 0f); + /// /// Calculates the length of the . /// diff --git a/Engine.Core/Extensions/Vector3DExtensions.cs b/Engine.Core/Extensions/Vector3DExtensions.cs new file mode 100644 index 0000000..d3612d4 --- /dev/null +++ b/Engine.Core/Extensions/Vector3DExtensions.cs @@ -0,0 +1,189 @@ +namespace Syntriax.Engine.Core; + +/// +/// Provides extension methods for type. +/// +public static class Vector3DExtensions +{ + /// + /// Returns the representation of the . + /// + /// The input . + /// The representation of the provided . + public static Vector2D As2D(this Vector3D vector) => new(vector.X, vector.Y); + + /// + /// Calculates the length of the . + /// + /// The input . + /// The length of the . + public static float Length(this Vector3D vector) => Vector3D.Length(vector); + + /// + /// Calculates the squared length of the . + /// + /// The input . + /// The squared length of the . + public static float LengthSquared(this Vector3D vector) => Vector3D.LengthSquared(vector); + + /// + /// Calculates the distance between two s. + /// + /// The starting . + /// The ending . + /// The distance between the two s. + public static float Distance(this Vector3D from, Vector3D to) => Vector3D.Distance(from, to); + + /// + /// Returns the with its components inverted. + /// + /// The input . + /// The inverted . + public static Vector3D Invert(this Vector3D vector) => Vector3D.Invert(vector); + + /// + /// Adds two s component-wise. + /// + /// The first . + /// The vector to be added. + /// The result of the addition. + public static Vector3D Add(this Vector3D vector, Vector3D vectorToAdd) => Vector3D.Add(vector, vectorToAdd); + + /// + /// Subtracts one from another component-wise. + /// + /// The first . + /// The to be subtracted. + /// The result of the subtraction. + public static Vector3D Subtract(this Vector3D vector, Vector3D vectorToSubtract) => Vector3D.Subtract(vector, vectorToSubtract); + + /// + /// Multiplies a by a scalar value. + /// + /// The to multiply. + /// The scalar value to multiply with. + /// The result of the multiplication. + public static Vector3D Multiply(this Vector3D vector, float value) => Vector3D.Multiply(vector, value); + + /// + /// Divides a by a scalar value. + /// + /// The to divide. + /// The scalar value to divide with. + /// The result of the division. + public static Vector3D Divide(this Vector3D vector, float value) => Vector3D.Divide(vector, value); + + /// + /// Returns a with the absolute values of each component. + /// + /// The input . + /// The with absolute values. + public static Vector3D Abs(this Vector3D vector) => Vector3D.Abs(vector); + + /// + /// Reflects a off a surface with the specified normal. + /// + /// The to reflect. + /// The normal of the reflecting surface. + /// The reflected . + public static Vector3D Reflect(this Vector3D vector, Vector3D normal) => Vector3D.Reflect(vector, normal); + + /// + /// Normalizes the (creates a with the same direction but with a length of 1). + /// + /// The input . + /// The normalized . + public static Vector3D Normalize(this Vector3D vector) => Vector3D.Normalize(vector); + + /// + /// Creates a pointing from one point to another. + /// + /// The starting point. + /// The ending point. + /// The pointing from to . + public static Vector3D FromTo(this Vector3D from, Vector3D to) => Vector3D.FromTo(from, to); + + /// + /// Scales a by another component-wise. + /// + /// The to scale. + /// The containing the scaling factors for each component. + /// The scaled . + public static Vector3D Scale(this Vector3D vector, Vector3D scale) => Vector3D.Scale(vector, scale); + + /// + /// Rotates a by the specified angle (in radians). + /// + /// The to rotate. + /// The to rotate around. + /// The angle to rotate by, in radians. + /// The rotated . + public static Vector3D Rotate(this Vector3D vector, Vector3D normal, float angleInRadian) => Vector3D.Rotate(vector, normal, angleInRadian); + + /// + /// Returns the component-wise minimum of two s. + /// + /// The first . + /// The second . + /// The containing the minimum components from both input s. + public static Vector3D Min(this Vector3D left, Vector3D right) => Vector3D.Min(left, right); + + /// + /// Returns the component-wise maximum of two s. + /// + /// The first . + /// The second . + /// The containing the maximum components from both input s. + public static Vector3D Max(this Vector3D left, Vector3D right) => Vector3D.Max(left, right); + + /// + /// Clamps each component of a between the corresponding component of two other s. + /// + /// The to clamp. + /// The representing the minimum values for each component. + /// The representing the maximum values for each component. + /// The clamped . + public static Vector3D Clamp(this Vector3D vector, Vector3D min, Vector3D max) => Vector3D.Clamp(vector, min, max); + + /// + /// Linearly interpolates between two s. + /// + /// The start . + /// The end . + /// The interpolation parameter (between 0 and 1). + /// The interpolated . + public static Vector3D Lerp(this Vector3D from, Vector3D to, float t) => Vector3D.Lerp(from, to, t); + + /// + /// Calculates the cross product of two s. + /// + /// The first . + /// The second . + /// The cross product of the two s. + public static Vector3D Cross(this Vector3D left, Vector3D right) => Vector3D.Cross(left, right); + + /// + /// Calculates the angle in radians between two s. + /// + /// The first . + /// The second . + /// The angle between the two s in radians. + public static float AngleBetween(this Vector3D left, Vector3D right) => Vector3D.Angle(left, right); + + /// + /// Calculates the dot product of two s. + /// + /// The first . + /// The second . + /// The dot product of the two s. + public static float Dot(this Vector3D left, Vector3D right) => Vector3D.Dot(left, right); + + /// + /// Checks whether two s are approximately equal within a certain epsilon range. + /// + /// The first . + /// The second . + /// The maximum difference allowed between components. + /// True if the s are approximately equal, false otherwise. + public static bool ApproximatelyEquals(this Vector3D left, Vector3D right, float epsilon = float.Epsilon) => Vector3D.ApproximatelyEquals(left, right, epsilon); +} diff --git a/Engine.Core/Vector2D.cs b/Engine.Core/Vector2D.cs index 172d903..cfa0b18 100644 --- a/Engine.Core/Vector2D.cs +++ b/Engine.Core/Vector2D.cs @@ -72,6 +72,9 @@ public readonly struct Vector2D(float x, float y) public static bool operator ==(Vector2D left, Vector2D right) => left.X == right.X && left.Y == right.Y; public static bool operator !=(Vector2D left, Vector2D right) => left.X != right.X || left.Y != right.Y; + public static implicit operator Vector2D(Vector3D vector) => new(vector.X, vector.Y); + public static implicit operator Vector2D(System.Numerics.Vector3 vector) => new(vector.X, vector.Y); + /// /// Calculates the length of the . /// diff --git a/Engine.Core/Vector3D.cs b/Engine.Core/Vector3D.cs new file mode 100644 index 0000000..3c259b5 --- /dev/null +++ b/Engine.Core/Vector3D.cs @@ -0,0 +1,286 @@ +using System; + +namespace Syntriax.Engine.Core; + +/// +/// Represents a three-dimensional vector. +/// +[System.Diagnostics.DebuggerDisplay("{ToString(),nq}, Length: {Magnitude}, LengthSquared: {MagnitudeSquared}, Normalized: {Normalized.ToString(),nq}")] +public readonly struct Vector3D(float x, float y, float z) +{ + /// + /// The X coordinate of the . + /// + public readonly float X = x; + + /// + /// The Y coordinate of the . + /// + public readonly float Y = y; + + /// + /// The Y coordinate of the . + /// + public readonly float Z = z; + + /// + /// The magnitude (length) of the . + /// + public float Magnitude => Length(this); + + /// + /// The squared magnitude (length) of the . + /// + public float MagnitudeSquared => LengthSquared(this); + + /// + /// The normalized form of the (a with the same direction and a magnitude of 1). + /// + public Vector3D Normalized => Normalize(this); + + /// + /// Represents the unit pointing upwards. + /// + public readonly static Vector3D Up = new(0f, 1f, 0f); + + /// + /// Represents the unit pointing downwards. + /// + public readonly static Vector3D Down = new(0f, -1f, 0f); + + /// + /// Represents the unit pointing leftwards. + /// + public readonly static Vector3D Left = new(-1f, 0f, 0f); + + /// + /// Represents the unit pointing rightwards. + /// + public readonly static Vector3D Right = new(1f, 0f, 0f); + + /// + /// Represents the unit pointing forwards. + /// + public readonly static Vector3D Forward = new(0f, 0f, 1f); + + /// + /// Represents the unit pointing backwards. + public readonly static Vector3D Backward = new(0f, 0f, -1f); + + /// + /// Represents the zero . + /// + public readonly static Vector3D Zero = new(0f, 0f, 0f); + + /// + /// Represents the with both components equal to 1. + /// + public readonly static Vector3D One = new(1f, 1f, 1f); + + public static Vector3D operator -(Vector3D vector) => new(0f - vector.X, 0f - vector.Y, 0f - vector.Z); + public static Vector3D operator +(Vector3D left, Vector3D right) => new(left.X + right.X, left.Y + right.Y, left.Z + right.Z); + public static Vector3D operator -(Vector3D left, Vector3D right) => new(left.X - right.X, left.Y - right.Y, left.Z - right.Z); + public static Vector3D operator *(Vector3D vector, float value) => new(vector.X * value, vector.Y * value, vector.Z * value); + public static Vector3D operator *(float value, Vector3D vector) => new(vector.X * value, vector.Y * value, vector.Z * value); + public static Vector3D operator /(Vector3D vector, float value) => new(vector.X / value, vector.Y / value, vector.Z / value); + public static bool operator ==(Vector3D left, Vector3D right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z; + public static bool operator !=(Vector3D left, Vector3D right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z; + + public static implicit operator Vector3D(Vector2D vector) => new(vector.X, vector.Y, 0f); + public static implicit operator Vector3D(System.Numerics.Vector2 vector) => new(vector.X, vector.Y, 0f); + + /// + /// Calculates the length of the . + /// + /// The . + /// The length of the . + public static float Length(Vector3D vector) => Math.Sqrt(LengthSquared(vector)); + + /// + /// Calculates the squared length of the . + /// + /// The . + /// The squared length of the . + public static float LengthSquared(Vector3D vector) => vector.X * vector.X + vector.Y * vector.Y + vector.Z * vector.Z; + + /// + /// Calculates the distance between two s. + /// + /// The start . + /// The end . + /// The distance between the two s. + public static float Distance(Vector3D from, Vector3D to) => Length(FromTo(from, to)); + + /// + /// Inverts the direction of the . + /// + /// The . + /// The inverted . + public static Vector3D Invert(Vector3D vector) => -vector; + + /// + /// Adds two s. + /// + /// The first . + /// The second . + /// The sum of the two s. + public static Vector3D Add(Vector3D left, Vector3D right) => left + right; + + /// + /// Subtracts one from another. + /// + /// The to subtract from. + /// The to subtract. + /// The result of subtracting the second from the first. + public static Vector3D Subtract(Vector3D left, Vector3D right) => left - right; + + /// + /// Multiplies a by a scalar value. + /// + /// The . + /// The scalar value. + /// The result of multiplying the by the scalar value. + public static Vector3D Multiply(Vector3D vector, float value) => vector * value; + + /// + /// Divides a by a scalar value. + /// + /// The . + /// The scalar value. + /// The result of dividing the by the scalar value. + public static Vector3D Divide(Vector3D vector, float value) => vector / value; + + /// + /// Calculates the absolute value of each component of the vector. + /// + /// The . + /// The with each component's absolute value. + public static Vector3D Abs(Vector3D vector) => new(Math.Abs(vector.X), Math.Abs(vector.Y), Math.Abs(vector.Z)); + + /// + /// Normalizes the (creates a unit with the same direction). + /// + /// The to normalize. + /// The normalized . + public static Vector3D Normalize(Vector3D vector) => vector / Length(vector); + + /// + /// Reflects a off a surface with the specified normal. + /// + /// The incident . + /// The normal of the surface. + /// The reflected . + public static Vector3D Reflect(Vector3D vector, Vector3D normal) => vector - 2f * Dot(vector, normal) * normal; + + /// + /// Calculates the from one point to another. + /// + /// The starting point. + /// The ending point. + /// The from the starting point to the ending point. + public static Vector3D FromTo(Vector3D from, Vector3D to) => to - from; + + /// + /// Scales a by another component-wise. + /// + /// The to scale. + /// The containing the scaling factors for each component. + /// The scaled . + public static Vector3D Scale(Vector3D vector, Vector3D scale) => new(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z); + + /// + /// Rotates a around a normal by the specified angle (in radians). + /// + /// The to rotate. + /// The to rotate around. + /// The angle to rotate by, in radians. + /// The rotated . + public static Vector3D Rotate(Vector3D vector, Vector3D normal, float angleInRadian) => vector * Math.Cos(angleInRadian) + Cross(normal, vector) * Math.Sin(angleInRadian) + normal * Dot(normal, vector) * (1f - Math.Cos(angleInRadian)); + + /// + /// Returns the component-wise minimum of two s. + /// + /// The first . + /// The second . + /// The containing the minimum components from both input s. + public static Vector3D Min(Vector3D left, Vector3D right) => new((left.X < right.X) ? left.X : right.X, (left.Y < right.Y) ? left.Y : right.Y, (left.Z < right.Z) ? left.Z : right.Z); + + /// + /// Returns the component-wise maximum of two s. + /// + /// The first . + /// The second . + /// The containing the maximum components from both input s. + public static Vector3D Max(Vector3D left, Vector3D right) => new((left.X > right.X) ? left.X : right.X, (left.Y > right.Y) ? left.Y : right.Y, (left.Z > right.Z) ? left.Z : right.Z); + + /// + /// Clamps each component of a between the corresponding component of two other s. + /// + /// The to clamp. + /// The representing the minimum values for each component. + /// The representing the maximum values for each component. + /// A with each component clamped between the corresponding components of the min and max s. + public static Vector3D Clamp(Vector3D vector, Vector3D min, Vector3D max) => new(Math.Clamp(vector.X, min.X, max.X), Math.Clamp(vector.Y, min.Y, max.Y), Math.Clamp(vector.Z, min.Z, max.Z)); + + /// + /// Performs linear interpolation between two s. + /// + /// The starting (t = 0). + /// The ending (t = 1). + /// The interpolation parameter. + /// The interpolated . + public static Vector3D Lerp(Vector3D from, Vector3D to, float t) => from + FromTo(from, to) * t; + + /// + /// Calculates the cross product of two s. + /// + /// The first . + /// The second . + /// The cross product of the two s. + public static Vector3D Cross(Vector3D left, Vector3D right) => new(left.Y * right.Z - left.Z * right.Y, left.Z * right.X - left.X * right.Z, left.X * right.Y - left.Y * right.X); + + /// + /// Calculates the angle between two s. + /// + /// The first . + /// The second . + /// The angle between the two s in radians. + public static float Angle(Vector3D left, Vector3D right) => Math.Acos(Dot(left, right) / (Length(left) * Length(right))); + + /// + /// Calculates the dot product of two s. + /// + /// The first . + /// The second . + /// The dot product of the two s. + public static float Dot(Vector3D left, Vector3D right) => left.X * right.X + left.Y * right.Y + left.Z * right.Z; + + /// + /// Checks if two s are approximately equal within a specified epsilon range. + /// + /// The first . + /// The second . + /// The epsilon range. + /// if the s are approximately equal; otherwise, . + public static bool ApproximatelyEquals(Vector3D left, Vector3D right, float epsilon = float.Epsilon) + => left.X.ApproximatelyEquals(right.X, epsilon) && left.Y.ApproximatelyEquals(right.Y, epsilon) && left.Z.ApproximatelyEquals(right.Z, epsilon); + + /// + /// Converts the to its string representation. + /// + /// A string representation of the . + public override string ToString() => $"{nameof(Vector3D)}({X}, {Y}, {Z})"; + + /// + /// Determines whether the specified object is equal to the current . + /// + /// The object to compare with the current . + /// if the specified object is equal to the current ; otherwise, . + public override bool Equals(object? obj) => obj is Vector3D objVec && X.Equals(objVec.X) && Y.Equals(objVec.Y) && Z.Equals(objVec.Z); + + /// + /// Generates a hash code for the . + /// + /// A hash code for the . + public override int GetHashCode() => HashCode.Combine(X, Y, Z); +}