421 lines
10 KiB
C#
421 lines
10 KiB
C#
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using System;
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using System.Runtime.InteropServices;
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// file: core/math/vector3.h
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// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
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// file: core/math/vector3.cpp
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/variant_call.cpp
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// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
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namespace Godot
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct Vector3 : IEquatable<Vector3>
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{
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public enum Axis
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{
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X = 0,
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Y,
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Z
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}
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public float x;
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public float y;
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public float z;
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public float this[int index]
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{
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get
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{
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switch (index)
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{
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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default:
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throw new IndexOutOfRangeException();
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}
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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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return;
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case 1:
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y = value;
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return;
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case 2:
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z = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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}
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internal void normalize()
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{
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float length = this.length();
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if (length == 0f)
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{
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x = y = z = 0f;
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}
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else
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{
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x /= length;
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y /= length;
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z /= length;
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}
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}
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public Vector3 abs()
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{
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return new Vector3(Mathf.abs(x), Mathf.abs(y), Mathf.abs(z));
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}
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public float angle_to(Vector3 to)
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{
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return Mathf.atan2(cross(to).length(), dot(to));
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}
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public Vector3 bounce(Vector3 n)
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{
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return -reflect(n);
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}
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public Vector3 ceil()
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{
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return new Vector3(Mathf.ceil(x), Mathf.ceil(y), Mathf.ceil(z));
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}
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public Vector3 cross(Vector3 b)
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{
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return new Vector3
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(
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(y * b.z) - (z * b.y),
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(z * b.x) - (x * b.z),
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(x * b.y) - (y * b.x)
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);
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}
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public Vector3 cubic_interpolate(Vector3 b, Vector3 preA, Vector3 postB, float t)
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{
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Vector3 p0 = preA;
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Vector3 p1 = this;
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Vector3 p2 = b;
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Vector3 p3 = postB;
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float t2 = t * t;
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float t3 = t2 * t;
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return 0.5f * (
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(p1 * 2.0f) + (-p0 + p2) * t +
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(2.0f * p0 - 5.0f * p1 + 4f * p2 - p3) * t2 +
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(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
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);
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}
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public float distance_squared_to(Vector3 b)
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{
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return (b - this).length_squared();
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}
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public float distance_to(Vector3 b)
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{
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return (b - this).length();
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}
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public float dot(Vector3 b)
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{
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return x * b.x + y * b.y + z * b.z;
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}
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public Vector3 floor()
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{
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return new Vector3(Mathf.floor(x), Mathf.floor(y), Mathf.floor(z));
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}
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public Vector3 inverse()
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{
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return new Vector3(1.0f / x, 1.0f / y, 1.0f / z);
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}
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public bool is_normalized()
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{
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return Mathf.abs(length_squared() - 1.0f) < Mathf.Epsilon;
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}
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public float length()
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{
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float x2 = x * x;
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float y2 = y * y;
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float z2 = z * z;
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return Mathf.sqrt(x2 + y2 + z2);
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}
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public float length_squared()
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{
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float x2 = x * x;
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float y2 = y * y;
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float z2 = z * z;
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return x2 + y2 + z2;
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}
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public Vector3 linear_interpolate(Vector3 b, float t)
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{
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return new Vector3
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(
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x + (t * (b.x - x)),
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y + (t * (b.y - y)),
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z + (t * (b.z - z))
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);
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}
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public Axis max_axis()
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{
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return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
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}
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public Axis min_axis()
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{
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return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
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}
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public Vector3 normalized()
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{
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Vector3 v = this;
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v.normalize();
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return v;
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}
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public Basis outer(Vector3 b)
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{
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return new Basis(
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new Vector3(x * b.x, x * b.y, x * b.z),
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new Vector3(y * b.x, y * b.y, y * b.z),
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new Vector3(z * b.x, z * b.y, z * b.z)
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);
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}
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public Vector3 reflect(Vector3 n)
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{
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#if DEBUG
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if (!n.is_normalized())
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throw new ArgumentException(String.Format("{0} is not normalized", n), nameof(n));
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#endif
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return 2.0f * n * dot(n) - this;
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}
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public Vector3 rotated(Vector3 axis, float phi)
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{
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return new Basis(axis, phi).xform(this);
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}
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public Vector3 slide(Vector3 n)
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{
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return this - n * dot(n);
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}
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public Vector3 snapped(Vector3 by)
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{
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return new Vector3
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(
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Mathf.stepify(x, by.x),
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Mathf.stepify(y, by.y),
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Mathf.stepify(z, by.z)
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);
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}
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public Basis to_diagonal_matrix()
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{
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return new Basis(
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x, 0f, 0f,
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0f, y, 0f,
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0f, 0f, z
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);
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}
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public Vector3(float x, float y, float 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 static Vector3 operator +(Vector3 left, Vector3 right)
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{
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left.x += right.x;
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left.y += right.y;
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left.z += right.z;
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return left;
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}
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public static Vector3 operator -(Vector3 left, Vector3 right)
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{
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left.x -= right.x;
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left.y -= right.y;
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left.z -= right.z;
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return left;
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}
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public static Vector3 operator -(Vector3 vec)
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{
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vec.x = -vec.x;
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vec.y = -vec.y;
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vec.z = -vec.z;
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return vec;
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}
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public static Vector3 operator *(Vector3 vec, float scale)
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{
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vec.x *= scale;
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vec.y *= scale;
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vec.z *= scale;
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return vec;
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}
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public static Vector3 operator *(float scale, Vector3 vec)
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{
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vec.x *= scale;
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vec.y *= scale;
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vec.z *= scale;
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return vec;
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}
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public static Vector3 operator *(Vector3 left, Vector3 right)
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{
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left.x *= right.x;
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left.y *= right.y;
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left.z *= right.z;
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return left;
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}
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public static Vector3 operator /(Vector3 vec, float scale)
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{
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vec.x /= scale;
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vec.y /= scale;
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vec.z /= scale;
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return vec;
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}
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public static Vector3 operator /(Vector3 left, Vector3 right)
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{
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left.x /= right.x;
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left.y /= right.y;
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left.z /= right.z;
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return left;
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}
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public static bool operator ==(Vector3 left, Vector3 right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Vector3 left, Vector3 right)
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{
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return !left.Equals(right);
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}
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public static bool operator <(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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{
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if (left.y == right.y)
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return left.z < right.z;
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else
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return left.y < right.y;
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}
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return left.x < right.x;
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}
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public static bool operator >(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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{
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if (left.y == right.y)
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return left.z > right.z;
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else
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return left.y > right.y;
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}
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return left.x > right.x;
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}
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public static bool operator <=(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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{
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if (left.y == right.y)
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return left.z <= right.z;
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else
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return left.y < right.y;
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}
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return left.x < right.x;
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}
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public static bool operator >=(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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{
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if (left.y == right.y)
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return left.z >= right.z;
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else
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return left.y > right.y;
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}
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return left.x > right.x;
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}
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public override bool Equals(object obj)
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{
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if (obj is Vector3)
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{
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return Equals((Vector3)obj);
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}
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return false;
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}
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public bool Equals(Vector3 other)
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{
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return x == other.x && y == other.y && z == other.z;
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}
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public override int GetHashCode()
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{
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return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
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}
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public override string ToString()
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{
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return String.Format("({0}, {1}, {2})", new object[]
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{
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this.x.ToString(),
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this.y.ToString(),
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this.z.ToString()
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});
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}
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public string ToString(string format)
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{
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return String.Format("({0}, {1}, {2})", new object[]
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{
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this.x.ToString(format),
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this.y.ToString(format),
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this.z.ToString(format)
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});
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}
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}
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}
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