189 lines
6.7 KiB
C#
189 lines
6.7 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*
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* Contributions by Andy Gill.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenTK.Math
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{
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/// <summary>
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/// Contains mathematical functions for the OpenTK.Math toolkit.
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/// </summary>
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public static class Functions
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{
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/// <summary>
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/// Returns an approximation of the inverse square root of a number.
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/// </summary>
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/// <param name="x">A number.</param>
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/// <returns>An approximation of the inverse square root of the specified number, with an upper error bound of 0.001</returns>
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/// <remarks>
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/// This is an improved implementation of the the method known as Carmack's inverse square root
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/// which is found in the Quake III source code. This implementation comes from
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/// http://www.codemaestro.com/reviews/review00000105.html. For the history of this method, see
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/// http://www.beyond3d.com/content/articles/8/
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/// </remarks>
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public static float InverseSqrtFast(float x)
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{
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unsafe
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{
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float xhalf = 0.5f * x;
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int i = *(int*)&x; // Read bits as integer.
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i = 0x5f375a86 - (i >> 1); // Make an initial guess for Newton-Raphson approximation
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x = *(float*)&i; // Convert bits back to float
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x = x * (1.5f - xhalf * x * x); // Perform a single Newton-Raphson step.
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return x;
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}
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}
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/// <summary>
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/// Convert degrees to radians
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/// </summary>
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/// <param name="degrees">An angle in degrees</param>
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/// <returns>The angle expressed in radians</returns>
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public static float DegreesToRadians(float degrees)
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{
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const float degToRad = (float)System.Math.PI / 180.0f;
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return degrees * degToRad;
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}
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/// <summary>
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/// Convert radians to degrees
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/// </summary>
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/// <param name="degrees">An angle in radians</param>
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/// <returns>The angle expressed in degrees</returns>
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public static float RadiansToDegrees(float radians)
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{
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const float radToDeg = 180.0f / (float)System.Math.PI;
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return radians * radToDeg;
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}
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}
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#if false
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public static partial class Math
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{
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#region --- Vectors ---
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#region --- Addition ---
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/// <summary>
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/// Adds the given Vector2 to the current Vector3.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector3 containing the result of the addition.</returns>
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public static Vector2 Add(Vector2 left, Vector2 right)
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{
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return new Vector2(left).Add(right);
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}
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/// <summary>
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/// Adds the given Vector3 to the current Vector3.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector3 containing the result of the addition.</returns>
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public static Vector3 Add(Vector2 left, Vector3 right)
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{
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return new Vector3(left).Add(right);
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}
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/// <summary>
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/// Adds the given Vector4 to the current Vector3. W-coordinate remains unaffected.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector4 containing the result of the addition.</returns>
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public static Vector4 Add(Vector2 left, Vector4 right)
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{
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return new Vector4(left).Add(right);
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}
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/// <summary>
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/// Adds the given Vector2 to the current Vector3.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector3 containing the result of the addition.</returns>
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public static Vector3 Add(Vector3 left, Vector2 right)
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{
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return new Vector3(left).Add(right);
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}
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/// <summary>
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/// Adds the given Vector3 to the current Vector3.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector3 containing the result of the addition.</returns>
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public static Vector3 Add(Vector3 left, Vector3 right)
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{
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return new Vector3(left).Add(right);
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}
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/// <summary>
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/// Adds the given Vector4 to the current Vector3. W-coordinate remains unaffected.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector4 containing the result of the addition.</returns>
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public static Vector4 Add(Vector3 left, Vector4 right)
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{
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return new Vector4(left).Add(right);
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}
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/// <summary>
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/// Adds the given Vector2 to the current Vector3.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector3 containing the result of the addition.</returns>
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public static Vector4 Add(Vector4 left, Vector2 right)
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{
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return new Vector4(left).Add(right);
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}
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/// <summary>
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/// Adds the given Vector3 to the current Vector3.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector3 containing the result of the addition.</returns>
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public static Vector4 Add(Vector4 left, Vector3 right)
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{
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return new Vector4(left).Add(right);
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}
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/// <summary>
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/// Adds the given Vector4 to the current Vector3. W-coordinate remains unaffected.
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/// </summary>
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/// <param name="right">The right operand of the addition.</param>
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/// <returns>A new Vector4 containing the result of the addition.</returns>
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public static Vector4 Add(Vector4 left, Vector4 right)
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{
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return new Vector4(left).Add(right);
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}
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#endregion
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#region --- Subtraction ---
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#endregion
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#region --- Cross ---
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/// <summary>
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/// Computes the cross product between the current and the given Vector3. The current Vector3 is set to the result of the computation.
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/// </summary>
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/// <param name="right">The right operand of the cross product</param>
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/// <returns>The current </returns>
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public static Vector3 Cross(Vector3 left, Vector3 right)
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{
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return new Vector3(left).Cross(right);
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}
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#endregion
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#endregion
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}
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#endif
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}
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