diff --git a/Source/Editor/CustomEditors/Editors/Double2Editor.cs b/Source/Editor/CustomEditors/Editors/Double2Editor.cs
new file mode 100644
index 000000000..6d3a69f0e
--- /dev/null
+++ b/Source/Editor/CustomEditors/Editors/Double2Editor.cs
@@ -0,0 +1,85 @@
+// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
+
+using System.Linq;
+using FlaxEditor.CustomEditors.Elements;
+using FlaxEngine;
+using FlaxEngine.GUI;
+
+namespace FlaxEditor.CustomEditors.Editors
+{
+ ///
+ /// Default implementation of the inspector used to edit Double2 value type properties.
+ ///
+ [CustomEditor(typeof(Double2)), DefaultEditor]
+ public class Double2Editor : CustomEditor
+ {
+ ///
+ /// The X component editor.
+ ///
+ protected DoubleValueElement XElement;
+
+ ///
+ /// The Y component editor.
+ ///
+ protected DoubleValueElement YElement;
+
+ ///
+ public override DisplayStyle Style => DisplayStyle.Inline;
+
+ ///
+ public override void Initialize(LayoutElementsContainer layout)
+ {
+ var grid = layout.CustomContainer();
+ var gridControl = grid.CustomControl;
+ gridControl.ClipChildren = false;
+ gridControl.Height = TextBox.DefaultHeight;
+ gridControl.SlotsHorizontally = 2;
+ gridControl.SlotsVertically = 1;
+
+ LimitAttribute limit = null;
+ var attributes = Values.GetAttributes();
+ if (attributes != null)
+ {
+ limit = (LimitAttribute)attributes.FirstOrDefault(x => x is LimitAttribute);
+ }
+
+ XElement = grid.DoubleValue();
+ XElement.SetLimits(limit);
+ XElement.DoubleValue.ValueChanged += OnValueChanged;
+ XElement.DoubleValue.SlidingEnd += ClearToken;
+
+ YElement = grid.DoubleValue();
+ YElement.SetLimits(limit);
+ YElement.DoubleValue.ValueChanged += OnValueChanged;
+ YElement.DoubleValue.SlidingEnd += ClearToken;
+ }
+
+ private void OnValueChanged()
+ {
+ if (IsSetBlocked)
+ return;
+
+ var isSliding = XElement.IsSliding || YElement.IsSliding;
+ var token = isSliding ? this : null;
+ var value = new Double2(XElement.DoubleValue.Value, YElement.DoubleValue.Value);
+ SetValue(value, token);
+ }
+
+ ///
+ public override void Refresh()
+ {
+ base.Refresh();
+
+ if (HasDifferentValues)
+ {
+ // TODO: support different values for ValueBox
+ }
+ else
+ {
+ var value = (Double2)Values[0];
+ XElement.DoubleValue.Value = value.X;
+ YElement.DoubleValue.Value = value.Y;
+ }
+ }
+ }
+}
diff --git a/Source/Editor/CustomEditors/Editors/Double3Editor.cs b/Source/Editor/CustomEditors/Editors/Double3Editor.cs
new file mode 100644
index 000000000..601206f7d
--- /dev/null
+++ b/Source/Editor/CustomEditors/Editors/Double3Editor.cs
@@ -0,0 +1,96 @@
+// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
+
+using System.Linq;
+using FlaxEditor.CustomEditors.Elements;
+using FlaxEngine;
+using FlaxEngine.GUI;
+
+namespace FlaxEditor.CustomEditors.Editors
+{
+ ///
+ /// Default implementation of the inspector used to edit Double3 value type properties.
+ ///
+ [CustomEditor(typeof(Double3)), DefaultEditor]
+ public class Double3Editor : CustomEditor
+ {
+ ///
+ /// The X component editor.
+ ///
+ protected DoubleValueElement XElement;
+
+ ///
+ /// The Y component editor.
+ ///
+ protected DoubleValueElement YElement;
+
+ ///
+ /// The Z component editor.
+ ///
+ protected DoubleValueElement ZElement;
+
+ ///
+ public override DisplayStyle Style => DisplayStyle.Inline;
+
+ ///
+ public override void Initialize(LayoutElementsContainer layout)
+ {
+ var grid = layout.CustomContainer();
+ var gridControl = grid.CustomControl;
+ gridControl.ClipChildren = false;
+ gridControl.Height = TextBox.DefaultHeight;
+ gridControl.SlotsHorizontally = 3;
+ gridControl.SlotsVertically = 1;
+
+ LimitAttribute limit = null;
+ var attributes = Values.GetAttributes();
+ if (attributes != null)
+ {
+ limit = (LimitAttribute)attributes.FirstOrDefault(x => x is LimitAttribute);
+ }
+
+ XElement = grid.DoubleValue();
+ XElement.SetLimits(limit);
+ XElement.DoubleValue.ValueChanged += OnValueChanged;
+ XElement.DoubleValue.SlidingEnd += ClearToken;
+
+ YElement = grid.DoubleValue();
+ YElement.SetLimits(limit);
+ YElement.DoubleValue.ValueChanged += OnValueChanged;
+ YElement.DoubleValue.SlidingEnd += ClearToken;
+
+ ZElement = grid.DoubleValue();
+ ZElement.SetLimits(limit);
+ ZElement.DoubleValue.ValueChanged += OnValueChanged;
+ ZElement.DoubleValue.SlidingEnd += ClearToken;
+ }
+
+ private void OnValueChanged()
+ {
+ if (IsSetBlocked)
+ return;
+
+ var isSliding = XElement.IsSliding || YElement.IsSliding || ZElement.IsSliding;
+ var token = isSliding ? this : null;
+ var value = new Double3(XElement.DoubleValue.Value, YElement.DoubleValue.Value, ZElement.DoubleValue.Value);
+ SetValue(value, token);
+ }
+
+ ///
+ public override void Refresh()
+ {
+ base.Refresh();
+
+ if (HasDifferentValues)
+ {
+ // TODO: support different values for ValueBox
+ }
+ else
+ {
+ var value = (Double3)Values[0];
+ XElement.DoubleValue.Value = value.X;
+ YElement.DoubleValue.Value = value.Y;
+ ZElement.DoubleValue.Value = value.Z;
+ }
+ }
+ }
+}
diff --git a/Source/Editor/CustomEditors/Editors/Double4Editor.cs b/Source/Editor/CustomEditors/Editors/Double4Editor.cs
new file mode 100644
index 000000000..9244bf89d
--- /dev/null
+++ b/Source/Editor/CustomEditors/Editors/Double4Editor.cs
@@ -0,0 +1,107 @@
+// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
+
+using System.Linq;
+using FlaxEditor.CustomEditors.Elements;
+using FlaxEngine;
+using FlaxEngine.GUI;
+
+namespace FlaxEditor.CustomEditors.Editors
+{
+ ///
+ /// Default implementation of the inspector used to edit Double4 value type properties.
+ ///
+ [CustomEditor(typeof(Double4)), DefaultEditor]
+ public class Double4Editor : CustomEditor
+ {
+ ///
+ /// The X component editor.
+ ///
+ protected DoubleValueElement XElement;
+
+ ///
+ /// The Y component editor.
+ ///
+ protected DoubleValueElement YElement;
+
+ ///
+ /// The Z component editor.
+ ///
+ protected DoubleValueElement ZElement;
+
+ ///
+ /// The W component editor.
+ ///
+ protected DoubleValueElement WElement;
+
+ ///
+ public override DisplayStyle Style => DisplayStyle.Inline;
+
+ ///
+ public override void Initialize(LayoutElementsContainer layout)
+ {
+ var grid = layout.CustomContainer();
+ var gridControl = grid.CustomControl;
+ gridControl.ClipChildren = false;
+ gridControl.Height = TextBox.DefaultHeight;
+ gridControl.SlotsHorizontally = 4;
+ gridControl.SlotsVertically = 1;
+
+ LimitAttribute limit = null;
+ var attributes = Values.GetAttributes();
+ if (attributes != null)
+ {
+ limit = (LimitAttribute)attributes.FirstOrDefault(x => x is LimitAttribute);
+ }
+
+ XElement = grid.DoubleValue();
+ XElement.SetLimits(limit);
+ XElement.DoubleValue.ValueChanged += OnValueChanged;
+ XElement.DoubleValue.SlidingEnd += ClearToken;
+
+ YElement = grid.DoubleValue();
+ YElement.SetLimits(limit);
+ YElement.DoubleValue.ValueChanged += OnValueChanged;
+ YElement.DoubleValue.SlidingEnd += ClearToken;
+
+ ZElement = grid.DoubleValue();
+ ZElement.SetLimits(limit);
+ ZElement.DoubleValue.ValueChanged += OnValueChanged;
+ ZElement.DoubleValue.SlidingEnd += ClearToken;
+
+ WElement = grid.DoubleValue();
+ WElement.SetLimits(limit);
+ WElement.DoubleValue.ValueChanged += OnValueChanged;
+ WElement.DoubleValue.SlidingEnd += ClearToken;
+ }
+
+ private void OnValueChanged()
+ {
+ if (IsSetBlocked)
+ return;
+
+ var isSliding = XElement.IsSliding || YElement.IsSliding || ZElement.IsSliding || WElement.IsSliding;
+ var token = isSliding ? this : null;
+ var value = new Double4(XElement.DoubleValue.Value, YElement.DoubleValue.Value, ZElement.DoubleValue.Value, WElement.DoubleValue.Value);
+ SetValue(value, token);
+ }
+
+ ///
+ public override void Refresh()
+ {
+ base.Refresh();
+
+ if (HasDifferentValues)
+ {
+ // TODO: support different values for ValueBox
+ }
+ else
+ {
+ var value = (Double4)Values[0];
+ XElement.DoubleValue.Value = value.X;
+ YElement.DoubleValue.Value = value.Y;
+ ZElement.DoubleValue.Value = value.Z;
+ WElement.DoubleValue.Value = value.W;
+ }
+ }
+ }
+}
diff --git a/Source/Engine/Core/Math/Double2.cs b/Source/Engine/Core/Math/Double2.cs
new file mode 100644
index 000000000..ff2926779
--- /dev/null
+++ b/Source/Engine/Core/Math/Double2.cs
@@ -0,0 +1,1773 @@
+// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
+
+// -----------------------------------------------------------------------------
+// Original code from SharpDX project. https://github.com/sharpdx/SharpDX/
+// Greetings to Alexandre Mutel. Original code published with the following license:
+// -----------------------------------------------------------------------------
+// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+// -----------------------------------------------------------------------------
+// Original code from SlimMath project. http://code.google.com/p/slimmath/
+// Greetings to SlimDX Group. Original code published with the following license:
+// -----------------------------------------------------------------------------
+/*
+* Copyright (c) 2007-2011 SlimDX Group
+*
+* Permission is hereby granted, free of charge, to any person obtaining a copy
+* of this software and associated documentation files (the "Software"), to deal
+* in the Software without restriction, including without limitation the rights
+* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+* copies of the Software, and to permit persons to whom the Software is
+* furnished to do so, subject to the following conditions:
+*
+* The above copyright notice and this permission notice shall be included in
+* all copies or substantial portions of the Software.
+*
+* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+* THE SOFTWARE.
+*/
+
+using System;
+using System.ComponentModel;
+using System.Globalization;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+namespace FlaxEngine
+{
+ [Serializable]
+ [TypeConverter(typeof(TypeConverters.Double2Converter))]
+ partial struct Double2 : IEquatable, IFormattable
+ {
+ private static readonly string _formatString = "X:{0:F2} Y:{1:F2}";
+
+ ///
+ /// The size of the type, in bytes.
+ ///
+ public static readonly int SizeInBytes = Marshal.SizeOf(typeof(Double2));
+
+ ///
+ /// A with all of its components set to zero.
+ ///
+ public static readonly Double2 Zero;
+
+ ///
+ /// The X unit (1, 0).
+ ///
+ public static readonly Double2 UnitX = new Double2(1.0, 0.0);
+
+ ///
+ /// The Y unit (0, 1).
+ ///
+ public static readonly Double2 UnitY = new Double2(0.0, 1.0);
+
+ ///
+ /// A with all of its components set to half.
+ ///
+ public static readonly Double2 Half = new Double2(0.5f, 0.5f);
+
+ ///
+ /// A with all of its components set to one.
+ ///
+ public static readonly Double2 One = new Double2(1.0, 1.0);
+
+ ///
+ /// A with all components equal to .
+ ///
+ public static readonly Double2 Minimum = new Double2(double.MinValue);
+
+ ///
+ /// A with all components equal to .
+ ///
+ public static readonly Double2 Maximum = new Double2(double.MaxValue);
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The value that will be assigned to all components.
+ public Double2(double value)
+ {
+ X = value;
+ Y = value;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Initial value for the X component of the vector.
+ /// Initial value for the Y component of the vector.
+ public Double2(double x, double y)
+ {
+ X = x;
+ Y = y;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X and Y components.
+ public Double2(Vector3 value)
+ {
+ X = value.X;
+ Y = value.Y;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X and Y components.
+ public Double2(Double3 value)
+ {
+ X = value.X;
+ Y = value.Y;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X and Y components.
+ public Double2(Double4 value)
+ {
+ X = value.X;
+ Y = value.Y;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The values to assign to the X and Y components of the vector. This must be an array with two elements.
+ /// Thrown when is null.
+ /// Thrown when contains more or less than two elements.
+ public Double2(double[] values)
+ {
+ if (values == null)
+ throw new ArgumentNullException(nameof(values));
+ if (values.Length != 2)
+ throw new ArgumentOutOfRangeException(nameof(values), "There must be two and only two input values for Double2.");
+ X = values[0];
+ Y = values[1];
+ }
+
+ ///
+ /// Gets a value indicting whether this instance is normalized.
+ ///
+ public bool IsNormalized => Mathd.IsOne(X * X + Y * Y);
+
+ ///
+ /// Gets a value indicting whether this vector is zero
+ ///
+ public bool IsZero => Mathd.IsZero(X) && Mathd.IsZero(Y);
+
+ ///
+ /// Gets a minimum component value
+ ///
+ public double MinValue => Mathd.Min(X, Y);
+
+ ///
+ /// Gets a maximum component value
+ ///
+ public double MaxValue => Mathd.Max(X, Y);
+
+ ///
+ /// Gets an arithmetic average value of all vector components.
+ ///
+ public double AvgValue => (X + Y) * (1.0 / 2.0);
+
+ ///
+ /// Gets a sum of the component values.
+ ///
+ public double ValuesSum => X + Y;
+
+ ///
+ /// Gets a vector with values being absolute values of that vector.
+ ///
+ public Double2 Absolute => new Double2(Mathd.Abs(X), Mathd.Abs(Y));
+
+ ///
+ /// Gets a vector with values being opposite to values of that vector.
+ ///
+ public Double2 Negative => new Double2(-X, -Y);
+
+ ///
+ /// Gets or sets the component at the specified index.
+ ///
+ /// The value of the X or Y component, depending on the index.
+ /// The index of the component to access. Use 0 for the X component and 1 for the Y component.
+ /// The value of the component at the specified index.
+ /// Thrown when the is out of the range [0,1].
+ public double this[int index]
+ {
+ get
+ {
+ switch (index)
+ {
+ case 0: return X;
+ case 1: return Y;
+ }
+ throw new ArgumentOutOfRangeException(nameof(index), "Indices for Double2 run from 0 to 1, inclusive.");
+ }
+ set
+ {
+ switch (index)
+ {
+ case 0:
+ X = value;
+ break;
+ case 1:
+ Y = value;
+ break;
+ default: throw new ArgumentOutOfRangeException(nameof(index), "Indices for Double2 run from 0 to 1, inclusive.");
+ }
+ }
+ }
+
+ ///
+ /// Calculates the length of the vector.
+ ///
+ /// The length of the vector.
+ /// may be preferred when only the relative length is needed and speed is of the essence.
+ public double Length => Math.Sqrt(X * X + Y * Y);
+
+ ///
+ /// Calculates the squared length of the vector.
+ ///
+ /// The squared length of the vector.
+ /// This method may be preferred to when only a relative length is needed and speed is of the essence.
+ public double LengthSquared => X * X + Y * Y;
+
+ ///
+ /// Converts the vector into a unit vector.
+ ///
+ public void Normalize()
+ {
+ double length = Length;
+ if (!Mathd.IsZero(length))
+ {
+ double inv = 1.0 / length;
+ X *= inv;
+ Y *= inv;
+ }
+ }
+
+ ///
+ /// Creates an array containing the elements of the vector.
+ ///
+ public double[] ToArray()
+ {
+ return new[] { X, Y };
+ }
+
+ ///
+ /// Adds two vectors.
+ ///
+ /// The first vector to add.
+ /// The second vector to add.
+ /// When the method completes, contains the sum of the two vectors.
+ public static void Add(ref Double2 left, ref Double2 right, out Double2 result)
+ {
+ result = new Double2(left.X + right.X, left.Y + right.Y);
+ }
+
+ ///
+ /// Adds two vectors.
+ ///
+ /// The first vector to add.
+ /// The second vector to add.
+ /// The sum of the two vectors.
+ public static Double2 Add(Double2 left, Double2 right)
+ {
+ return new Double2(left.X + right.X, left.Y + right.Y);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector
+ /// The scalar value to be added to elements
+ /// The vector with added scalar for each element.
+ public static void Add(ref Double2 left, ref double right, out Double2 result)
+ {
+ result = new Double2(left.X + right, left.Y + right);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector
+ /// The scalar value to be added to elements
+ /// The vector with added scalar for each element.
+ public static Double2 Add(Double2 left, double right)
+ {
+ return new Double2(left.X + right, left.Y + right);
+ }
+
+ ///
+ /// Subtracts two vectors.
+ ///
+ /// The first vector to subtract.
+ /// The second vector to subtract.
+ /// When the method completes, contains the difference of the two vectors.
+ public static void Subtract(ref Double2 left, ref Double2 right, out Double2 result)
+ {
+ result = new Double2(left.X - right.X, left.Y - right.Y);
+ }
+
+ ///
+ /// Subtracts two vectors.
+ ///
+ /// The first vector to subtract.
+ /// The second vector to subtract.
+ /// The difference of the two vectors.
+ public static Double2 Subtract(Double2 left, Double2 right)
+ {
+ return new Double2(left.X - right.X, left.Y - right.Y);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar for each element.
+ public static void Subtract(ref Double2 left, ref double right, out Double2 result)
+ {
+ result = new Double2(left.X - right, left.Y - right);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar for each element.
+ public static Double2 Subtract(Double2 left, double right)
+ {
+ return new Double2(left.X - right, left.Y - right);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The scalar value to be subtracted from elements
+ /// The input vector
+ /// The vector with subtracted scalar for each element.
+ public static void Subtract(ref double left, ref Double2 right, out Double2 result)
+ {
+ result = new Double2(left - right.X, left - right.Y);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The scalar value to be subtracted from elements
+ /// The input vector
+ /// The vector with subtracted scalar for each element.
+ public static Double2 Subtract(double left, Double2 right)
+ {
+ return new Double2(left - right.X, left - right.Y);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// When the method completes, contains the scaled vector.
+ public static void Multiply(ref Double2 value, double scale, out Double2 result)
+ {
+ result = new Double2(value.X * scale, value.Y * scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double2 Multiply(Double2 value, double scale)
+ {
+ return new Double2(value.X * scale, value.Y * scale);
+ }
+
+ ///
+ /// Multiplies a vector with another by performing component-wise multiplication.
+ ///
+ /// The first vector to multiply.
+ /// The second vector to multiply.
+ /// When the method completes, contains the multiplied vector.
+ public static void Multiply(ref Double2 left, ref Double2 right, out Double2 result)
+ {
+ result = new Double2(left.X * right.X, left.Y * right.Y);
+ }
+
+ ///
+ /// Multiplies a vector with another by performing component-wise multiplication.
+ ///
+ /// The first vector to multiply.
+ /// The second vector to multiply.
+ /// The multiplied vector.
+ public static Double2 Multiply(Double2 left, Double2 right)
+ {
+ return new Double2(left.X * right.X, left.Y * right.Y);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// When the method completes, contains the scaled vector.
+ public static void Divide(ref Double2 value, double scale, out Double2 result)
+ {
+ result = new Double2(value.X / scale, value.Y / scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double2 Divide(Double2 value, double scale)
+ {
+ return new Double2(value.X / scale, value.Y / scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The amount by which to scale the vector.
+ /// The vector to scale.
+ /// When the method completes, contains the scaled vector.
+ public static void Divide(double scale, ref Double2 value, out Double2 result)
+ {
+ result = new Double2(scale / value.X, scale / value.Y);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double2 Divide(double scale, Double2 value)
+ {
+ return new Double2(scale / value.X, scale / value.Y);
+ }
+
+ ///
+ /// Reverses the direction of a given vector.
+ ///
+ /// The vector to negate.
+ /// When the method completes, contains a vector facing in the opposite direction.
+ public static void Negate(ref Double2 value, out Double2 result)
+ {
+ result = new Double2(-value.X, -value.Y);
+ }
+
+ ///
+ /// Reverses the direction of a given vector.
+ ///
+ /// The vector to negate.
+ /// A vector facing in the opposite direction.
+ public static Double2 Negate(Double2 value)
+ {
+ return new Double2(-value.X, -value.Y);
+ }
+
+ ///
+ /// Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric
+ /// coordinates relative to a 2D triangle.
+ ///
+ /// A containing the 2D Cartesian coordinates of vertex 1 of the triangle.
+ /// A containing the 2D Cartesian coordinates of vertex 2 of the triangle.
+ /// A containing the 2D Cartesian coordinates of vertex 3 of the triangle.
+ /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
+ /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
+ /// When the method completes, contains the 2D Cartesian coordinates of the specified point.
+ public static void Barycentric(ref Double2 value1, ref Double2 value2, ref Double2 value3, double amount1, double amount2, out Double2 result)
+ {
+ result = new Double2(value1.X + amount1 * (value2.X - value1.X) + amount2 * (value3.X - value1.X),
+ value1.Y + amount1 * (value2.Y - value1.Y) + amount2 * (value3.Y - value1.Y));
+ }
+
+ ///
+ /// Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric
+ /// coordinates relative to a 2D triangle.
+ ///
+ /// A containing the 2D Cartesian coordinates of vertex 1 of the triangle.
+ /// A containing the 2D Cartesian coordinates of vertex 2 of the triangle.
+ /// A containing the 2D Cartesian coordinates of vertex 3 of the triangle.
+ /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
+ /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
+ /// A new containing the 2D Cartesian coordinates of the specified point.
+ public static Double2 Barycentric(Double2 value1, Double2 value2, Double2 value3, double amount1, double amount2)
+ {
+ Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Restricts a value to be within a specified range.
+ ///
+ /// The value to clamp.
+ /// The minimum value.
+ /// The maximum value.
+ /// When the method completes, contains the clamped value.
+ public static void Clamp(ref Double2 value, ref Double2 min, ref Double2 max, out Double2 result)
+ {
+ double x = value.X;
+ x = x > max.X ? max.X : x;
+ x = x < min.X ? min.X : x;
+ double y = value.Y;
+ y = y > max.Y ? max.Y : y;
+ y = y < min.Y ? min.Y : y;
+ result = new Double2(x, y);
+ }
+
+ ///
+ /// Restricts a value to be within a specified range.
+ ///
+ /// The value to clamp.
+ /// The minimum value.
+ /// The maximum value.
+ /// The clamped value.
+ public static Double2 Clamp(Double2 value, Double2 min, Double2 max)
+ {
+ Clamp(ref value, ref min, ref max, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Saturates this instance in the range [0,1].
+ ///
+ public void Saturate()
+ {
+ X = X < 0.0 ? 0.0 : X > 1.0 ? 1.0 : X;
+ Y = Y < 0.0 ? 0.0 : Y > 1.0 ? 1.0 : Y;
+ }
+
+ ///
+ /// Calculates the area of the triangle.
+ ///
+ /// The first triangle vertex.
+ /// The second triangle vertex.
+ /// The third triangle vertex.
+ /// The triangle area.
+ public static double TriangleArea(ref Double2 v0, ref Double2 v1, ref Double2 v2)
+ {
+ return Math.Abs((v0.X * (v1.Y - v2.Y) + v1.X * (v2.Y - v0.Y) + v2.X * (v0.Y - v1.Y)) / 2);
+ }
+
+ ///
+ /// Calculates the distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// When the method completes, contains the distance between the two vectors.
+ /// may be preferred when only the relative distance is needed and speed is of the essence.
+ public static void Distance(ref Double2 value1, ref Double2 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ result = Math.Sqrt(x * x + y * y);
+ }
+
+ ///
+ /// Calculates the distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The distance between the two vectors.
+ /// may be preferred when only the relative distance is needed and speed is of the essence.
+ public static double Distance(Double2 value1, Double2 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ return Math.Sqrt(x * x + y * y);
+ }
+
+ ///
+ /// Calculates the distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The distance between the two vectors.
+ /// may be preferred when only the relative distance is needed and speed is of the essence.
+ public static double Distance(ref Double2 value1, ref Double2 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ return Math.Sqrt(x * x + y * y);
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector
+ /// When the method completes, contains the squared distance between the two vectors.
+ public static void DistanceSquared(ref Double2 value1, ref Double2 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ result = x * x + y * y;
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector
+ /// The squared distance between the two vectors.
+ public static double DistanceSquared(ref Double2 value1, ref Double2 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ return x * x + y * y;
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The squared distance between the two vectors.
+ public static double DistanceSquared(Double2 value1, Double2 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ return x * x + y * y;
+ }
+
+ ///
+ /// Tests whether one vector is near another vector.
+ ///
+ /// The left vector.
+ /// The right vector.
+ /// The epsilon.
+ /// true if left and right are near, false otherwise
+ public static bool NearEqual(Double2 left, Double2 right, double epsilon = Mathd.Epsilon)
+ {
+ return NearEqual(ref left, ref right, epsilon);
+ }
+
+ ///
+ /// Tests whether one vector is near another vector.
+ ///
+ /// The left vector.
+ /// The right vector.
+ /// The epsilon.
+ /// true if left and right are near another, false otherwise
+ public static bool NearEqual(ref Double2 left, ref Double2 right, double epsilon = Mathd.Epsilon)
+ {
+ return Mathd.WithinEpsilon(left.X, right.X, epsilon) && Mathd.WithinEpsilon(left.Y, right.Y, epsilon);
+ }
+
+ ///
+ /// Calculates the dot product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// When the method completes, contains the dot product of the two vectors.
+ public static void Dot(ref Double2 left, ref Double2 right, out double result)
+ {
+ result = left.X * right.X + left.Y * right.Y;
+ }
+
+ ///
+ /// Calculates the dot product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// The dot product of the two vectors.
+ public static double Dot(ref Double2 left, ref Double2 right)
+ {
+ return left.X * right.X + left.Y * right.Y;
+ }
+
+ ///
+ /// Calculates the dot product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// The dot product of the two vectors.
+ public static double Dot(Double2 left, Double2 right)
+ {
+ return left.X * right.X + left.Y * right.Y;
+ }
+
+ ///
+ /// Calculates the cross product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// When the method completes, contains the cross product of the two vectors.
+ public static void Cross(ref Double2 left, ref Double2 right, out double result)
+ {
+ result = left.X * right.Y - left.Y * right.X;
+ }
+
+ ///
+ /// Calculates the cross product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// The cross product of the two vectors.
+ public static double Cross(ref Double2 left, ref Double2 right)
+ {
+ return left.X * right.Y - left.Y * right.X;
+ }
+
+ ///
+ /// Calculates the cross product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// The cross product of the two vectors.
+ public static double Cross(Double2 left, Double2 right)
+ {
+ return left.X * right.Y - left.Y * right.X;
+ }
+
+ ///
+ /// Converts the vector into a unit vector.
+ ///
+ /// The vector to normalize.
+ /// When the method completes, contains the normalized vector.
+ public static void Normalize(ref Double2 value, out Double2 result)
+ {
+ result = value;
+ result.Normalize();
+ }
+
+ ///
+ /// Converts the vector into a unit vector.
+ ///
+ /// The vector to normalize.
+ /// The normalized vector.
+ public static Double2 Normalize(Double2 value)
+ {
+ value.Normalize();
+ return value;
+ }
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above 0.
+ ///
+ /// Input Vector.
+ /// Max Length
+ public static Double2 ClampLength(Double2 vector, double max)
+ {
+ return ClampLength(vector, 0, max);
+ }
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ public static Double2 ClampLength(Double2 vector, double min, double max)
+ {
+ ClampLength(vector, min, max, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ /// The result value.
+ public static void ClampLength(Double2 vector, double min, double max, out Double2 result)
+ {
+ result = vector;
+ double lenSq = result.LengthSquared;
+ if (lenSq > max * max)
+ {
+ double scaleFactor = max / Math.Sqrt(lenSq);
+ result.X *= scaleFactor;
+ result.Y *= scaleFactor;
+ }
+ if (lenSq < min * min)
+ {
+ double scaleFactor = min / Math.Sqrt(lenSq);
+ result.X *= scaleFactor;
+ result.Y *= scaleFactor;
+ }
+ }
+
+ ///
+ /// Returns the vector with components rounded to the nearest integer.
+ ///
+ /// The value.
+ /// The result.
+ public static Double2 Round(Double2 v)
+ {
+ return new Double2(Mathd.Round(v.X), Mathd.Round(v.Y));
+ }
+
+ ///
+ /// Returns the vector with components containing the smallest integer greater to or equal to the original value.
+ ///
+ /// The value.
+ /// The result.
+ public static Double2 Ceil(Double2 v)
+ {
+ return new Double2(Mathd.Ceil(v.X), Mathd.Ceil(v.Y));
+ }
+
+ ///
+ /// Breaks the components of the vector into an integral and a fractional part. Returns vector made of fractional parts.
+ ///
+ /// The value.
+ /// The result.
+ public static Double2 Mod(Double2 v)
+ {
+ return new Double2(v.X - (int)v.X, v.Y - (int)v.Y);
+ }
+
+ ///
+ /// Performs a linear interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// When the method completes, contains the linear interpolation of the two vectors.
+ /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
+ public static void Lerp(ref Double2 start, ref Double2 end, double amount, out Double2 result)
+ {
+ result.X = Mathd.Lerp(start.X, end.X, amount);
+ result.Y = Mathd.Lerp(start.Y, end.Y, amount);
+ }
+
+ ///
+ /// Performs a linear interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// The linear interpolation of the two vectors.
+ /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
+ public static Double2 Lerp(Double2 start, Double2 end, double amount)
+ {
+ Lerp(ref start, ref end, amount, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Performs a linear interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// When the method completes, contains the linear interpolation of the two vectors.
+ /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
+ public static void Lerp(ref Double2 start, ref Double2 end, ref Double2 amount, out Double2 result)
+ {
+ result.X = Mathd.Lerp(start.X, end.X, amount.X);
+ result.Y = Mathd.Lerp(start.Y, end.Y, amount.Y);
+ }
+
+ ///
+ /// Performs a linear interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// The linear interpolation of the two vectors.
+ /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
+ public static Double2 Lerp(Double2 start, Double2 end, Double2 amount)
+ {
+ Lerp(ref start, ref end, ref amount, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Performs a cubic interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// When the method completes, contains the cubic interpolation of the two vectors.
+ public static void SmoothStep(ref Double2 start, ref Double2 end, double amount, out Double2 result)
+ {
+ amount = Mathd.SmoothStep(amount);
+ Lerp(ref start, ref end, amount, out result);
+ }
+
+ ///
+ /// Performs a cubic interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// The cubic interpolation of the two vectors.
+ public static Double2 SmoothStep(Double2 start, Double2 end, double amount)
+ {
+ SmoothStep(ref start, ref end, amount, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Performs a Hermite spline interpolation.
+ ///
+ /// First source position vector.
+ /// First source tangent vector.
+ /// Second source position vector.
+ /// Second source tangent vector.
+ /// Weighting factor.
+ /// When the method completes, contains the result of the Hermite spline interpolation.
+ public static void Hermite(ref Double2 value1, ref Double2 tangent1, ref Double2 value2, ref Double2 tangent2, double amount, out Double2 result)
+ {
+ double squared = amount * amount;
+ double cubed = amount * squared;
+ double part1 = 2.0 * cubed - 3.0 * squared + 1.0;
+ double part2 = -2.0 * cubed + 3.0 * squared;
+ double part3 = cubed - 2.0 * squared + amount;
+ double part4 = cubed - squared;
+ result.X = value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4;
+ result.Y = value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4;
+ }
+
+ ///
+ /// Performs a Hermite spline interpolation.
+ ///
+ /// First source position vector.
+ /// First source tangent vector.
+ /// Second source position vector.
+ /// Second source tangent vector.
+ /// Weighting factor.
+ /// The result of the Hermite spline interpolation.
+ public static Double2 Hermite(Double2 value1, Double2 tangent1, Double2 value2, Double2 tangent2, double amount)
+ {
+ Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Calculates the 2D vector perpendicular to the given 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up.
+ ///
+ /// The input direction.
+ /// The result.
+ public static Double2 Perpendicular(Double2 inDirection)
+ {
+ return new Double2(-inDirection.Y, inDirection.X);
+ }
+
+ ///
+ /// Calculates the 2D vector perpendicular to the given 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up.
+ ///
+ /// The in direction.
+ /// When the method completes, contains the result of the calculation.
+ public static void Perpendicular(ref Double2 inDirection, out Double2 result)
+ {
+ result = new Double2(-inDirection.Y, inDirection.X);
+ }
+
+ ///
+ /// Performs a Catmull-Rom interpolation using the specified positions.
+ ///
+ /// The first position in the interpolation.
+ /// The second position in the interpolation.
+ /// The third position in the interpolation.
+ /// The fourth position in the interpolation.
+ /// Weighting factor.
+ /// When the method completes, contains the result of the Catmull-Rom interpolation.
+ public static void CatmullRom(ref Double2 value1, ref Double2 value2, ref Double2 value3, ref Double2 value4, double amount, out Double2 result)
+ {
+ double squared = amount * amount;
+ double cubed = amount * squared;
+ result.X = 0.5f * (2.0 * value2.X + (-value1.X + value3.X) * amount +
+ (2.0 * value1.X - 5.0 * value2.X + 4.0 * value3.X - value4.X) * squared +
+ (-value1.X + 3.0 * value2.X - 3.0 * value3.X + value4.X) * cubed);
+ result.Y = 0.5f * (2.0 * value2.Y + (-value1.Y + value3.Y) * amount +
+ (2.0 * value1.Y - 5.0 * value2.Y + 4.0 * value3.Y - value4.Y) * squared +
+ (-value1.Y + 3.0 * value2.Y - 3.0 * value3.Y + value4.Y) * cubed);
+ }
+
+ ///
+ /// Performs a Catmull-Rom interpolation using the specified positions.
+ ///
+ /// The first position in the interpolation.
+ /// The second position in the interpolation.
+ /// The third position in the interpolation.
+ /// The fourth position in the interpolation.
+ /// Weighting factor.
+ /// A vector that is the result of the Catmull-Rom interpolation.
+ public static Double2 CatmullRom(Double2 value1, Double2 value2, Double2 value3, Double2 value4, double amount)
+ {
+ CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Returns a vector containing the largest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// When the method completes, contains an new vector composed of the largest components of the source vectors.
+ public static void Max(ref Double2 left, ref Double2 right, out Double2 result)
+ {
+ result.X = left.X > right.X ? left.X : right.X;
+ result.Y = left.Y > right.Y ? left.Y : right.Y;
+ }
+
+ ///
+ /// Returns a vector containing the largest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// A vector containing the largest components of the source vectors.
+ public static Double2 Max(Double2 left, Double2 right)
+ {
+ Max(ref left, ref right, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Returns a vector containing the smallest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// When the method completes, contains an new vector composed of the smallest components of the source vectors.
+ public static void Min(ref Double2 left, ref Double2 right, out Double2 result)
+ {
+ result.X = left.X < right.X ? left.X : right.X;
+ result.Y = left.Y < right.Y ? left.Y : right.Y;
+ }
+
+ ///
+ /// Returns a vector containing the smallest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// A vector containing the smallest components of the source vectors.
+ public static Double2 Min(Double2 left, Double2 right)
+ {
+ Min(ref left, ref right, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Returns the absolute value of a vector.
+ ///
+ /// The value.
+ /// A vector which components are less or equal to 0.
+ public static Double2 Abs(Double2 v)
+ {
+ return new Double2(Math.Abs(v.X), Math.Abs(v.Y));
+ }
+
+ ///
+ /// Returns the reflection of a vector off a surface that has the specified normal.
+ ///
+ /// The source vector.
+ /// Normal of the surface.
+ /// When the method completes, contains the reflected vector.
+ /// Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it.
+ public static void Reflect(ref Double2 vector, ref Double2 normal, out Double2 result)
+ {
+ double dot = vector.X * normal.X + vector.Y * normal.Y;
+ result.X = vector.X - 2.0 * dot * normal.X;
+ result.Y = vector.Y - 2.0 * dot * normal.Y;
+ }
+
+ ///
+ /// Returns the reflection of a vector off a surface that has the specified normal.
+ ///
+ /// The source vector.
+ /// Normal of the surface.
+ /// The reflected vector.
+ /// Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it.
+ public static Double2 Reflect(Double2 vector, Double2 normal)
+ {
+ Reflect(ref vector, ref normal, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Orthogonalizes a list of vectors.
+ ///
+ /// The list of orthogonalized vectors.
+ /// The list of vectors to orthogonalize.
+ ///
+ ///
+ /// Orthogonalization is the process of making all vectors orthogonal to each other. This
+ /// means that any given vector in the list will be orthogonal to any other given vector in the
+ /// list.
+ ///
+ ///
+ /// Because this method uses the modified Gram-Schmidt process, the resulting vectors
+ /// tend to be numerically unstable. The numeric stability decreases according to the vectors
+ /// position in the list so that the first vector is the most stable and the last vector is the
+ /// least stable.
+ ///
+ ///
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Orthogonalize(Double2[] destination, params Double2[] source)
+ {
+ //Uses the modified Gram-Schmidt process.
+ //q1 = m1
+ //q2 = m2 - ((q1 ⋅ m2) / (q1 ⋅ q1)) * q1
+ //q3 = m3 - ((q1 ⋅ m3) / (q1 ⋅ q1)) * q1 - ((q2 ⋅ m3) / (q2 ⋅ q2)) * q2
+ //q4 = m4 - ((q1 ⋅ m4) / (q1 ⋅ q1)) * q1 - ((q2 ⋅ m4) / (q2 ⋅ q2)) * q2 - ((q3 ⋅ m4) / (q3 ⋅ q3)) * q3
+ //q5 = ...
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ {
+ Double2 v = source[i];
+ for (var r = 0; r < i; ++r)
+ v -= Dot(destination[r], v) / Dot(destination[r], destination[r]) * destination[r];
+ destination[i] = v;
+ }
+ }
+
+ ///
+ /// Orthonormalizes a list of vectors.
+ ///
+ /// The list of orthonormalized vectors.
+ /// The list of vectors to orthonormalize.
+ ///
+ ///
+ /// Orthonormalization is the process of making all vectors orthogonal to each
+ /// other and making all vectors of unit length. This means that any given vector will
+ /// be orthogonal to any other given vector in the list.
+ ///
+ ///
+ /// Because this method uses the modified Gram-Schmidt process, the resulting vectors
+ /// tend to be numerically unstable. The numeric stability decreases according to the vectors
+ /// position in the list so that the first vector is the most stable and the last vector is the
+ /// least stable.
+ ///
+ ///
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than.
+ public static void Orthonormalize(Double2[] destination, params Double2[] source)
+ {
+ //Uses the modified Gram-Schmidt process.
+ //Because we are making unit vectors, we can optimize the math for orthogonalization
+ //and simplify the projection operation to remove the division.
+ //q1 = m1 / |m1|
+ //q2 = (m2 - (q1 ⋅ m2) * q1) / |m2 - (q1 ⋅ m2) * q1|
+ //q3 = (m3 - (q1 ⋅ m3) * q1 - (q2 ⋅ m3) * q2) / |m3 - (q1 ⋅ m3) * q1 - (q2 ⋅ m3) * q2|
+ //q4 = (m4 - (q1 ⋅ m4) * q1 - (q2 ⋅ m4) * q2 - (q3 ⋅ m4) * q3) / |m4 - (q1 ⋅ m4) * q1 - (q2 ⋅ m4) * q2 - (q3 ⋅ m4) * q3|
+ //q5 = ...
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ {
+ Double2 v = source[i];
+ for (var r = 0; r < i; ++r)
+ v -= Dot(destination[r], v) * destination[r];
+ v.Normalize();
+ destination[i] = v;
+ }
+ }
+
+ ///
+ /// Transforms a 2D vector by the given rotation.
+ ///
+ /// The vector to rotate.
+ /// The rotation to apply.
+ /// When the method completes, contains the transformed .
+ public static void Transform(ref Double2 vector, ref Quaternion rotation, out Double2 result)
+ {
+ double x = rotation.X + rotation.X;
+ double y = rotation.Y + rotation.Y;
+ double z = rotation.Z + rotation.Z;
+ double wz = rotation.W * z;
+ double xx = rotation.X * x;
+ double xy = rotation.X * y;
+ double yy = rotation.Y * y;
+ double zz = rotation.Z * z;
+ result = new Double2(vector.X * (1.0 - yy - zz) + vector.Y * (xy - wz), vector.X * (xy + wz) + vector.Y * (1.0 - xx - zz));
+ }
+
+ ///
+ /// Transforms a 2D vector by the given rotation.
+ ///
+ /// The vector to rotate.
+ /// The rotation to apply.
+ /// The transformed .
+ public static Double2 Transform(Double2 vector, Quaternion rotation)
+ {
+ Transform(ref vector, ref rotation, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Transforms an array of vectors by the given rotation.
+ ///
+ /// The array of vectors to transform.
+ /// The rotation to apply.
+ /// The array for which the transformed vectors are stored. This array may be the same array as .
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Transform(Double2[] source, ref Quaternion rotation, Double2[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ double x = rotation.X + rotation.X;
+ double y = rotation.Y + rotation.Y;
+ double z = rotation.Z + rotation.Z;
+ double wz = rotation.W * z;
+ double xx = rotation.X * x;
+ double xy = rotation.X * y;
+ double yy = rotation.Y * y;
+ double zz = rotation.Z * z;
+ double num1 = 1.0 - yy - zz;
+ double num2 = xy - wz;
+ double num3 = xy + wz;
+ double num4 = 1.0 - xx - zz;
+ for (var i = 0; i < source.Length; ++i)
+ destination[i] = new Double2(source[i].X * num1 + source[i].Y * num2, source[i].X * num3 + source[i].Y * num4);
+ }
+
+ ///
+ /// Transforms a 2D vector by the given .
+ ///
+ /// The source vector.
+ /// The transformation .
+ /// When the method completes, contains the transformed .
+ public static void Transform(ref Double2 vector, ref Matrix transform, out Double4 result)
+ {
+ result = new Double4(vector.X * transform.M11 + vector.Y * transform.M21 + transform.M41,
+ vector.X * transform.M12 + vector.Y * transform.M22 + transform.M42,
+ vector.X * transform.M13 + vector.Y * transform.M23 + transform.M43,
+ vector.X * transform.M14 + vector.Y * transform.M24 + transform.M44);
+ }
+
+ ///
+ /// Transforms a 2D vector by the given .
+ ///
+ /// The source vector.
+ /// The transformation .
+ /// The transformed .
+ public static Double4 Transform(Double2 vector, Matrix transform)
+ {
+ Transform(ref vector, ref transform, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Transforms an array of 2D vectors by the given .
+ ///
+ /// The array of vectors to transform.
+ /// The transformation .
+ /// The array for which the transformed vectors are stored.
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Transform(Double2[] source, ref Matrix transform, Double4[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ Transform(ref source[i], ref transform, out destination[i]);
+ }
+
+ ///
+ /// Performs a coordinate transformation using the given .
+ ///
+ /// The coordinate vector to transform.
+ /// The transformation .
+ /// When the method completes, contains the transformed coordinates.
+ ///
+ /// A coordinate transform performs the transformation with the assumption that the w component
+ /// is one. The four dimensional vector obtained from the transformation operation has each
+ /// component in the vector divided by the w component. This forces the w component to be one and
+ /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
+ /// with coordinates as the w component can safely be ignored.
+ ///
+ public static void TransformCoordinate(ref Double2 coordinate, ref Matrix transform, out Double2 result)
+ {
+ var vector = new Double4
+ {
+ X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + transform.M41,
+ Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + transform.M42,
+ Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + transform.M43,
+ W = 1f / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + transform.M44)
+ };
+ result = new Double2(vector.X * vector.W, vector.Y * vector.W);
+ }
+
+ ///
+ /// Performs a coordinate transformation using the given .
+ ///
+ /// The coordinate vector to transform.
+ /// The transformation .
+ /// The transformed coordinates.
+ ///
+ /// A coordinate transform performs the transformation with the assumption that the w component
+ /// is one. The four dimensional vector obtained from the transformation operation has each
+ /// component in the vector divided by the w component. This forces the w component to be one and
+ /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
+ /// with coordinates as the w component can safely be ignored.
+ ///
+ public static Double2 TransformCoordinate(Double2 coordinate, Matrix transform)
+ {
+ TransformCoordinate(ref coordinate, ref transform, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Performs a coordinate transformation on an array of vectors using the given .
+ ///
+ /// The array of coordinate vectors to transform.
+ /// The transformation .
+ /// The array for which the transformed vectors are stored. This array may be the same array as .
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ ///
+ /// A coordinate transform performs the transformation with the assumption that the w component
+ /// is one. The four dimensional vector obtained from the transformation operation has each
+ /// component in the vector divided by the w component. This forces the w component to be one and
+ /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
+ /// with coordinates as the w component can safely be ignored.
+ ///
+ public static void TransformCoordinate(Double2[] source, ref Matrix transform, Double2[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ TransformCoordinate(ref source[i], ref transform, out destination[i]);
+ }
+
+ ///
+ /// Performs a normal transformation using the given .
+ ///
+ /// The normal vector to transform.
+ /// The transformation .
+ /// When the method completes, contains the transformed normal.
+ ///
+ /// A normal transform performs the transformation with the assumption that the w component
+ /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The
+ /// end result is a vector that is not translated, but all other transformation properties
+ /// apply. This is often preferred for normal vectors as normals purely represent direction
+ /// rather than location because normal vectors should not be translated.
+ ///
+ public static void TransformNormal(ref Double2 normal, ref Matrix transform, out Double2 result)
+ {
+ result = new Double2(normal.X * transform.M11 + normal.Y * transform.M21,
+ normal.X * transform.M12 + normal.Y * transform.M22);
+ }
+
+ ///
+ /// Performs a normal transformation using the given .
+ ///
+ /// The normal vector to transform.
+ /// The transformation .
+ /// The transformed normal.
+ ///
+ /// A normal transform performs the transformation with the assumption that the w component
+ /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The
+ /// end result is a vector that is not translated, but all other transformation properties
+ /// apply. This is often preferred for normal vectors as normals purely represent direction
+ /// rather than location because normal vectors should not be translated.
+ ///
+ public static Double2 TransformNormal(Double2 normal, Matrix transform)
+ {
+ TransformNormal(ref normal, ref transform, out Double2 result);
+ return result;
+ }
+
+ ///
+ /// Performs a normal transformation on an array of vectors using the given .
+ ///
+ /// The array of normal vectors to transform.
+ /// The transformation .
+ /// The array for which the transformed vectors are stored. This array may be the same array as .
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ ///
+ /// A normal transform performs the transformation with the assumption that the w component
+ /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The
+ /// end result is a vector that is not translated, but all other transformation properties
+ /// apply. This is often preferred for normal vectors as normals purely represent direction
+ /// rather than location because normal vectors should not be translated.
+ ///
+ public static void TransformNormal(Double2[] source, ref Matrix transform, Double2[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ TransformNormal(ref source[i], ref transform, out destination[i]);
+ }
+
+ ///
+ /// Adds two vectors.
+ ///
+ /// The first vector to add.
+ /// The second vector to add.
+ /// The sum of the two vectors.
+ public static Double2 operator +(Double2 left, Double2 right)
+ {
+ return new Double2(left.X + right.X, left.Y + right.Y);
+ }
+
+ ///
+ /// Multiplies a vector with another by performing component-wise multiplication equivalent to .
+ ///
+ /// The first vector to multiply.
+ /// The second vector to multiply.
+ /// The multiplication of the two vectors.
+ public static Double2 operator *(Double2 left, Double2 right)
+ {
+ return new Double2(left.X * right.X, left.Y * right.Y);
+ }
+
+ ///
+ /// Assert a vector (return it unchanged).
+ ///
+ /// The vector to assert (unchanged).
+ /// The asserted (unchanged) vector.
+ public static Double2 operator +(Double2 value)
+ {
+ return value;
+ }
+
+ ///
+ /// Subtracts two vectors.
+ ///
+ /// The first vector to subtract.
+ /// The second vector to subtract.
+ /// The difference of the two vectors.
+ public static Double2 operator -(Double2 left, Double2 right)
+ {
+ return new Double2(left.X - right.X, left.Y - right.Y);
+ }
+
+ ///
+ /// Reverses the direction of a given vector.
+ ///
+ /// The vector to negate.
+ /// A vector facing in the opposite direction.
+ public static Double2 operator -(Double2 value)
+ {
+ return new Double2(-value.X, -value.Y);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double2 operator *(double scale, Double2 value)
+ {
+ return new Double2(value.X * scale, value.Y * scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double2 operator *(Double2 value, double scale)
+ {
+ return new Double2(value.X * scale, value.Y * scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double2 operator /(Double2 value, double scale)
+ {
+ return new Double2(value.X / scale, value.Y / scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The amount by which to scale the vector.
+ /// The vector to scale.
+ /// The scaled vector.
+ public static Double2 operator /(double scale, Double2 value)
+ {
+ return new Double2(scale / value.X, scale / value.Y);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double2 operator /(Double2 value, Double2 scale)
+ {
+ return new Double2(value.X / scale.X, value.Y / scale.Y);
+ }
+
+ ///
+ /// Remainder of value divided by scale.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The remained vector.
+ public static Double2 operator %(Double2 value, double scale)
+ {
+ return new Double2(value.X % scale, value.Y % scale);
+ }
+
+ ///
+ /// Remainder of value divided by scale.
+ ///
+ /// The amount by which to scale the vector.
+ /// The vector to scale.
+ /// The remained vector.
+ public static Double2 operator %(double value, Double2 scale)
+ {
+ return new Double2(value % scale.X, value % scale.Y);
+ }
+
+ ///
+ /// Remainder of value divided by scale.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The remained vector.
+ public static Double2 operator %(Double2 value, Double2 scale)
+ {
+ return new Double2(value.X % scale.X, value.Y % scale.Y);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector.
+ /// The scalar value to be added on elements
+ /// The vector with added scalar for each element.
+ public static Double2 operator +(Double2 value, double scalar)
+ {
+ return new Double2(value.X + scalar, value.Y + scalar);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector.
+ /// The scalar value to be added on elements
+ /// The vector with added scalar for each element.
+ public static Double2 operator +(double scalar, Double2 value)
+ {
+ return new Double2(scalar + value.X, scalar + value.Y);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector.
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar from each element.
+ public static Double2 operator -(Double2 value, double scalar)
+ {
+ return new Double2(value.X - scalar, value.Y - scalar);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector.
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar from each element.
+ public static Double2 operator -(double scalar, Double2 value)
+ {
+ return new Double2(scalar - value.X, scalar - value.Y);
+ }
+
+ ///
+ /// Tests for equality between two objects.
+ ///
+ /// The first value to compare.
+ /// The second value to compare.
+ /// true if has the same value as ; otherwise,false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static bool operator ==(Double2 left, Double2 right)
+ {
+ return Mathd.NearEqual(left.X, right.X) && Mathd.NearEqual(left.Y, right.Y);
+ }
+
+ ///
+ /// Tests for inequality between two objects.
+ ///
+ /// The first value to compare.
+ /// The second value to compare.
+ /// true if has a different value than ; otherwise,false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static bool operator !=(Double2 left, Double2 right)
+ {
+ return !Mathd.NearEqual(left.X, right.X) || !Mathd.NearEqual(left.Y, right.Y);
+ }
+
+ ///
+ /// Performs an explicit conversion from to .
+ ///
+ /// The value.
+ /// The result of the conversion.
+ public static explicit operator Double3(Double2 value)
+ {
+ return new Double3(value, 0.0f);
+ }
+
+ ///
+ /// Performs an explicit conversion from to .
+ ///
+ /// The value.
+ /// The result of the conversion.
+ public static explicit operator Double4(Double2 value)
+ {
+ return new Double4(value, 0.0, 0.0);
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// A that represents this instance.
+ public override string ToString()
+ {
+ return string.Format(CultureInfo.CurrentCulture, "X:{0} Y:{1}", X, Y);
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// The format.
+ /// A that represents this instance.
+ public string ToString(string format)
+ {
+ if (format == null)
+ return ToString();
+ return string.Format(CultureInfo.CurrentCulture, _formatString, X.ToString(format, CultureInfo.CurrentCulture), Y.ToString(format, CultureInfo.CurrentCulture));
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// The format provider.
+ /// A that represents this instance.
+ public string ToString(IFormatProvider formatProvider)
+ {
+ return string.Format(formatProvider, _formatString, X, Y);
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// The format.
+ /// The format provider.
+ /// A that represents this instance.
+ public string ToString(string format, IFormatProvider formatProvider)
+ {
+ if (format == null)
+ return ToString(formatProvider);
+ return string.Format(formatProvider, _formatString, X.ToString(format, formatProvider), Y.ToString(format, formatProvider));
+ }
+
+ ///
+ /// Returns a hash code for this instance.
+ ///
+ public override int GetHashCode()
+ {
+ unchecked
+ {
+ return (X.GetHashCode() * 397) ^ Y.GetHashCode();
+ }
+ }
+
+ ///
+ /// Determines whether the specified is equal to this instance.
+ ///
+ /// The to compare with this instance.
+ /// true if the specified is equal to this instance; otherwise, false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public bool Equals(ref Double2 other)
+ {
+ return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y);
+ }
+
+ ///
+ /// Determines whether the specified are equal.
+ ///
+ public static bool Equals(ref Double2 a, ref Double2 b)
+ {
+ return Mathd.NearEqual(a.X, b.X) && Mathd.NearEqual(a.Y, b.Y);
+ }
+
+ ///
+ /// Determines whether the specified is equal to this instance.
+ ///
+ /// The to compare with this instance.
+ /// true if the specified is equal to this instance; otherwise, false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public bool Equals(Double2 other)
+ {
+ return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y);
+ }
+
+ ///
+ /// Determines whether the specified is equal to this instance.
+ ///
+ /// The to compare with this instance.
+ /// true if the specified is equal to this instance; otherwise, false.
+ public override bool Equals(object value)
+ {
+ if (!(value is Double2 other))
+ return false;
+ return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y);
+ }
+ }
+}
diff --git a/Source/Engine/Core/Math/Double3.cs b/Source/Engine/Core/Math/Double3.cs
new file mode 100644
index 000000000..24146022a
--- /dev/null
+++ b/Source/Engine/Core/Math/Double3.cs
@@ -0,0 +1,2060 @@
+// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
+
+// -----------------------------------------------------------------------------
+// Original code from SharpDX project. https://github.com/sharpdx/SharpDX/
+// Greetings to Alexandre Mutel. Original code published with the following license:
+// -----------------------------------------------------------------------------
+// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+// -----------------------------------------------------------------------------
+// Original code from SlimMath project. http://code.google.com/p/slimmath/
+// Greetings to SlimDX Group. Original code published with the following license:
+// -----------------------------------------------------------------------------
+/*
+* Copyright (c) 2007-2011 SlimDX Group
+*
+* Permission is hereby granted, free of charge, to any person obtaining a copy
+* of this software and associated documentation files (the "Software"), to deal
+* in the Software without restriction, including without limitation the rights
+* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+* copies of the Software, and to permit persons to whom the Software is
+* furnished to do so, subject to the following conditions:
+*
+* The above copyright notice and this permission notice shall be included in
+* all copies or substantial portions of the Software.
+*
+* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+* THE SOFTWARE.
+*/
+
+using System;
+using System.ComponentModel;
+using System.Globalization;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+namespace FlaxEngine
+{
+ [Serializable]
+ [TypeConverter(typeof(TypeConverters.Double3Converter))]
+ partial struct Double3 : IEquatable, IFormattable
+ {
+ private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2}";
+
+ ///
+ /// The size of the type, in bytes.
+ ///
+ public static readonly int SizeInBytes = Marshal.SizeOf(typeof(Double3));
+
+ ///
+ /// A with all of its components set to zero.
+ ///
+ public static readonly Double3 Zero;
+
+ ///
+ /// The X unit (1, 0, 0).
+ ///
+ public static readonly Double3 UnitX = new Double3(1.0, 0.0, 0.0);
+
+ ///
+ /// The Y unit (0, 1, 0).
+ ///
+ public static readonly Double3 UnitY = new Double3(0.0, 1.0, 0.0);
+
+ ///
+ /// The Z unit (0, 0, 1).
+ ///
+ public static readonly Double3 UnitZ = new Double3(0.0, 0.0, 1.0);
+
+ ///
+ /// A with all of its components set to one.
+ ///
+ public static readonly Double3 One = new Double3(1.0, 1.0, 1.0);
+
+ ///
+ /// A with all of its components set to half.
+ ///
+ public static readonly Double3 Half = new Double3(0.5f, 0.5f, 0.5f);
+
+ ///
+ /// A unit designating up (0, 1, 0).
+ ///
+ public static readonly Double3 Up = new Double3(0.0, 1.0, 0.0);
+
+ ///
+ /// A unit designating down (0, -1, 0).
+ ///
+ public static readonly Double3 Down = new Double3(0.0, -1.0, 0.0);
+
+ ///
+ /// A unit designating left (-1, 0, 0).
+ ///
+ public static readonly Double3 Left = new Double3(-1.0, 0.0, 0.0);
+
+ ///
+ /// A unit designating right (1, 0, 0).
+ ///
+ public static readonly Double3 Right = new Double3(1.0, 0.0, 0.0);
+
+ ///
+ /// A unit designating forward in a left-handed coordinate system (0, 0, 1).
+ ///
+ public static readonly Double3 Forward = new Double3(0.0, 0.0, 1.0);
+
+ ///
+ /// A unit designating backward in a left-handed coordinate system (0, 0, -1).
+ ///
+ public static readonly Double3 Backward = new Double3(0.0, 0.0, -1.0);
+
+ ///
+ /// A with all components equal to .
+ ///
+ public static readonly Double3 Minimum = new Double3(double.MinValue);
+
+ ///
+ /// A with all components equal to .
+ ///
+ public static readonly Double3 Maximum = new Double3(double.MaxValue);
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The value that will be assigned to all components.
+ public Double3(double value)
+ {
+ X = value;
+ Y = value;
+ Z = value;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Initial value for the X component of the vector.
+ /// Initial value for the Y component of the vector.
+ /// Initial value for the Z component of the vector.
+ public Double3(double x, double y, double z)
+ {
+ X = x;
+ Y = y;
+ Z = z;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X and Y components.
+ /// Initial value for the Z component of the vector.
+ public Double3(Double2 value, double z)
+ {
+ X = value.X;
+ Y = value.Y;
+ Z = z;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X, Y and Z components.
+ public Double3(Vector3 value)
+ {
+ X = value.X;
+ Y = value.Y;
+ Z = value.Z;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X, Y and Z components.
+ public Double3(Double4 value)
+ {
+ X = value.X;
+ Y = value.Y;
+ Z = value.Z;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The values to assign to the X, Y, and Z components of the vector. This must be an array with three elements.
+ /// Thrown when is null.
+ /// Thrown when contains more or less than three elements.
+ public Double3(double[] values)
+ {
+ if (values == null)
+ throw new ArgumentNullException(nameof(values));
+ if (values.Length != 3)
+ throw new ArgumentOutOfRangeException(nameof(values), "There must be three and only three input values for Double3.");
+ X = values[0];
+ Y = values[1];
+ Z = values[2];
+ }
+
+ ///
+ /// Gets a value indicting whether this instance is normalized.
+ ///
+ public bool IsNormalized => Mathd.IsOne(X * X + Y * Y + Z * Z);
+
+ ///
+ /// Gets the normalized vector. Returned vector has length equal 1.
+ ///
+ public Double3 Normalized
+ {
+ get
+ {
+ Double3 result = this;
+ result.Normalize();
+ return result;
+ }
+ }
+
+ ///
+ /// Gets a value indicting whether this vector is zero
+ ///
+ public bool IsZero => Mathd.IsZero(X) && Mathd.IsZero(Y) && Mathd.IsZero(Z);
+
+ ///
+ /// Gets a value indicting whether this vector is one
+ ///
+ public bool IsOne => Mathd.IsOne(X) && Mathd.IsOne(Y) && Mathd.IsOne(Z);
+
+ ///
+ /// Gets a minimum component value
+ ///
+ public double MinValue => Mathd.Min(X, Mathd.Min(Y, Z));
+
+ ///
+ /// Gets a maximum component value
+ ///
+ public double MaxValue => Mathd.Max(X, Mathd.Max(Y, Z));
+
+ ///
+ /// Gets an arithmetic average value of all vector components.
+ ///
+ public double AvgValue => (X + Y + Z) * (1.0 / 3.0);
+
+ ///
+ /// Gets a sum of the component values.
+ ///
+ public double ValuesSum => X + Y + Z;
+
+ ///
+ /// Gets a vector with values being absolute values of that vector.
+ ///
+ public Double3 Absolute => new Double3(Math.Abs(X), Math.Abs(Y), Math.Abs(Z));
+
+ ///
+ /// Gets a vector with values being opposite to values of that vector.
+ ///
+ public Double3 Negative => new Double3(-X, -Y, -Z);
+
+ ///
+ /// Gets or sets the component at the specified index.
+ ///
+ /// The value of the X, Y, or Z component, depending on the index.
+ /// The index of the component to access. Use 0 for the X component, 1 for the Y component, and 2 for the Z component.
+ /// The value of the component at the specified index.
+ /// Thrown when the is out of the range [0, 2].
+ public double this[int index]
+ {
+ get
+ {
+ switch (index)
+ {
+ case 0: return X;
+ case 1: return Y;
+ case 2: return Z;
+ }
+ throw new ArgumentOutOfRangeException(nameof(index), "Indices for Double3 run from 0 to 2, inclusive.");
+ }
+ set
+ {
+ switch (index)
+ {
+ case 0:
+ X = value;
+ break;
+ case 1:
+ Y = value;
+ break;
+ case 2:
+ Z = value;
+ break;
+ default: throw new ArgumentOutOfRangeException(nameof(index), "Indices for Double3 run from 0 to 2, inclusive.");
+ }
+ }
+ }
+
+ ///
+ /// Calculates the length of the vector.
+ ///
+ /// The length of the vector.
+ /// may be preferred when only the relative length is needed and speed is of the essence.
+ public double Length => Math.Sqrt(X * X + Y * Y + Z * Z);
+
+ ///
+ /// Calculates the squared length of the vector.
+ ///
+ /// The squared length of the vector.
+ /// This method may be preferred to when only a relative length is needed and speed is of the essence.
+ public double LengthSquared => X * X + Y * Y + Z * Z;
+
+ ///
+ /// Converts the vector into a unit vector.
+ ///
+ public void Normalize()
+ {
+ double length = Length;
+ if (!Mathd.IsZero(length))
+ {
+ double inv = 1.0 / length;
+ X *= inv;
+ Y *= inv;
+ Z *= inv;
+ }
+ }
+
+ ///
+ /// Reverses the direction of the vector.
+ ///
+ public void Negate()
+ {
+ X *= -1;
+ Y *= -1;
+ Z *= -1;
+ }
+
+ ///
+ /// When this vector contains Euler angles (degrees), ensure that angles are between +/-180
+ ///
+ public void UnwindEuler()
+ {
+ X = Mathd.UnwindDegrees(X);
+ Y = Mathd.UnwindDegrees(Y);
+ Z = Mathd.UnwindDegrees(Z);
+ }
+
+ ///
+ /// Creates an array containing the elements of the vector.
+ ///
+ /// A three-element array containing the components of the vector.
+ public double[] ToArray()
+ {
+ return new[] { X, Y, Z };
+ }
+
+ ///
+ /// Adds two vectors.
+ ///
+ /// The first vector to add.
+ /// The second vector to add.
+ /// When the method completes, contains the sum of the two vectors.
+ public static void Add(ref Double3 left, ref Double3 right, out Double3 result)
+ {
+ result = new Double3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
+ }
+
+ ///
+ /// Adds two vectors.
+ ///
+ /// The first vector to add.
+ /// The second vector to add.
+ /// The sum of the two vectors.
+ public static Double3 Add(Double3 left, Double3 right)
+ {
+ return new Double3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector
+ /// The scalar value to be added to elements
+ /// The vector with added scalar for each element.
+ public static void Add(ref Double3 left, ref double right, out Double3 result)
+ {
+ result = new Double3(left.X + right, left.Y + right, left.Z + right);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector
+ /// The scalar value to be added to elements
+ /// The vector with added scalar for each element.
+ public static Double3 Add(Double3 left, double right)
+ {
+ return new Double3(left.X + right, left.Y + right, left.Z + right);
+ }
+
+ ///
+ /// Subtracts two vectors.
+ ///
+ /// The first vector to subtract.
+ /// The second vector to subtract.
+ /// When the method completes, contains the difference of the two vectors.
+ public static void Subtract(ref Double3 left, ref Double3 right, out Double3 result)
+ {
+ result = new Double3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
+ }
+
+ ///
+ /// Subtracts two vectors.
+ ///
+ /// The first vector to subtract.
+ /// The second vector to subtract.
+ /// The difference of the two vectors.
+ public static Double3 Subtract(Double3 left, Double3 right)
+ {
+ return new Double3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar for each element.
+ public static void Subtract(ref Double3 left, ref double right, out Double3 result)
+ {
+ result = new Double3(left.X - right, left.Y - right, left.Z - right);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar for each element.
+ public static Double3 Subtract(Double3 left, double right)
+ {
+ return new Double3(left.X - right, left.Y - right, left.Z - right);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The scalar value to be subtracted from elements
+ /// The input vector.
+ /// The vector with subtracted scalar for each element.
+ public static void Subtract(ref double left, ref Double3 right, out Double3 result)
+ {
+ result = new Double3(left - right.X, left - right.Y, left - right.Z);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The scalar value to be subtracted from elements
+ /// The input vector.
+ /// The vector with subtracted scalar for each element.
+ public static Double3 Subtract(double left, Double3 right)
+ {
+ return new Double3(left - right.X, left - right.Y, left - right.Z);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// When the method completes, contains the scaled vector.
+ public static void Multiply(ref Double3 value, double scale, out Double3 result)
+ {
+ result = new Double3(value.X * scale, value.Y * scale, value.Z * scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double3 Multiply(Double3 value, double scale)
+ {
+ return new Double3(value.X * scale, value.Y * scale, value.Z * scale);
+ }
+
+ ///
+ /// Multiply a vector with another by performing component-wise multiplication.
+ ///
+ /// The first vector to multiply.
+ /// The second vector to multiply.
+ /// When the method completes, contains the multiplied vector.
+ public static void Multiply(ref Double3 left, ref Double3 right, out Double3 result)
+ {
+ result = new Double3(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
+ }
+
+ ///
+ /// Multiply a vector with another by performing component-wise multiplication.
+ ///
+ /// The first vector to Multiply.
+ /// The second vector to multiply.
+ /// The multiplied vector.
+ public static Double3 Multiply(Double3 left, Double3 right)
+ {
+ return new Double3(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
+ }
+
+ ///
+ /// Divides a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector (per component).
+ /// When the method completes, contains the divided vector.
+ public static void Divide(ref Double3 value, ref Double3 scale, out Double3 result)
+ {
+ result = new Double3(value.X / scale.X, value.Y / scale.Y, value.Z / scale.Z);
+ }
+
+ ///
+ /// Divides a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector (per component).
+ /// The divided vector.
+ public static Double3 Divide(Double3 value, Double3 scale)
+ {
+ return new Double3(value.X / scale.X, value.Y / scale.Y, value.Z / scale.Z);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// When the method completes, contains the scaled vector.
+ public static void Divide(ref Double3 value, double scale, out Double3 result)
+ {
+ result = new Double3(value.X / scale, value.Y / scale, value.Z / scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double3 Divide(Double3 value, double scale)
+ {
+ return new Double3(value.X / scale, value.Y / scale, value.Z / scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The amount by which to scale the vector.
+ /// The vector to scale.
+ /// When the method completes, contains the scaled vector.
+ public static void Divide(double scale, ref Double3 value, out Double3 result)
+ {
+ result = new Double3(scale / value.X, scale / value.Y, scale / value.Z);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double3 Divide(double scale, Double3 value)
+ {
+ return new Double3(scale / value.X, scale / value.Y, scale / value.Z);
+ }
+
+ ///
+ /// Reverses the direction of a given vector.
+ ///
+ /// The vector to negate.
+ /// When the method completes, contains a vector facing in the opposite direction.
+ public static void Negate(ref Double3 value, out Double3 result)
+ {
+ result = new Double3(-value.X, -value.Y, -value.Z);
+ }
+
+ ///
+ /// Reverses the direction of a given vector.
+ ///
+ /// The vector to negate.
+ /// A vector facing in the opposite direction.
+ public static Double3 Negate(Double3 value)
+ {
+ return new Double3(-value.X, -value.Y, -value.Z);
+ }
+
+ ///
+ /// Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle.
+ ///
+ /// A containing the 3D Cartesian coordinates of vertex 1 of the triangle.
+ /// A containing the 3D Cartesian coordinates of vertex 2 of the triangle.
+ /// A containing the 3D Cartesian coordinates of vertex 3 of the triangle.
+ /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
+ /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
+ /// When the method completes, contains the 3D Cartesian coordinates of the specified point.
+ public static void Barycentric(ref Double3 value1, ref Double3 value2, ref Double3 value3, double amount1, double amount2, out Double3 result)
+ {
+ result = new Double3(value1.X + amount1 * (value2.X - value1.X) + amount2 * (value3.X - value1.X),
+ value1.Y + amount1 * (value2.Y - value1.Y) + amount2 * (value3.Y - value1.Y),
+ value1.Z + amount1 * (value2.Z - value1.Z) + amount2 * (value3.Z - value1.Z));
+ }
+
+ ///
+ /// Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle.
+ ///
+ /// A containing the 3D Cartesian coordinates of vertex 1 of the triangle.
+ /// A containing the 3D Cartesian coordinates of vertex 2 of the triangle.
+ /// A containing the 3D Cartesian coordinates of vertex 3 of the triangle.
+ /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
+ /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
+ /// A new containing the 3D Cartesian coordinates of the specified point.
+ public static Double3 Barycentric(Double3 value1, Double3 value2, Double3 value3, double amount1, double amount2)
+ {
+ Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out var result);
+ return result;
+ }
+
+ ///
+ /// Restricts a value to be within a specified range.
+ ///
+ /// The value to clamp.
+ /// The minimum value.
+ /// The maximum value.
+ /// When the method completes, contains the clamped value.
+ public static void Clamp(ref Double3 value, ref Double3 min, ref Double3 max, out Double3 result)
+ {
+ double x = value.X;
+ x = x > max.X ? max.X : x;
+ x = x < min.X ? min.X : x;
+ double y = value.Y;
+ y = y > max.Y ? max.Y : y;
+ y = y < min.Y ? min.Y : y;
+ double z = value.Z;
+ z = z > max.Z ? max.Z : z;
+ z = z < min.Z ? min.Z : z;
+ result = new Double3(x, y, z);
+ }
+
+ ///
+ /// Restricts a value to be within a specified range.
+ ///
+ /// The value to clamp.
+ /// The minimum value.
+ /// The maximum value.
+ /// The clamped value.
+ public static Double3 Clamp(Double3 value, Double3 min, Double3 max)
+ {
+ Clamp(ref value, ref min, ref max, out var result);
+ return result;
+ }
+
+ ///
+ /// Calculates the cross product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// When the method completes, contains he cross product of the two vectors.
+ public static void Cross(ref Double3 left, ref Double3 right, out Double3 result)
+ {
+ result = new Double3(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 cross product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// The cross product of the two vectors.
+ public static Double3 Cross(Double3 left, Double3 right)
+ {
+ Cross(ref left, ref right, out var result);
+ return result;
+ }
+
+ ///
+ /// Calculates the distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// When the method completes, contains the distance between the two vectors.
+ /// may be preferred when only the relative distance is needed and speed is of the essence.
+ public static void Distance(ref Double3 value1, ref Double3 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ result = Math.Sqrt(x * x + y * y + z * z);
+ }
+
+ ///
+ /// Calculates the distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The distance between the two vectors.
+ /// may be preferred when only the relative distance is needed and speed is of the essence.
+ public static double Distance(ref Double3 value1, ref Double3 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ return Math.Sqrt(x * x + y * y + z * z);
+ }
+
+ ///
+ /// Calculates the distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The distance between the two vectors.
+ /// may be preferred when only the relative distance is needed and speed is of the essence.
+ public static double Distance(Double3 value1, Double3 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ return Math.Sqrt(x * x + y * y + z * z);
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// When the method completes, contains the squared distance between the two vectors.
+ public static void DistanceSquared(ref Double3 value1, ref Double3 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ result = x * x + y * y + z * z;
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The squared distance between the two vectors.
+ public static double DistanceSquared(ref Double3 value1, ref Double3 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ return x * x + y * y + z * z;
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The squared distance between the two vectors.
+ public static double DistanceSquared(Double3 value1, Double3 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ return x * x + y * y + z * z;
+ }
+
+ ///
+ /// Calculates the distance between two vectors on the XY plane (ignoring Z).
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// When the method completes, contains the distance between the two vectors in the XY plane.
+ public static void DistanceXY(ref Double3 value1, ref Double3 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ result = Math.Sqrt(x * x + y * y);
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors on the XY plane (ignoring Z).
+ ///
+ /// The first vector.
+ /// The second vector
+ /// When the method completes, contains the squared distance between the two vectors in the XY plane.
+ public static void DistanceXYSquared(ref Double3 value1, ref Double3 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ result = x * x + y * y;
+ }
+
+ ///
+ /// Calculates the distance between two vectors on the XZ plane (ignoring Y).
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// When the method completes, contains the distance between the two vectors in the XY plane.
+ public static void DistanceXZ(ref Double3 value1, ref Double3 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double z = value1.Z - value2.Z;
+ result = Math.Sqrt(x * x + z * z);
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors on the XZ plane (ignoring Y).
+ ///
+ /// The first vector.
+ /// The second vector
+ /// When the method completes, contains the squared distance between the two vectors in the XY plane.
+ public static void DistanceXZSquared(ref Double3 value1, ref Double3 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double z = value1.Z - value2.Z;
+ result = x * x + z * z;
+ }
+
+ ///
+ /// Calculates the distance between two vectors on the YZ plane (ignoring X).
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// When the method completes, contains the distance between the two vectors in the YZ plane.
+ public static void DistanceYZ(ref Double3 value1, ref Double3 value2, out double result)
+ {
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ result = Math.Sqrt(y * y + z * z);
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors on the YZ plane (ignoring X).
+ ///
+ /// The first vector.
+ /// The second vector
+ /// When the method completes, contains the squared distance between the two vectors in the YZ plane.
+ public static void DistanceYZSquared(ref Double3 value1, ref Double3 value2, out double result)
+ {
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ result = y * y + z * z;
+ }
+
+ ///
+ /// Tests whether one vector is near another vector.
+ ///
+ /// The left vector.
+ /// The right vector.
+ /// The epsilon.
+ /// true if left and right are near another, false otherwise
+ public static bool NearEqual(Double3 left, Double3 right, double epsilon = Mathd.Epsilon)
+ {
+ return NearEqual(ref left, ref right, epsilon);
+ }
+
+ ///
+ /// Tests whether one vector is near another vector.
+ ///
+ /// The left vector.
+ /// The right vector.
+ /// The epsilon.
+ /// true if left and right are near another, false otherwise
+ public static bool NearEqual(ref Double3 left, ref Double3 right, double epsilon = Mathd.Epsilon)
+ {
+ return Mathd.WithinEpsilon(left.X, right.X, epsilon) && Mathd.WithinEpsilon(left.Y, right.Y, epsilon) && Mathd.WithinEpsilon(left.Z, right.Z, epsilon);
+ }
+
+ ///
+ /// Calculates the dot product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// When the method completes, contains the dot product of the two vectors.
+ public static void Dot(ref Double3 left, ref Double3 right, out double result)
+ {
+ result = left.X * right.X + left.Y * right.Y + left.Z * right.Z;
+ }
+
+ ///
+ /// Calculates the dot product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// The dot product of the two vectors.
+ public static double Dot(ref Double3 left, ref Double3 right)
+ {
+ return left.X * right.X + left.Y * right.Y + left.Z * right.Z;
+ }
+
+ ///
+ /// Calculates the dot product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// The dot product of the two vectors.
+ public static double Dot(Double3 left, Double3 right)
+ {
+ return left.X * right.X + left.Y * right.Y + left.Z * right.Z;
+ }
+
+ ///
+ /// Converts the vector into a unit vector.
+ ///
+ /// The vector to normalize.
+ /// When the method completes, contains the normalized vector.
+ public static void Normalize(ref Double3 value, out Double3 result)
+ {
+ result = value;
+ result.Normalize();
+ }
+
+ ///
+ /// Converts the vector into a unit vector.
+ ///
+ /// The vector to normalize.
+ /// The normalized vector.
+ public static Double3 Normalize(Double3 value)
+ {
+ value.Normalize();
+ return value;
+ }
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above 0.
+ ///
+ /// Input Vector.
+ /// Max Length
+ public static Double3 ClampLength(Double3 vector, double max)
+ {
+ return ClampLength(vector, 0, max);
+ }
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ public static Double3 ClampLength(Double3 vector, double min, double max)
+ {
+ ClampLength(vector, min, max, out Double3 result);
+ return result;
+ }
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ /// The result vector.
+ public static void ClampLength(Double3 vector, double min, double max, out Double3 result)
+ {
+ result.X = vector.X;
+ result.Y = vector.Y;
+ result.Z = vector.Z;
+ double lenSq = result.LengthSquared;
+ if (lenSq > max * max)
+ {
+ double scaleFactor = max / Math.Sqrt(lenSq);
+ result.X *= scaleFactor;
+ result.Y *= scaleFactor;
+ result.Z *= scaleFactor;
+ }
+ if (lenSq < min * min)
+ {
+ double scaleFactor = min / Math.Sqrt(lenSq);
+ result.X *= scaleFactor;
+ result.Y *= scaleFactor;
+ result.Z *= scaleFactor;
+ }
+ }
+
+ ///
+ /// Performs a linear interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// When the method completes, contains the linear interpolation of the two vectors.
+ /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
+ public static void Lerp(ref Double3 start, ref Double3 end, double amount, out Double3 result)
+ {
+ result.X = Mathd.Lerp(start.X, end.X, amount);
+ result.Y = Mathd.Lerp(start.Y, end.Y, amount);
+ result.Z = Mathd.Lerp(start.Z, end.Z, amount);
+ }
+
+ ///
+ /// Performs a linear interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// The linear interpolation of the two vectors.
+ /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
+ public static Double3 Lerp(Double3 start, Double3 end, double amount)
+ {
+ Lerp(ref start, ref end, amount, out var result);
+ return result;
+ }
+
+ ///
+ /// Performs a cubic interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// When the method completes, contains the cubic interpolation of the two vectors.
+ public static void SmoothStep(ref Double3 start, ref Double3 end, double amount, out Double3 result)
+ {
+ amount = Mathd.SmoothStep(amount);
+ Lerp(ref start, ref end, amount, out result);
+ }
+
+ ///
+ /// Performs a cubic interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// The cubic interpolation of the two vectors.
+ public static Double3 SmoothStep(Double3 start, Double3 end, double amount)
+ {
+ SmoothStep(ref start, ref end, amount, out var result);
+ return result;
+ }
+
+ ///
+ /// Performs a Hermite spline interpolation.
+ ///
+ /// First source position vector.
+ /// First source tangent vector.
+ /// Second source position vector.
+ /// Second source tangent vector.
+ /// Weighting factor.
+ /// When the method completes, contains the result of the Hermite spline interpolation.
+ public static void Hermite(ref Double3 value1, ref Double3 tangent1, ref Double3 value2, ref Double3 tangent2, double amount, out Double3 result)
+ {
+ double squared = amount * amount;
+ double cubed = amount * squared;
+ double part1 = 2.0 * cubed - 3.0 * squared + 1.0;
+ double part2 = -2.0 * cubed + 3.0 * squared;
+ double part3 = cubed - 2.0 * squared + amount;
+ double part4 = cubed - squared;
+ result.X = value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4;
+ result.Y = value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4;
+ result.Z = value1.Z * part1 + value2.Z * part2 + tangent1.Z * part3 + tangent2.Z * part4;
+ }
+
+ ///
+ /// Performs a Hermite spline interpolation.
+ ///
+ /// First source position vector.
+ /// First source tangent vector.
+ /// Second source position vector.
+ /// Second source tangent vector.
+ /// Weighting factor.
+ /// The result of the Hermite spline interpolation.
+ public static Double3 Hermite(Double3 value1, Double3 tangent1, Double3 value2, Double3 tangent2, double amount)
+ {
+ Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out var result);
+ return result;
+ }
+
+ ///
+ /// Performs a Catmull-Rom interpolation using the specified positions.
+ ///
+ /// The first position in the interpolation.
+ /// The second position in the interpolation.
+ /// The third position in the interpolation.
+ /// The fourth position in the interpolation.
+ /// Weighting factor.
+ /// When the method completes, contains the result of the Catmull-Rom interpolation.
+ public static void CatmullRom(ref Double3 value1, ref Double3 value2, ref Double3 value3, ref Double3 value4, double amount, out Double3 result)
+ {
+ double squared = amount * amount;
+ double cubed = amount * squared;
+ result.X = 0.5f * (2.0 * value2.X + (-value1.X + value3.X) * amount +
+ (2.0 * value1.X - 5.0 * value2.X + 4.0 * value3.X - value4.X) * squared +
+ (-value1.X + 3.0 * value2.X - 3.0 * value3.X + value4.X) * cubed);
+ result.Y = 0.5f * (2.0 * value2.Y + (-value1.Y + value3.Y) * amount +
+ (2.0 * value1.Y - 5.0 * value2.Y + 4.0 * value3.Y - value4.Y) * squared +
+ (-value1.Y + 3.0 * value2.Y - 3.0 * value3.Y + value4.Y) * cubed);
+ result.Z = 0.5f * (2.0 * value2.Z + (-value1.Z + value3.Z) * amount +
+ (2.0 * value1.Z - 5.0 * value2.Z + 4.0 * value3.Z - value4.Z) * squared +
+ (-value1.Z + 3.0 * value2.Z - 3.0 * value3.Z + value4.Z) * cubed);
+ }
+
+ ///
+ /// Performs a Catmull-Rom interpolation using the specified positions.
+ ///
+ /// The first position in the interpolation.
+ /// The second position in the interpolation.
+ /// The third position in the interpolation.
+ /// The fourth position in the interpolation.
+ /// Weighting factor.
+ /// A vector that is the result of the Catmull-Rom interpolation.
+ public static Double3 CatmullRom(Double3 value1, Double3 value2, Double3 value3, Double3 value4, double amount)
+ {
+ CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out var result);
+ return result;
+ }
+
+ ///
+ /// Returns a vector containing the largest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// When the method completes, contains an new vector composed of the largest components of the source vectors.
+ public static void Max(ref Double3 left, ref Double3 right, out Double3 result)
+ {
+ result.X = left.X > right.X ? left.X : right.X;
+ result.Y = left.Y > right.Y ? left.Y : right.Y;
+ result.Z = left.Z > right.Z ? left.Z : right.Z;
+ }
+
+ ///
+ /// Returns a vector containing the largest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// A vector containing the largest components of the source vectors.
+ public static Double3 Max(Double3 left, Double3 right)
+ {
+ Max(ref left, ref right, out var result);
+ return result;
+ }
+
+ ///
+ /// Returns a vector containing the smallest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// When the method completes, contains an new vector composed of the smallest components of the source vectors.
+ public static void Min(ref Double3 left, ref Double3 right, out Double3 result)
+ {
+ result.X = left.X < right.X ? left.X : right.X;
+ result.Y = left.Y < right.Y ? left.Y : right.Y;
+ result.Z = left.Z < right.Z ? left.Z : right.Z;
+ }
+
+ ///
+ /// Returns a vector containing the smallest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// A vector containing the smallest components of the source vectors.
+ public static Double3 Min(Double3 left, Double3 right)
+ {
+ Min(ref left, ref right, out var result);
+ return result;
+ }
+
+ ///
+ /// Returns the absolute value of a vector.
+ ///
+ /// The value.
+ /// A vector which components are less or equal to 0.
+ public static Double3 Abs(Double3 v)
+ {
+ return new Double3(Math.Abs(v.X), Math.Abs(v.Y), Math.Abs(v.Z));
+ }
+
+ ///
+ /// Projects a vector onto another vector.
+ ///
+ /// The vector to project.
+ /// The projection normal vector.
+ /// The projected vector.
+ public static Double3 Project(Double3 vector, Double3 onNormal)
+ {
+ double sqrMag = Dot(onNormal, onNormal);
+ if (sqrMag < Mathd.Epsilon)
+ return Zero;
+ return onNormal * Dot(vector, onNormal) / sqrMag;
+ }
+
+ ///
+ /// Projects a vector onto a plane defined by a normal orthogonal to the plane.
+ ///
+ /// The vector to project.
+ /// The plane normal vector.
+ /// The projected vector.
+ public static Double3 ProjectOnPlane(Double3 vector, Double3 planeNormal)
+ {
+ return vector - Project(vector, planeNormal);
+ }
+
+ ///
+ /// Calculates the angle (in degrees) between and . This is always the smallest value.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The angle (in degrees).
+ public static double Angle(Double3 from, Double3 to)
+ {
+ double dot = Mathd.Clamp(Dot(from.Normalized, to.Normalized), -1.0, 1.0);
+ if (Math.Abs(dot) > (1 - Mathd.Epsilon))
+ return dot > 0.0 ? 0.0 : 180.0;
+ return Mathd.Acos(dot) * Mathd.RadiansToDegrees;
+ }
+
+ ///
+ /// Projects a 3D vector from object space into screen space.
+ ///
+ /// The vector to project.
+ /// The X position of the viewport.
+ /// The Y position of the viewport.
+ /// The width of the viewport.
+ /// The height of the viewport.
+ /// The minimum depth of the viewport.
+ /// The maximum depth of the viewport.
+ /// The combined world-view-projection matrix.
+ /// When the method completes, contains the vector in screen space.
+ public static void Project(ref Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, ref Matrix worldViewProjection, out Double3 result)
+ {
+ TransformCoordinate(ref vector, ref worldViewProjection, out var v);
+ result = new Double3((1.0 + v.X) * 0.5f * width + x, (1.0 - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ);
+ }
+
+ ///
+ /// Projects a 3D vector from object space into screen space.
+ ///
+ /// The vector to project.
+ /// The X position of the viewport.
+ /// The Y position of the viewport.
+ /// The width of the viewport.
+ /// The height of the viewport.
+ /// The minimum depth of the viewport.
+ /// The maximum depth of the viewport.
+ /// The combined world-view-projection matrix.
+ /// The vector in screen space.
+ public static Double3 Project(Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, Matrix worldViewProjection)
+ {
+ Project(ref vector, x, y, width, height, minZ, maxZ, ref worldViewProjection, out var result);
+ return result;
+ }
+
+ ///
+ /// Projects a 3D vector from screen space into object space.
+ ///
+ /// The vector to project.
+ /// The X position of the viewport.
+ /// The Y position of the viewport.
+ /// The width of the viewport.
+ /// The height of the viewport.
+ /// The minimum depth of the viewport.
+ /// The maximum depth of the viewport.
+ /// The combined world-view-projection matrix.
+ /// When the method completes, contains the vector in object space.
+ public static void Unproject(ref Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, ref Matrix worldViewProjection, out Double3 result)
+ {
+ Matrix.Invert(ref worldViewProjection, out var matrix);
+ var v = new Double3
+ {
+ X = (vector.X - x) / width * 2.0 - 1.0,
+ Y = -((vector.Y - y) / height * 2.0 - 1.0),
+ Z = (vector.Z - minZ) / (maxZ - minZ)
+ };
+ TransformCoordinate(ref v, ref matrix, out result);
+ }
+
+ ///
+ /// Projects a 3D vector from screen space into object space.
+ ///
+ /// The vector to project.
+ /// The X position of the viewport.
+ /// The Y position of the viewport.
+ /// The width of the viewport.
+ /// The height of the viewport.
+ /// The minimum depth of the viewport.
+ /// The maximum depth of the viewport.
+ /// The combined world-view-projection matrix.
+ /// The vector in object space.
+ public static Double3 Unproject(Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, Matrix worldViewProjection)
+ {
+ Unproject(ref vector, x, y, width, height, minZ, maxZ, ref worldViewProjection, out var result);
+ return result;
+ }
+
+ ///
+ /// Returns the reflection of a vector off a surface that has the specified normal.
+ ///
+ /// The source vector.
+ /// Normal of the surface.
+ /// When the method completes, contains the reflected vector.
+ ///
+ /// Reflect only gives the direction of a reflection off a surface, it does not determine
+ /// whether the original vector was close enough to the surface to hit it.
+ ///
+ public static void Reflect(ref Double3 vector, ref Double3 normal, out Double3 result)
+ {
+ double dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z;
+ result.X = vector.X - 2.0 * dot * normal.X;
+ result.Y = vector.Y - 2.0 * dot * normal.Y;
+ result.Z = vector.Z - 2.0 * dot * normal.Z;
+ }
+
+ ///
+ /// Returns the reflection of a vector off a surface that has the specified normal.
+ ///
+ /// The source vector.
+ /// Normal of the surface.
+ /// The reflected vector.
+ /// Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it.
+ public static Double3 Reflect(Double3 vector, Double3 normal)
+ {
+ Reflect(ref vector, ref normal, out var result);
+ return result;
+ }
+
+ ///
+ /// Orthogonalizes a list of vectors.
+ ///
+ /// The list of orthogonalized vectors.
+ /// The list of vectors to orthogonalize.
+ ///
+ ///
+ /// Orthogonalization is the process of making all vectors orthogonal to each other. This
+ /// means that any given vector in the list will be orthogonal to any other given vector in the
+ /// list.
+ ///
+ ///
+ /// Because this method uses the modified Gram-Schmidt process, the resulting vectors
+ /// tend to be numerically unstable. The numeric stability decreases according to the vectors
+ /// position in the list so that the first vector is the most stable and the last vector is the
+ /// least stable.
+ ///
+ ///
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Orthogonalize(Double3[] destination, params Double3[] source)
+ {
+ //Uses the modified Gram-Schmidt process.
+ //q1 = m1
+ //q2 = m2 - ((q1 ⋅ m2) / (q1 ⋅ q1)) * q1
+ //q3 = m3 - ((q1 ⋅ m3) / (q1 ⋅ q1)) * q1 - ((q2 ⋅ m3) / (q2 ⋅ q2)) * q2
+ //q4 = m4 - ((q1 ⋅ m4) / (q1 ⋅ q1)) * q1 - ((q2 ⋅ m4) / (q2 ⋅ q2)) * q2 - ((q3 ⋅ m4) / (q3 ⋅ q3)) * q3
+ //q5 = ...
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ {
+ Double3 v = source[i];
+ for (var r = 0; r < i; ++r)
+ v -= Dot(destination[r], v) / Dot(destination[r], destination[r]) * destination[r];
+ destination[i] = v;
+ }
+ }
+
+ ///
+ /// Orthonormalizes a list of vectors.
+ ///
+ /// The list of orthonormalized vectors.
+ /// The list of vectors to orthonormalize.
+ ///
+ ///
+ /// Orthonormalization is the process of making all vectors orthogonal to each
+ /// other and making all vectors of unit length. This means that any given vector will
+ /// be orthogonal to any other given vector in the list.
+ ///
+ ///
+ /// Because this method uses the modified Gram-Schmidt process, the resulting vectors
+ /// tend to be numerically unstable. The numeric stability decreases according to the vectors
+ /// position in the list so that the first vector is the most stable and the last vector is the
+ /// least stable.
+ ///
+ ///
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Orthonormalize(Double3[] destination, params Double3[] source)
+ {
+ //Uses the modified Gram-Schmidt process.
+ //Because we are making unit vectors, we can optimize the math for orthogonalization
+ //and simplify the projection operation to remove the division.
+ //q1 = m1 / |m1|
+ //q2 = (m2 - (q1 ⋅ m2) * q1) / |m2 - (q1 ⋅ m2) * q1|
+ //q3 = (m3 - (q1 ⋅ m3) * q1 - (q2 ⋅ m3) * q2) / |m3 - (q1 ⋅ m3) * q1 - (q2 ⋅ m3) * q2|
+ //q4 = (m4 - (q1 ⋅ m4) * q1 - (q2 ⋅ m4) * q2 - (q3 ⋅ m4) * q3) / |m4 - (q1 ⋅ m4) * q1 - (q2 ⋅ m4) * q2 - (q3 ⋅ m4) * q3|
+ //q5 = ...
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ {
+ Double3 v = source[i];
+ for (var r = 0; r < i; ++r)
+ v -= Dot(destination[r], v) * destination[r];
+ v.Normalize();
+ destination[i] = v;
+ }
+ }
+
+ ///
+ /// Transforms a 3D vector by the given rotation.
+ ///
+ /// The vector to rotate.
+ /// The rotation to apply.
+ /// When the method completes, contains the transformed .
+ public static void Transform(ref Double3 vector, ref Quaternion rotation, out Double3 result)
+ {
+ double x = rotation.X + rotation.X;
+ double y = rotation.Y + rotation.Y;
+ double z = rotation.Z + rotation.Z;
+ double wx = rotation.W * x;
+ double wy = rotation.W * y;
+ double wz = rotation.W * z;
+ double xx = rotation.X * x;
+ double xy = rotation.X * y;
+ double xz = rotation.X * z;
+ double yy = rotation.Y * y;
+ double yz = rotation.Y * z;
+ double zz = rotation.Z * z;
+ result = new Double3(vector.X * (1.0 - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy),
+ vector.X * (xy + wz) + vector.Y * (1.0 - xx - zz) + vector.Z * (yz - wx),
+ vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0 - xx - yy));
+ }
+
+ ///
+ /// Transforms a 3D vector by the given rotation.
+ ///
+ /// The vector to rotate.
+ /// The rotation to apply.
+ /// The transformed .
+ public static Double3 Transform(Double3 vector, Quaternion rotation)
+ {
+ Transform(ref vector, ref rotation, out var result);
+ return result;
+ }
+
+ ///
+ /// Transforms an array of vectors by the given rotation.
+ ///
+ /// The array of vectors to transform.
+ /// The rotation to apply.
+ /// The array for which the transformed vectors are stored. This array may be the same array as .
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Transform(Double3[] source, ref Quaternion rotation, Double3[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ double x = rotation.X + rotation.X;
+ double y = rotation.Y + rotation.Y;
+ double z = rotation.Z + rotation.Z;
+ double wx = rotation.W * x;
+ double wy = rotation.W * y;
+ double wz = rotation.W * z;
+ double xx = rotation.X * x;
+ double xy = rotation.X * y;
+ double xz = rotation.X * z;
+ double yy = rotation.Y * y;
+ double yz = rotation.Y * z;
+ double zz = rotation.Z * z;
+ double num1 = 1.0 - yy - zz;
+ double num2 = xy - wz;
+ double num3 = xz + wy;
+ double num4 = xy + wz;
+ double num5 = 1.0 - xx - zz;
+ double num6 = yz - wx;
+ double num7 = xz - wy;
+ double num8 = yz + wx;
+ double num9 = 1.0 - xx - yy;
+ for (var i = 0; i < source.Length; i++)
+ {
+ destination[i] = new Double3(source[i].X * num1 + source[i].Y * num2 + source[i].Z * num3,
+ source[i].X * num4 + source[i].Y * num5 + source[i].Z * num6,
+ source[i].X * num7 + source[i].Y * num8 + source[i].Z * num9);
+ }
+ }
+
+ ///
+ /// Transforms a 3D vector by the given .
+ ///
+ /// The source vector.
+ /// The transformation .
+ /// When the method completes, contains the transformed .
+ public static void Transform(ref Double3 vector, ref Matrix3x3 transform, out Double3 result)
+ {
+ result = new Double3((vector.X * transform.M11) + (vector.Y * transform.M21) + (vector.Z * transform.M31),
+ (vector.X * transform.M12) + (vector.Y * transform.M22) + (vector.Z * transform.M32),
+ (vector.X * transform.M13) + (vector.Y * transform.M23) + (vector.Z * transform.M33));
+ }
+
+ ///
+ /// Transforms a 3D vector by the given .
+ ///
+ /// The source vector.
+ /// The transformation .
+ /// The transformed .
+ public static Double3 Transform(Double3 vector, Matrix3x3 transform)
+ {
+ Transform(ref vector, ref transform, out var result);
+ return result;
+ }
+
+ ///
+ /// Transforms a 3D vector by the given .
+ ///
+ /// The source vector.
+ /// The transformation .
+ /// When the method completes, contains the transformed .
+ public static void Transform(ref Double3 vector, ref Matrix transform, out Double3 result)
+ {
+ result = new Double3(vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
+ vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
+ vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43);
+ }
+
+ ///
+ /// Transforms a 3D vector by the given .
+ ///
+ /// The source vector.
+ /// The transformation .
+ /// When the method completes, contains the transformed .
+ public static void Transform(ref Double3 vector, ref Matrix transform, out Double4 result)
+ {
+ result = new Double4(vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
+ vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
+ vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43,
+ vector.X * transform.M14 + vector.Y * transform.M24 + vector.Z * transform.M34 + transform.M44);
+ }
+
+ ///
+ /// Transforms a 3D vector by the given .
+ ///
+ /// The source vector.
+ /// The transformation .
+ /// The transformed .
+ public static Double3 Transform(Double3 vector, Matrix transform)
+ {
+ Transform(ref vector, ref transform, out Double3 result);
+ return result;
+ }
+
+ ///
+ /// Transforms an array of 3D vectors by the given .
+ ///
+ /// The array of vectors to transform.
+ /// The transformation .
+ /// The array for which the transformed vectors are stored.
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Transform(Double3[] source, ref Matrix transform, Double4[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ Transform(ref source[i], ref transform, out destination[i]);
+ }
+
+ ///
+ /// Performs a coordinate transformation using the given .
+ ///
+ /// The coordinate vector to transform.
+ /// The transformation .
+ /// When the method completes, contains the transformed coordinates.
+ ///
+ /// A coordinate transform performs the transformation with the assumption that the w component
+ /// is one. The four dimensional vector obtained from the transformation operation has each
+ /// component in the vector divided by the w component. This forces the w component to be one and
+ /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
+ /// with coordinates as the w component can safely be ignored.
+ ///
+ public static void TransformCoordinate(ref Double3 coordinate, ref Matrix transform, out Double3 result)
+ {
+ var vector = new Double4
+ {
+ X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + coordinate.Z * transform.M31 + transform.M41,
+ Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + coordinate.Z * transform.M32 + transform.M42,
+ Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + coordinate.Z * transform.M33 + transform.M43,
+ W = 1f / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + coordinate.Z * transform.M34 + transform.M44)
+ };
+ result = new Double3(vector.X * vector.W, vector.Y * vector.W, vector.Z * vector.W);
+ }
+
+ ///
+ /// Performs a coordinate transformation using the given .
+ ///
+ /// The coordinate vector to transform.
+ /// The transformation .
+ /// The transformed coordinates.
+ ///
+ /// A coordinate transform performs the transformation with the assumption that the w component
+ /// is one. The four dimensional vector obtained from the transformation operation has each
+ /// component in the vector divided by the w component. This forces the w component to be one and
+ /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
+ /// with coordinates as the w component can safely be ignored.
+ ///
+ public static Double3 TransformCoordinate(Double3 coordinate, Matrix transform)
+ {
+ TransformCoordinate(ref coordinate, ref transform, out var result);
+ return result;
+ }
+
+ ///
+ /// Performs a coordinate transformation on an array of vectors using the given .
+ ///
+ /// The array of coordinate vectors to transform.
+ /// The transformation .
+ /// The array for which the transformed vectors are stored. This array may be the same array as .
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than
+ /// .
+ ///
+ ///
+ /// A coordinate transform performs the transformation with the assumption that the w component
+ /// is one. The four dimensional vector obtained from the transformation operation has each
+ /// component in the vector divided by the w component. This forces the w component to be one and
+ /// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
+ /// with coordinates as the w component can safely be ignored.
+ ///
+ public static void TransformCoordinate(Double3[] source, ref Matrix transform, Double3[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; i++)
+ TransformCoordinate(ref source[i], ref transform, out destination[i]);
+ }
+
+ ///
+ /// Performs a normal transformation using the given .
+ ///
+ /// The normal vector to transform.
+ /// The transformation .
+ /// When the method completes, contains the transformed normal.
+ ///
+ /// A normal transform performs the transformation with the assumption that the w component
+ /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The
+ /// end result is a vector that is not translated, but all other transformation properties
+ /// apply. This is often preferred for normal vectors as normals purely represent direction
+ /// rather than location because normal vectors should not be translated.
+ ///
+ public static void TransformNormal(ref Double3 normal, ref Matrix transform, out Double3 result)
+ {
+ result = new Double3(normal.X * transform.M11 + normal.Y * transform.M21 + normal.Z * transform.M31,
+ normal.X * transform.M12 + normal.Y * transform.M22 + normal.Z * transform.M32,
+ normal.X * transform.M13 + normal.Y * transform.M23 + normal.Z * transform.M33);
+ }
+
+ ///
+ /// Performs a normal transformation using the given .
+ ///
+ /// The normal vector to transform.
+ /// The transformation .
+ /// The transformed normal.
+ ///
+ /// A normal transform performs the transformation with the assumption that the w component
+ /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The
+ /// end result is a vector that is not translated, but all other transformation properties
+ /// apply. This is often preferred for normal vectors as normals purely represent direction
+ /// rather than location because normal vectors should not be translated.
+ ///
+ public static Double3 TransformNormal(Double3 normal, Matrix transform)
+ {
+ TransformNormal(ref normal, ref transform, out var result);
+ return result;
+ }
+
+ ///
+ /// Performs a normal transformation on an array of vectors using the given .
+ ///
+ /// The array of normal vectors to transform.
+ /// The transformation .
+ /// The array for which the transformed vectors are stored. This array may be the same array as .
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ ///
+ /// A normal transform performs the transformation with the assumption that the w component
+ /// is zero. This causes the fourth row and fourth column of the matrix to be unused. The
+ /// end result is a vector that is not translated, but all other transformation properties
+ /// apply. This is often preferred for normal vectors as normals purely represent direction
+ /// rather than location because normal vectors should not be translated.
+ ///
+ public static void TransformNormal(Double3[] source, ref Matrix transform, Double3[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ TransformNormal(ref source[i], ref transform, out destination[i]);
+ }
+
+ ///
+ /// Adds two vectors.
+ ///
+ /// The first vector to add.
+ /// The second vector to add.
+ /// The sum of the two vectors.
+ public static Double3 operator +(Double3 left, Double3 right)
+ {
+ return new Double3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
+ }
+
+ ///
+ /// Multiplies a vector with another by performing component-wise multiplication equivalent to .
+ ///
+ /// The first vector to multiply.
+ /// The second vector to multiply.
+ /// The multiplication of the two vectors.
+ public static Double3 operator *(Double3 left, Double3 right)
+ {
+ return new Double3(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
+ }
+
+ ///
+ /// Assert a vector (return it unchanged).
+ ///
+ /// The vector to assert (unchanged).
+ /// The asserted (unchanged) vector.
+ public static Double3 operator +(Double3 value)
+ {
+ return value;
+ }
+
+ ///
+ /// Subtracts two vectors.
+ ///
+ /// The first vector to subtract.
+ /// The second vector to subtract.
+ /// The difference of the two vectors.
+ public static Double3 operator -(Double3 left, Double3 right)
+ {
+ return new Double3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
+ }
+
+ ///
+ /// Reverses the direction of a given vector.
+ ///
+ /// The vector to negate.
+ /// A vector facing in the opposite direction.
+ public static Double3 operator -(Double3 value)
+ {
+ return new Double3(-value.X, -value.Y, -value.Z);
+ }
+
+ ///
+ /// Transforms a vector by the given rotation.
+ ///
+ /// The vector to transform.
+ /// The quaternion.
+ /// The scaled vector.
+ public static Double3 operator *(Double3 vector, Quaternion rotation)
+ {
+ Transform(ref vector, ref rotation, out var result);
+ return result;
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double3 operator *(double scale, Double3 value)
+ {
+ return new Double3(value.X * scale, value.Y * scale, value.Z * scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double3 operator *(Double3 value, double scale)
+ {
+ return new Double3(value.X * scale, value.Y * scale, value.Z * scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double3 operator /(Double3 value, double scale)
+ {
+ return new Double3(value.X / scale, value.Y / scale, value.Z / scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The amount by which to scale the vector.
+ /// The vector to scale.
+ /// The scaled vector.
+ public static Double3 operator /(double scale, Double3 value)
+ {
+ return new Double3(scale / value.X, scale / value.Y, scale / value.Z);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double3 operator /(Double3 value, Double3 scale)
+ {
+ return new Double3(value.X / scale.X, value.Y / scale.Y, value.Z / scale.Z);
+ }
+
+ ///
+ /// Remainder of value divided by scale.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The remained vector.
+ public static Double3 operator %(Double3 value, double scale)
+ {
+ return new Double3(value.X % scale, value.Y % scale, value.Z % scale);
+ }
+
+ ///
+ /// Remainder of value divided by scale.
+ ///
+ /// The amount by which to scale the vector.
+ /// The vector to scale.
+ /// The remained vector.
+ public static Double3 operator %(double value, Double3 scale)
+ {
+ return new Double3(value % scale.X, value % scale.Y, value % scale.Z);
+ }
+
+ ///
+ /// Remainder of value divided by scale.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The remained vector.
+ public static Double3 operator %(Double3 value, Double3 scale)
+ {
+ return new Double3(value.X % scale.X, value.Y % scale.Y, value.Z % scale.Z);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector.
+ /// The scalar value to be added on elements
+ /// The vector with added scalar for each element.
+ public static Double3 operator +(Double3 value, double scalar)
+ {
+ return new Double3(value.X + scalar, value.Y + scalar, value.Z + scalar);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector.
+ /// The scalar value to be added on elements
+ /// The vector with added scalar for each element.
+ public static Double3 operator +(double scalar, Double3 value)
+ {
+ return new Double3(scalar + value.X, scalar + value.Y, scalar + value.Z);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector.
+ /// The scalar value to be subtracted from elements
+ /// The vector with added scalar from each element.
+ public static Double3 operator -(Double3 value, double scalar)
+ {
+ return new Double3(value.X - scalar, value.Y - scalar, value.Z - scalar);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector.
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar from each element.
+ public static Double3 operator -(double scalar, Double3 value)
+ {
+ return new Double3(scalar - value.X, scalar - value.Y, scalar - value.Z);
+ }
+
+ ///
+ /// Tests for equality between two objects.
+ ///
+ /// The first value to compare.
+ /// The second value to compare.
+ /// true if has the same value as ; otherwise, false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static bool operator ==(Double3 left, Double3 right)
+ {
+ return Mathd.NearEqual(left.X, right.X) && Mathd.NearEqual(left.Y, right.Y) && Mathd.NearEqual(left.Z, right.Z);
+ }
+
+ ///
+ /// Tests for inequality between two objects.
+ ///
+ /// The first value to compare.
+ /// The second value to compare.
+ /// true if has a different value than ; otherwise, false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static bool operator !=(Double3 left, Double3 right)
+ {
+ return !Mathd.NearEqual(left.X, right.X) || !Mathd.NearEqual(left.Y, right.Y) || !Mathd.NearEqual(left.Z, right.Z);
+ }
+
+ ///
+ /// Performs an explicit conversion from to .
+ ///
+ /// The value.
+ /// The result of the conversion.
+ public static explicit operator Double2(Double3 value)
+ {
+ return new Double2(value.X, value.Y);
+ }
+
+ ///
+ /// Performs an explicit conversion from to .
+ ///
+ /// The value.
+ /// The result of the conversion.
+ public static explicit operator Double4(Double3 value)
+ {
+ return new Double4(value, 0.0);
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// A that represents this instance.
+ public override string ToString()
+ {
+ return string.Format(CultureInfo.CurrentCulture, _formatString, X, Y, Z);
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// The format.
+ /// A that represents this instance.
+ public string ToString(string format)
+ {
+ if (format == null)
+ return ToString();
+ return string.Format(CultureInfo.CurrentCulture, _formatString, X.ToString(format, CultureInfo.CurrentCulture), Y.ToString(format, CultureInfo.CurrentCulture), Z.ToString(format, CultureInfo.CurrentCulture));
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// The format provider.
+ /// A that represents this instance.
+ public string ToString(IFormatProvider formatProvider)
+ {
+ return string.Format(formatProvider, _formatString, X, Y, Z);
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// The format.
+ /// The format provider.
+ /// A that represents this instance.
+ public string ToString(string format, IFormatProvider formatProvider)
+ {
+ if (format == null)
+ return ToString(formatProvider);
+ return string.Format(formatProvider, "X:{0} Y:{1} Z:{2}", X.ToString(format, formatProvider), Y.ToString(format, formatProvider), Z.ToString(format, formatProvider));
+ }
+
+ ///
+ /// Returns a hash code for this instance.
+ ///
+ public override int GetHashCode()
+ {
+ unchecked
+ {
+ int hashCode = X.GetHashCode();
+ hashCode = (hashCode * 397) ^ Y.GetHashCode();
+ hashCode = (hashCode * 397) ^ Z.GetHashCode();
+ return hashCode;
+ }
+ }
+
+ ///
+ /// Determines whether the specified is equal to this instance.
+ ///
+ /// The to compare with this instance.
+ /// true if the specified is equal to this instance; otherwise, false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public bool Equals(ref Double3 other)
+ {
+ return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y) && Mathd.NearEqual(other.Z, Z);
+ }
+
+ ///
+ /// Determines whether the specified is equal to this instance.
+ ///
+ /// The to compare with this instance.
+ /// true if the specified is equal to this instance; otherwise, false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public bool Equals(Double3 other)
+ {
+ return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y) && Mathd.NearEqual(other.Z, Z);
+ }
+
+ ///
+ /// Determines whether the specified is equal to this instance.
+ ///
+ /// The to compare with this instance.
+ /// true if the specified is equal to this instance; otherwise, false.
+ public override bool Equals(object value)
+ {
+ if (!(value is Double3 other))
+ return false;
+ return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y) && Mathd.NearEqual(other.Z, Z);
+ }
+ }
+}
diff --git a/Source/Engine/Core/Math/Double4.cs b/Source/Engine/Core/Math/Double4.cs
new file mode 100644
index 000000000..8157f3ea0
--- /dev/null
+++ b/Source/Engine/Core/Math/Double4.cs
@@ -0,0 +1,1534 @@
+// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
+
+// -----------------------------------------------------------------------------
+// Original code from SharpDX project. https://github.com/sharpdx/SharpDX/
+// Greetings to Alexandre Mutel. Original code published with the following license:
+// -----------------------------------------------------------------------------
+// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+// -----------------------------------------------------------------------------
+// Original code from SlimMath project. http://code.google.com/p/slimmath/
+// Greetings to SlimDX Group. Original code published with the following license:
+// -----------------------------------------------------------------------------
+/*
+* Copyright (c) 2007-2011 SlimDX Group
+*
+* Permission is hereby granted, free of charge, to any person obtaining a copy
+* of this software and associated documentation files (the "Software"), to deal
+* in the Software without restriction, including without limitation the rights
+* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+* copies of the Software, and to permit persons to whom the Software is
+* furnished to do so, subject to the following conditions:
+*
+* The above copyright notice and this permission notice shall be included in
+* all copies or substantial portions of the Software.
+*
+* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+* THE SOFTWARE.
+*/
+
+using System;
+using System.ComponentModel;
+using System.Globalization;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+namespace FlaxEngine
+{
+ [Serializable]
+ [TypeConverter(typeof(TypeConverters.Double4Converter))]
+ partial struct Double4 : IEquatable, IFormattable
+ {
+ private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}";
+
+ ///
+ /// The size of the type, in bytes.
+ ///
+ public static readonly int SizeInBytes = Marshal.SizeOf(typeof(Double4));
+
+ ///
+ /// A with all of its components set to zero.
+ ///
+ public static readonly Double4 Zero;
+
+ ///
+ /// The X unit (1, 0, 0, 0).
+ ///
+ public static readonly Double4 UnitX = new Double4(1.0, 0.0, 0.0, 0.0);
+
+ ///
+ /// The Y unit (0, 1, 0, 0).
+ ///
+ public static readonly Double4 UnitY = new Double4(0.0, 1.0, 0.0, 0.0);
+
+ ///
+ /// The Z unit (0, 0, 1, 0).
+ ///
+ public static readonly Double4 UnitZ = new Double4(0.0, 0.0, 1.0, 0.0);
+
+ ///
+ /// The W unit (0, 0, 0, 1).
+ ///
+ public static readonly Double4 UnitW = new Double4(0.0, 0.0, 0.0, 1.0);
+
+ ///
+ /// A with all of its components set to half.
+ ///
+ public static readonly Double4 Half = new Double4(0.5f, 0.5f, 0.5f, 0.5f);
+
+ ///
+ /// A with all of its components set to one.
+ ///
+ public static readonly Double4 One = new Double4(1.0, 1.0, 1.0, 1.0);
+
+ ///
+ /// A with all components equal to .
+ ///
+ public static readonly Double4 Minimum = new Double4(double.MinValue);
+
+ ///
+ /// A with all components equal to .
+ ///
+ public static readonly Double4 Maximum = new Double4(double.MaxValue);
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The value that will be assigned to all components.
+ public Double4(double value)
+ {
+ X = value;
+ Y = value;
+ Z = value;
+ W = value;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Initial value for the X component of the vector.
+ /// Initial value for the Y component of the vector.
+ /// Initial value for the Z component of the vector.
+ /// Initial value for the W component of the vector.
+ public Double4(double x, double y, double z, double w)
+ {
+ X = x;
+ Y = y;
+ Z = z;
+ W = w;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X, Y, Z, and W components.
+ public Double4(Vector4 value)
+ {
+ X = value.X;
+ Y = value.Y;
+ Z = value.Z;
+ W = value.W;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X, Y, and Z components.
+ /// Initial value for the W component of the vector.
+ public Double4(Double3 value, double w)
+ {
+ X = value.X;
+ Y = value.Y;
+ Z = value.Z;
+ W = w;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X and Y components.
+ /// A vector containing the values with which to initialize the Z and W components.
+ public Double4(Double2 xy, Double2 zw)
+ {
+ X = xy.X;
+ Y = xy.Y;
+ Z = zw.X;
+ W = zw.Y;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// A vector containing the values with which to initialize the X and Y components.
+ /// Initial value for the Z component of the vector.
+ /// Initial value for the W component of the vector.
+ public Double4(Double2 value, double z, double w)
+ {
+ X = value.X;
+ Y = value.Y;
+ Z = z;
+ W = w;
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The values to assign to the X, Y, Z, and W components of the vector. This must be an array with four elements.
+ /// Thrown when is null.
+ /// Thrown when contains more or less than four elements.
+ public Double4(double[] values)
+ {
+ if (values == null)
+ throw new ArgumentNullException(nameof(values));
+ if (values.Length != 4)
+ throw new ArgumentOutOfRangeException(nameof(values), "There must be four and only four input values for Double4.");
+ X = values[0];
+ Y = values[1];
+ Z = values[2];
+ W = values[3];
+ }
+
+ ///
+ /// Gets a value indicting whether this instance is normalized.
+ ///
+ public bool IsNormalized => Mathd.IsOne(X * X + Y * Y + Z * Z + W * W);
+
+ ///
+ /// Gets a value indicting whether this vector is zero
+ ///
+ public bool IsZero => Mathd.IsZero(X) && Mathd.IsZero(Y) && Mathd.IsZero(Z) && Mathd.IsZero(W);
+
+ ///
+ /// Gets a value indicting whether this vector is one
+ ///
+ public bool IsOne => Mathd.IsOne(X) && Mathd.IsOne(Y) && Mathd.IsOne(Z) && Mathd.IsOne(W);
+
+ ///
+ /// Gets a minimum component value
+ ///
+ public double MinValue => Mathd.Min(X, Mathd.Min(Y, Mathd.Min(Z, W)));
+
+ ///
+ /// Gets a maximum component value
+ ///
+ public double MaxValue => Mathd.Max(X, Mathd.Max(Y, Mathd.Max(Z, W)));
+
+ ///
+ /// Gets an arithmetic average value of all vector components.
+ ///
+ public double AvgValue => (X + Y + Z + W) * (1.0 / 4.0);
+
+ ///
+ /// Gets a sum of the component values.
+ ///
+ public double ValuesSum => X + Y + Z + W;
+
+ ///
+ /// Gets a vector with values being absolute values of that vector.
+ ///
+ public Double4 Absolute => new Double4(Math.Abs(X), Math.Abs(Y), Math.Abs(Z), Math.Abs(W));
+
+ ///
+ /// Gets a vector with values being opposite to values of that vector.
+ ///
+ public Double4 Negative => new Double4(-X, -Y, -Z, -W);
+
+ ///
+ /// Gets or sets the component at the specified index.
+ ///
+ /// The value of the X, Y, Z, or W component, depending on the index.
+ /// The index of the component to access. Use 0 for the X component, 1 for the Y component, 2 for the Z component, and 3 for the W component.
+ /// The value of the component at the specified index.
+ /// Thrown when the is out of the range [0,3].
+ public double this[int index]
+ {
+ get
+ {
+ switch (index)
+ {
+ case 0: return X;
+ case 1: return Y;
+ case 2: return Z;
+ case 3: return W;
+ }
+ throw new ArgumentOutOfRangeException(nameof(index), "Indices for Double4 run from 0 to 3, inclusive.");
+ }
+ 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 ArgumentOutOfRangeException(nameof(index), "Indices for Double4 run from 0 to 3, inclusive.");
+ }
+ }
+ }
+
+ ///
+ /// Calculates the length of the vector.
+ ///
+ /// The length of the vector.
+ /// may be preferred when only the relative length is needed and speed is of the essence.
+ public double Length => Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
+
+ ///
+ /// Calculates the squared length of the vector.
+ ///
+ /// The squared length of the vector.
+ /// This method may be preferred to when only a relative length is needed and speed is of the essence.
+ public double LengthSquared => X * X + Y * Y + Z * Z + W * W;
+
+ ///
+ /// Converts the vector into a unit vector.
+ ///
+ public void Normalize()
+ {
+ double length = Length;
+ if (!Mathd.IsZero(length))
+ {
+ double inverse = 1.0 / length;
+ X *= inverse;
+ Y *= inverse;
+ Z *= inverse;
+ W *= inverse;
+ }
+ }
+
+ ///
+ /// Creates an array containing the elements of the vector.
+ ///
+ /// A four-element array containing the components of the vector.
+ public double[] ToArray()
+ {
+ return new[] { X, Y, Z, W };
+ }
+
+ ///
+ /// Adds two vectors.
+ ///
+ /// The first vector to add.
+ /// The second vector to add.
+ /// When the method completes, contains the sum of the two vectors.
+ public static void Add(ref Double4 left, ref Double4 right, out Double4 result)
+ {
+ result = new Double4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
+ }
+
+ ///
+ /// Adds two vectors.
+ ///
+ /// The first vector to add.
+ /// The second vector to add.
+ /// The sum of the two vectors.
+ public static Double4 Add(Double4 left, Double4 right)
+ {
+ return new Double4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector
+ /// The scalar value to be added to elements
+ /// The vector with added scalar for each element.
+ public static void Add(ref Double4 left, ref double right, out Double4 result)
+ {
+ result = new Double4(left.X + right, left.Y + right, left.Z + right, left.W + right);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector
+ /// The scalar value to be added to elements
+ /// The vector with added scalar for each element.
+ public static Double4 Add(Double4 left, double right)
+ {
+ return new Double4(left.X + right, left.Y + right, left.Z + right, left.W + right);
+ }
+
+ ///
+ /// Subtracts two vectors.
+ ///
+ /// The first vector to subtract.
+ /// The second vector to subtract.
+ /// When the method completes, contains the difference of the two vectors.
+ public static void Subtract(ref Double4 left, ref Double4 right, out Double4 result)
+ {
+ result = new Double4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
+ }
+
+ ///
+ /// Subtracts two vectors.
+ ///
+ /// The first vector to subtract.
+ /// The second vector to subtract.
+ /// The difference of the two vectors.
+ public static Double4 Subtract(Double4 left, Double4 right)
+ {
+ return new Double4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar for each element.
+ public static void Subtract(ref Double4 left, ref double right, out Double4 result)
+ {
+ result = new Double4(left.X - right, left.Y - right, left.Z - right, left.W - right);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar for each element.
+ public static Double4 Subtract(Double4 left, double right)
+ {
+ return new Double4(left.X - right, left.Y - right, left.Z - right, left.W - right);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The scalar value to be subtracted from elements
+ /// The input vector.
+ /// The vector with subtracted scalar for each element.
+ public static void Subtract(ref double left, ref Double4 right, out Double4 result)
+ {
+ result = new Double4(left - right.X, left - right.Y, left - right.Z, left - right.W);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The scalar value to be subtracted from elements
+ /// The input vector.
+ /// The vector with subtracted scalar for each element.
+ public static Double4 Subtract(double left, Double4 right)
+ {
+ return new Double4(left - right.X, left - right.Y, left - right.Z, left - right.W);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// When the method completes, contains the scaled vector.
+ public static void Multiply(ref Double4 value, double scale, out Double4 result)
+ {
+ result = new Double4(value.X * scale, value.Y * scale, value.Z * scale, value.W * scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double4 Multiply(Double4 value, double scale)
+ {
+ return new Double4(value.X * scale, value.Y * scale, value.Z * scale, value.W * scale);
+ }
+
+ ///
+ /// Multiplies a vector with another by performing component-wise multiplication.
+ ///
+ /// The first vector to multiply.
+ /// The second vector to multiply.
+ /// When the method completes, contains the multiplied vector.
+ public static void Multiply(ref Double4 left, ref Double4 right, out Double4 result)
+ {
+ result = new Double4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W);
+ }
+
+ ///
+ /// Multiplies a vector with another by performing component-wise multiplication.
+ ///
+ /// The first vector to multiply.
+ /// The second vector to multiply.
+ /// The multiplied vector.
+ public static Double4 Multiply(Double4 left, Double4 right)
+ {
+ return new Double4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// When the method completes, contains the scaled vector.
+ public static void Divide(ref Double4 value, double scale, out Double4 result)
+ {
+ result = new Double4(value.X / scale, value.Y / scale, value.Z / scale, value.W / scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double4 Divide(Double4 value, double scale)
+ {
+ return new Double4(value.X / scale, value.Y / scale, value.Z / scale, value.W / scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The amount by which to scale the vector.
+ /// The vector to scale.
+ /// When the method completes, contains the scaled vector.
+ public static void Divide(double scale, ref Double4 value, out Double4 result)
+ {
+ result = new Double4(scale / value.X, scale / value.Y, scale / value.Z, scale / value.W);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double4 Divide(double scale, Double4 value)
+ {
+ return new Double4(scale / value.X, scale / value.Y, scale / value.Z, scale / value.W);
+ }
+
+ ///
+ /// Reverses the direction of a given vector.
+ ///
+ /// The vector to negate.
+ /// When the method completes, contains a vector facing in the opposite direction.
+ public static void Negate(ref Double4 value, out Double4 result)
+ {
+ result = new Double4(-value.X, -value.Y, -value.Z, -value.W);
+ }
+
+ ///
+ /// Reverses the direction of a given vector.
+ ///
+ /// The vector to negate.
+ /// A vector facing in the opposite direction.
+ public static Double4 Negate(Double4 value)
+ {
+ return new Double4(-value.X, -value.Y, -value.Z, -value.W);
+ }
+
+ ///
+ /// Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle.
+ ///
+ /// A containing the 4D Cartesian coordinates of vertex 1 of the triangle.
+ /// A containing the 4D Cartesian coordinates of vertex 2 of the triangle.
+ /// A containing the 4D Cartesian coordinates of vertex 3 of the triangle.
+ /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
+ /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
+ /// When the method completes, contains the 4D Cartesian coordinates of the specified point.
+ public static void Barycentric(ref Double4 value1, ref Double4 value2, ref Double4 value3, double amount1, double amount2, out Double4 result)
+ {
+ result = new Double4(value1.X + amount1 * (value2.X - value1.X) + amount2 * (value3.X - value1.X),
+ value1.Y + amount1 * (value2.Y - value1.Y) + amount2 * (value3.Y - value1.Y),
+ value1.Z + amount1 * (value2.Z - value1.Z) + amount2 * (value3.Z - value1.Z),
+ value1.W + amount1 * (value2.W - value1.W) + amount2 * (value3.W - value1.W));
+ }
+
+ ///
+ /// Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle.
+ ///
+ /// A containing the 4D Cartesian coordinates of vertex 1 of the triangle.
+ /// A containing the 4D Cartesian coordinates of vertex 2 of the triangle.
+ /// A containing the 4D Cartesian coordinates of vertex 3 of the triangle.
+ /// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
+ /// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
+ /// A new containing the 4D Cartesian coordinates of the specified point.
+ public static Double4 Barycentric(Double4 value1, Double4 value2, Double4 value3, double amount1, double amount2)
+ {
+ Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Restricts a value to be within a specified range.
+ ///
+ /// The value to clamp.
+ /// The minimum value.
+ /// The maximum value.
+ /// When the method completes, contains the clamped value.
+ public static void Clamp(ref Double4 value, ref Double4 min, ref Double4 max, out Double4 result)
+ {
+ double x = value.X;
+ x = x > max.X ? max.X : x;
+ x = x < min.X ? min.X : x;
+ double y = value.Y;
+ y = y > max.Y ? max.Y : y;
+ y = y < min.Y ? min.Y : y;
+ double z = value.Z;
+ z = z > max.Z ? max.Z : z;
+ z = z < min.Z ? min.Z : z;
+ double w = value.W;
+ w = w > max.W ? max.W : w;
+ w = w < min.W ? min.W : w;
+ result = new Double4(x, y, z, w);
+ }
+
+ ///
+ /// Restricts a value to be within a specified range.
+ ///
+ /// The value to clamp.
+ /// The minimum value.
+ /// The maximum value.
+ /// The clamped value.
+ public static Double4 Clamp(Double4 value, Double4 min, Double4 max)
+ {
+ Clamp(ref value, ref min, ref max, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Calculates the distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// When the method completes, contains the distance between the two vectors.
+ /// may be preferred when only the relative distance is needed and speed is of the essence.
+ public static void Distance(ref Double4 value1, ref Double4 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ double w = value1.W - value2.W;
+ result = Math.Sqrt(x * x + y * y + z * z + w * w);
+ }
+
+ ///
+ /// Calculates the distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The distance between the two vectors.
+ /// may be preferred when only the relative distance is needed and speed is of the essence.
+ public static double Distance(Double4 value1, Double4 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ double w = value1.W - value2.W;
+ return Math.Sqrt(x * x + y * y + z * z + w * w);
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// When the method completes, contains the squared distance between the two vectors.
+ public static void DistanceSquared(ref Double4 value1, ref Double4 value2, out double result)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ double w = value1.W - value2.W;
+ result = x * x + y * y + z * z + w * w;
+ }
+
+ ///
+ /// Calculates the squared distance between two vectors.
+ ///
+ /// The first vector.
+ /// The second vector.
+ /// The squared distance between the two vectors.
+ public static double DistanceSquared(Double4 value1, Double4 value2)
+ {
+ double x = value1.X - value2.X;
+ double y = value1.Y - value2.Y;
+ double z = value1.Z - value2.Z;
+ double w = value1.W - value2.W;
+ return x * x + y * y + z * z + w * w;
+ }
+
+ ///
+ /// Tests whether one vector is near another vector.
+ ///
+ /// The left vector.
+ /// The right vector.
+ /// The epsilon.
+ /// true if left and right are near another, false otherwise
+ public static bool NearEqual(Double4 left, Double4 right, double epsilon = Mathd.Epsilon)
+ {
+ return NearEqual(ref left, ref right, epsilon);
+ }
+
+ ///
+ /// Tests whether one vector is near another vector.
+ ///
+ /// The left vector.
+ /// The right vector.
+ /// The epsilon.
+ /// true if left and right are near another, false otherwise
+ public static bool NearEqual(ref Double4 left, ref Double4 right, double epsilon = Mathd.Epsilon)
+ {
+ return Mathd.WithinEpsilon(left.X, right.X, epsilon) && Mathd.WithinEpsilon(left.Y, right.Y, epsilon) && Mathd.WithinEpsilon(left.Z, right.Z, epsilon) && Mathd.WithinEpsilon(left.W, right.W, epsilon);
+ }
+
+ ///
+ /// Calculates the dot product of two vectors.
+ ///
+ /// First source vector
+ /// Second source vector.
+ /// When the method completes, contains the dot product of the two vectors.
+ public static void Dot(ref Double4 left, ref Double4 right, out double result)
+ {
+ result = left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W;
+ }
+
+ ///
+ /// Calculates the dot product of two vectors.
+ ///
+ /// First source vector.
+ /// Second source vector.
+ /// The dot product of the two vectors.
+ public static double Dot(Double4 left, Double4 right)
+ {
+ return left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W;
+ }
+
+ ///
+ /// Converts the vector into a unit vector.
+ ///
+ /// The vector to normalize.
+ /// When the method completes, contains the normalized vector.
+ public static void Normalize(ref Double4 value, out Double4 result)
+ {
+ result = value;
+ result.Normalize();
+ }
+
+ ///
+ /// Converts the vector into a unit vector.
+ ///
+ /// The vector to normalize.
+ /// The normalized vector.
+ public static Double4 Normalize(Double4 value)
+ {
+ value.Normalize();
+ return value;
+ }
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above 0.
+ ///
+ /// Input Vector.
+ /// Max Length
+ public static Double4 ClampLength(Double4 vector, double max)
+ {
+ return ClampLength(vector, 0, max);
+ }
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ public static Double4 ClampLength(Double4 vector, double min, double max)
+ {
+ ClampLength(vector, min, max, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Makes sure that Length of the output vector is always below max and above min.
+ ///
+ /// Input Vector.
+ /// Min Length
+ /// Max Length
+ /// The result vector.
+ public static void ClampLength(Double4 vector, double min, double max, out Double4 result)
+ {
+ result = vector;
+ double lenSq = result.LengthSquared;
+ if (lenSq > max * max)
+ {
+ double scaleFactor = max / Math.Sqrt(lenSq);
+ result.X *= scaleFactor;
+ result.Y *= scaleFactor;
+ result.Z *= scaleFactor;
+ result.W *= scaleFactor;
+ }
+ if (lenSq < min * min)
+ {
+ double scaleFactor = min / Math.Sqrt(lenSq);
+ result.X *= scaleFactor;
+ result.Y *= scaleFactor;
+ result.Z *= scaleFactor;
+ result.W *= scaleFactor;
+ }
+ }
+
+ ///
+ /// Performs a linear interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// When the method completes, contains the linear interpolation of the two vectors.
+ /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
+ public static void Lerp(ref Double4 start, ref Double4 end, double amount, out Double4 result)
+ {
+ result.X = Mathd.Lerp(start.X, end.X, amount);
+ result.Y = Mathd.Lerp(start.Y, end.Y, amount);
+ result.Z = Mathd.Lerp(start.Z, end.Z, amount);
+ result.W = Mathd.Lerp(start.W, end.W, amount);
+ }
+
+ ///
+ /// Performs a linear interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// The linear interpolation of the two vectors.
+ /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
+ public static Double4 Lerp(Double4 start, Double4 end, double amount)
+ {
+ Lerp(ref start, ref end, amount, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Performs a cubic interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// When the method completes, contains the cubic interpolation of the two vectors.
+ public static void SmoothStep(ref Double4 start, ref Double4 end, double amount, out Double4 result)
+ {
+ amount = Mathd.SmoothStep(amount);
+ Lerp(ref start, ref end, amount, out result);
+ }
+
+ ///
+ /// Performs a cubic interpolation between two vectors.
+ ///
+ /// Start vector.
+ /// End vector.
+ /// Value between 0 and 1 indicating the weight of .
+ /// The cubic interpolation of the two vectors.
+ public static Double4 SmoothStep(Double4 start, Double4 end, double amount)
+ {
+ SmoothStep(ref start, ref end, amount, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Performs a Hermite spline interpolation.
+ ///
+ /// First source position vector.
+ /// First source tangent vector.
+ /// Second source position vector.
+ /// Second source tangent vector.
+ /// Weighting factor.
+ /// When the method completes, contains the result of the Hermite spline interpolation.
+ public static void Hermite(ref Double4 value1, ref Double4 tangent1, ref Double4 value2, ref Double4 tangent2, double amount, out Double4 result)
+ {
+ double squared = amount * amount;
+ double cubed = amount * squared;
+ double part1 = 2.0 * cubed - 3.0 * squared + 1.0;
+ double part2 = -2.0 * cubed + 3.0 * squared;
+ double part3 = cubed - 2.0 * squared + amount;
+ double part4 = cubed - squared;
+ result = new Double4(value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4,
+ value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4,
+ value1.Z * part1 + value2.Z * part2 + tangent1.Z * part3 + tangent2.Z * part4,
+ value1.W * part1 + value2.W * part2 + tangent1.W * part3 + tangent2.W * part4);
+ }
+
+ ///
+ /// Performs a Hermite spline interpolation.
+ ///
+ /// First source position vector.
+ /// First source tangent vector.
+ /// Second source position vector.
+ /// Second source tangent vector.
+ /// Weighting factor.
+ /// The result of the Hermite spline interpolation.
+ public static Double4 Hermite(Double4 value1, Double4 tangent1, Double4 value2, Double4 tangent2, double amount)
+ {
+ Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Performs a Catmull-Rom interpolation using the specified positions.
+ ///
+ /// The first position in the interpolation.
+ /// The second position in the interpolation.
+ /// The third position in the interpolation.
+ /// The fourth position in the interpolation.
+ /// Weighting factor.
+ /// When the method completes, contains the result of the Catmull-Rom interpolation.
+ public static void CatmullRom(ref Double4 value1, ref Double4 value2, ref Double4 value3, ref Double4 value4, double amount, out Double4 result)
+ {
+ double squared = amount * amount;
+ double cubed = amount * squared;
+ result.X = 0.5f * (2.0 * value2.X + (-value1.X + value3.X) * amount + (2.0 * value1.X - 5.0 * value2.X + 4.0 * value3.X - value4.X) * squared + (-value1.X + 3.0 * value2.X - 3.0 * value3.X + value4.X) * cubed);
+ result.Y = 0.5f * (2.0 * value2.Y + (-value1.Y + value3.Y) * amount + (2.0 * value1.Y - 5.0 * value2.Y + 4.0 * value3.Y - value4.Y) * squared + (-value1.Y + 3.0 * value2.Y - 3.0 * value3.Y + value4.Y) * cubed);
+ result.Z = 0.5f * (2.0 * value2.Z + (-value1.Z + value3.Z) * amount + (2.0 * value1.Z - 5.0 * value2.Z + 4.0 * value3.Z - value4.Z) * squared + (-value1.Z + 3.0 * value2.Z - 3.0 * value3.Z + value4.Z) * cubed);
+ result.W = 0.5f * (2.0 * value2.W + (-value1.W + value3.W) * amount + (2.0 * value1.W - 5.0 * value2.W + 4.0 * value3.W - value4.W) * squared + (-value1.W + 3.0 * value2.W - 3.0 * value3.W + value4.W) * cubed);
+ }
+
+ ///
+ /// Performs a Catmull-Rom interpolation using the specified positions.
+ ///
+ /// The first position in the interpolation.
+ /// The second position in the interpolation.
+ /// The third position in the interpolation.
+ /// The fourth position in the interpolation.
+ /// Weighting factor.
+ /// A vector that is the result of the Catmull-Rom interpolation.
+ public static Double4 CatmullRom(Double4 value1, Double4 value2, Double4 value3, Double4 value4, double amount)
+ {
+ CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Returns a vector containing the largest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// When the method completes, contains an new vector composed of the largest components of the source vectors.
+ public static void Max(ref Double4 left, ref Double4 right, out Double4 result)
+ {
+ result.X = left.X > right.X ? left.X : right.X;
+ result.Y = left.Y > right.Y ? left.Y : right.Y;
+ result.Z = left.Z > right.Z ? left.Z : right.Z;
+ result.W = left.W > right.W ? left.W : right.W;
+ }
+
+ ///
+ /// Returns a vector containing the largest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// A vector containing the largest components of the source vectors.
+ public static Double4 Max(Double4 left, Double4 right)
+ {
+ Max(ref left, ref right, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Returns a vector containing the smallest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// When the method completes, contains an new vector composed of the smallest components of the source vectors.
+ public static void Min(ref Double4 left, ref Double4 right, out Double4 result)
+ {
+ result.X = left.X < right.X ? left.X : right.X;
+ result.Y = left.Y < right.Y ? left.Y : right.Y;
+ result.Z = left.Z < right.Z ? left.Z : right.Z;
+ result.W = left.W < right.W ? left.W : right.W;
+ }
+
+ ///
+ /// Returns a vector containing the smallest components of the specified vectors.
+ ///
+ /// The first source vector.
+ /// The second source vector.
+ /// A vector containing the smallest components of the source vectors.
+ public static Double4 Min(Double4 left, Double4 right)
+ {
+ Min(ref left, ref right, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Returns the absolute value of a vector.
+ ///
+ /// The value.
+ /// A vector which components are less or equal to 0.
+ public static Double4 Abs(Double4 v)
+ {
+ return new Double4(Math.Abs(v.X), Math.Abs(v.Y), Math.Abs(v.Z), Math.Abs(v.W));
+ }
+
+ ///
+ /// Orthogonalizes a list of vectors.
+ ///
+ /// The list of orthogonalized vectors.
+ /// The list of vectors to orthogonalize.
+ ///
+ ///
+ /// Orthogonalization is the process of making all vectors orthogonal to each other. This
+ /// means that any given vector in the list will be orthogonal to any other given vector in the
+ /// list.
+ ///
+ ///
+ /// Because this method uses the modified Gram-Schmidt process, the resulting vectors
+ /// tend to be numerically unstable. The numeric stability decreases according to the vectors
+ /// position in the list so that the first vector is the most stable and the last vector is the
+ /// least stable.
+ ///
+ ///
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Orthogonalize(Double4[] destination, params Double4[] source)
+ {
+ //Uses the modified Gram-Schmidt process.
+ //q1 = m1
+ //q2 = m2 - ((q1 ⋅ m2) / (q1 ⋅ q1)) * q1
+ //q3 = m3 - ((q1 ⋅ m3) / (q1 ⋅ q1)) * q1 - ((q2 ⋅ m3) / (q2 ⋅ q2)) * q2
+ //q4 = m4 - ((q1 ⋅ m4) / (q1 ⋅ q1)) * q1 - ((q2 ⋅ m4) / (q2 ⋅ q2)) * q2 - ((q3 ⋅ m4) / (q3 ⋅ q3)) * q3
+ //q5 = ...
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ {
+ Double4 v = source[i];
+ for (var r = 0; r < i; ++r)
+ v -= Dot(destination[r], v) / Dot(destination[r], destination[r]) * destination[r];
+ destination[i] = v;
+ }
+ }
+
+ ///
+ /// Orthonormalizes a list of vectors.
+ ///
+ /// The list of orthonormalized vectors.
+ /// The list of vectors to orthonormalize.
+ ///
+ ///
+ /// Orthonormalization is the process of making all vectors orthogonal to each
+ /// other and making all vectors of unit length. This means that any given vector will
+ /// be orthogonal to any other given vector in the list.
+ ///
+ ///
+ /// Because this method uses the modified Gram-Schmidt process, the resulting vectors
+ /// tend to be numerically unstable. The numeric stability decreases according to the vectors
+ /// position in the list so that the first vector is the most stable and the last vector is the
+ /// least stable.
+ ///
+ ///
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Orthonormalize(Double4[] destination, params Double4[] source)
+ {
+ //Uses the modified Gram-Schmidt process.
+ //Because we are making unit vectors, we can optimize the math for orthogonalization
+ //and simplify the projection operation to remove the division.
+ //q1 = m1 / |m1|
+ //q2 = (m2 - (q1 ⋅ m2) * q1) / |m2 - (q1 ⋅ m2) * q1|
+ //q3 = (m3 - (q1 ⋅ m3) * q1 - (q2 ⋅ m3) * q2) / |m3 - (q1 ⋅ m3) * q1 - (q2 ⋅ m3) * q2|
+ //q4 = (m4 - (q1 ⋅ m4) * q1 - (q2 ⋅ m4) * q2 - (q3 ⋅ m4) * q3) / |m4 - (q1 ⋅ m4) * q1 - (q2 ⋅ m4) * q2 - (q3 ⋅ m4) * q3|
+ //q5 = ...
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ {
+ Double4 v = source[i];
+ for (var r = 0; r < i; ++r)
+ v -= Dot(destination[r], v) * destination[r];
+ v.Normalize();
+ destination[i] = v;
+ }
+ }
+
+ ///
+ /// Transforms a 4D vector by the given rotation.
+ ///
+ /// The vector to rotate.
+ /// The rotation to apply.
+ /// When the method completes, contains the transformed .
+ public static void Transform(ref Double4 vector, ref Quaternion rotation, out Double4 result)
+ {
+ double x = rotation.X + rotation.X;
+ double y = rotation.Y + rotation.Y;
+ double z = rotation.Z + rotation.Z;
+ double wx = rotation.W * x;
+ double wy = rotation.W * y;
+ double wz = rotation.W * z;
+ double xx = rotation.X * x;
+ double xy = rotation.X * y;
+ double xz = rotation.X * z;
+ double yy = rotation.Y * y;
+ double yz = rotation.Y * z;
+ double zz = rotation.Z * z;
+ result = new Double4(vector.X * (1.0 - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy),
+ vector.X * (xy + wz) + vector.Y * (1.0 - xx - zz) + vector.Z * (yz - wx),
+ vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0 - xx - yy),
+ vector.W);
+ }
+
+ ///
+ /// Transforms a 4D vector by the given rotation.
+ ///
+ /// The vector to rotate.
+ /// The rotation to apply.
+ /// The transformed .
+ public static Double4 Transform(Double4 vector, Quaternion rotation)
+ {
+ Transform(ref vector, ref rotation, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Transforms an array of vectors by the given rotation.
+ ///
+ /// The array of vectors to transform.
+ /// The rotation to apply.
+ /// The array for which the transformed vectors are stored. This array may be the same array as .
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Transform(Double4[] source, ref Quaternion rotation, Double4[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ double x = rotation.X + rotation.X;
+ double y = rotation.Y + rotation.Y;
+ double z = rotation.Z + rotation.Z;
+ double wx = rotation.W * x;
+ double wy = rotation.W * y;
+ double wz = rotation.W * z;
+ double xx = rotation.X * x;
+ double xy = rotation.X * y;
+ double xz = rotation.X * z;
+ double yy = rotation.Y * y;
+ double yz = rotation.Y * z;
+ double zz = rotation.Z * z;
+ double num1 = 1.0 - yy - zz;
+ double num2 = xy - wz;
+ double num3 = xz + wy;
+ double num4 = xy + wz;
+ double num5 = 1.0 - xx - zz;
+ double num6 = yz - wx;
+ double num7 = xz - wy;
+ double num8 = yz + wx;
+ double num9 = 1.0 - xx - yy;
+ for (var i = 0; i < source.Length; ++i)
+ destination[i] = new Double4(source[i].X * num1 + source[i].Y * num2 + source[i].Z * num3,
+ source[i].X * num4 + source[i].Y * num5 + source[i].Z * num6,
+ source[i].X * num7 + source[i].Y * num8 + source[i].Z * num9,
+ source[i].W);
+ }
+
+ ///
+ /// Transforms a 4D vector by the given .
+ ///
+ /// The source vector.
+ /// The transformation .
+ /// When the method completes, contains the transformed .
+ public static void Transform(ref Double4 vector, ref Matrix transform, out Double4 result)
+ {
+ result = new Double4(vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + vector.W * transform.M41,
+ vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + vector.W * transform.M42,
+ vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + vector.W * transform.M43,
+ vector.X * transform.M14 + vector.Y * transform.M24 + vector.Z * transform.M34 + vector.W * transform.M44);
+ }
+
+ ///
+ /// Transforms a 4D vector by the given .
+ ///
+ /// The source vector.
+ /// The transformation .
+ /// The transformed .
+ public static Double4 Transform(Double4 vector, Matrix transform)
+ {
+ Transform(ref vector, ref transform, out Double4 result);
+ return result;
+ }
+
+ ///
+ /// Transforms an array of 4D vectors by the given .
+ ///
+ /// The array of vectors to transform.
+ /// The transformation .
+ /// The array for which the transformed vectors are stored. This array may be the same array as .
+ /// Thrown when or is null.
+ /// Thrown when is shorter in length than .
+ public static void Transform(Double4[] source, ref Matrix transform, Double4[] destination)
+ {
+ if (source == null)
+ throw new ArgumentNullException(nameof(source));
+ if (destination == null)
+ throw new ArgumentNullException(nameof(destination));
+ if (destination.Length < source.Length)
+ throw new ArgumentOutOfRangeException(nameof(destination), "The destination array must be of same length or larger length than the source array.");
+ for (var i = 0; i < source.Length; ++i)
+ Transform(ref source[i], ref transform, out destination[i]);
+ }
+
+ ///
+ /// Adds two vectors.
+ ///
+ /// The first vector to add.
+ /// The second vector to add.
+ /// The sum of the two vectors.
+ public static Double4 operator +(Double4 left, Double4 right)
+ {
+ return new Double4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
+ }
+
+ ///
+ /// Multiplies a vector with another by performing component-wise multiplication equivalent to .
+ ///
+ /// The first vector to multiply.
+ /// The second vector to multiply.
+ /// The multiplication of the two vectors.
+ public static Double4 operator *(Double4 left, Double4 right)
+ {
+ return new Double4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W);
+ }
+
+ ///
+ /// Assert a vector (return it unchanged).
+ ///
+ /// The vector to assert (unchanged).
+ /// The asserted (unchanged) vector.
+ public static Double4 operator +(Double4 value)
+ {
+ return value;
+ }
+
+ ///
+ /// Subtracts two vectors.
+ ///
+ /// The first vector to subtract.
+ /// The second vector to subtract.
+ /// The difference of the two vectors.
+ public static Double4 operator -(Double4 left, Double4 right)
+ {
+ return new Double4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
+ }
+
+ ///
+ /// Reverses the direction of a given vector.
+ ///
+ /// The vector to negate.
+ /// A vector facing in the opposite direction.
+ public static Double4 operator -(Double4 value)
+ {
+ return new Double4(-value.X, -value.Y, -value.Z, -value.W);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double4 operator *(double scale, Double4 value)
+ {
+ return new Double4(value.X * scale, value.Y * scale, value.Z * scale, value.W * scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double4 operator *(Double4 value, double scale)
+ {
+ return new Double4(value.X * scale, value.Y * scale, value.Z * scale, value.W * scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double4 operator /(Double4 value, double scale)
+ {
+ return new Double4(value.X / scale, value.Y / scale, value.Z / scale, value.W / scale);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The amount by which to scale the vector.
+ /// The vector to scale.
+ /// The scaled vector.
+ public static Double4 operator /(double scale, Double4 value)
+ {
+ return new Double4(scale / value.X, scale / value.Y, scale / value.Z, scale / value.W);
+ }
+
+ ///
+ /// Scales a vector by the given value.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The scaled vector.
+ public static Double4 operator /(Double4 value, Double4 scale)
+ {
+ return new Double4(value.X / scale.X, value.Y / scale.Y, value.Z / scale.Z, value.W / scale.W);
+ }
+
+ ///
+ /// Remainder of value divided by scale.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The remained vector.
+ public static Double4 operator %(Double4 value, double scale)
+ {
+ return new Double4(value.X % scale, value.Y % scale, value.Z % scale, value.W % scale);
+ }
+
+ ///
+ /// Remainder of value divided by scale.
+ ///
+ /// The amount by which to scale the vector.
+ /// The vector to scale.
+ /// The remained vector.
+ public static Double4 operator %(double value, Double4 scale)
+ {
+ return new Double4(value % scale.X, value % scale.Y, value % scale.Z, value % scale.W);
+ }
+
+ ///
+ /// Remainder of value divided by scale.
+ ///
+ /// The vector to scale.
+ /// The amount by which to scale the vector.
+ /// The remained vector.
+ public static Double4 operator %(Double4 value, Double4 scale)
+ {
+ return new Double4(value.X % scale.X, value.Y % scale.Y, value.Z % scale.Z, value.W % scale.W);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector.
+ /// The scalar value to be added on elements
+ /// The vector with added scalar for each element.
+ public static Double4 operator +(Double4 value, double scalar)
+ {
+ return new Double4(value.X + scalar, value.Y + scalar, value.Z + scalar, value.W + scalar);
+ }
+
+ ///
+ /// Performs a component-wise addition.
+ ///
+ /// The input vector.
+ /// The scalar value to be added on elements
+ /// The vector with added scalar for each element.
+ public static Double4 operator +(double scalar, Double4 value)
+ {
+ return new Double4(scalar + value.X, scalar + value.Y, scalar + value.Z, scalar + value.W);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector.
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar from each element.
+ public static Double4 operator -(Double4 value, double scalar)
+ {
+ return new Double4(value.X - scalar, value.Y - scalar, value.Z - scalar, value.W - scalar);
+ }
+
+ ///
+ /// Performs a component-wise subtraction.
+ ///
+ /// The input vector.
+ /// The scalar value to be subtracted from elements
+ /// The vector with subtracted scalar from each element.
+ public static Double4 operator -(double scalar, Double4 value)
+ {
+ return new Double4(scalar - value.X, scalar - value.Y, scalar - value.Z, scalar - value.W);
+ }
+
+ ///
+ /// Tests for equality between two objects.
+ ///
+ /// The first value to compare.
+ /// The second value to compare.
+ /// true if has the same value as ; otherwise, false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static bool operator ==(Double4 left, Double4 right)
+ {
+ return Mathd.NearEqual(left.X, right.X) && Mathd.NearEqual(left.Y, right.Y) && Mathd.NearEqual(left.Z, right.Z) && Mathd.NearEqual(left.W, right.W);
+ }
+
+ ///
+ /// Tests for inequality between two objects.
+ ///
+ /// The first value to compare.
+ /// The second value to compare.
+ /// true if has a different value than ; otherwise, false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static bool operator !=(Double4 left, Double4 right)
+ {
+ return !left.Equals(ref right);
+ }
+
+ ///
+ /// Performs an explicit conversion from to .
+ ///
+ /// The value.
+ /// The result of the conversion.
+ public static explicit operator Double2(Double4 value)
+ {
+ return new Double2(value.X, value.Y);
+ }
+
+ ///
+ /// Performs an explicit conversion from to .
+ ///
+ /// The value.
+ /// The result of the conversion.
+ public static explicit operator Double3(Double4 value)
+ {
+ return new Double3(value.X, value.Y, value.Z);
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// A that represents this instance.
+ public override string ToString()
+ {
+ return string.Format(CultureInfo.CurrentCulture, _formatString, X, Y, Z, W);
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// The format.
+ /// A that represents this instance.
+ public string ToString(string format)
+ {
+ if (format == null)
+ return ToString();
+ return string.Format(CultureInfo.CurrentCulture, _formatString, X.ToString(format, CultureInfo.CurrentCulture), Y.ToString(format, CultureInfo.CurrentCulture), Z.ToString(format, CultureInfo.CurrentCulture), W.ToString(format, CultureInfo.CurrentCulture));
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// The format provider.
+ /// A that represents this instance.
+ public string ToString(IFormatProvider formatProvider)
+ {
+ return string.Format(formatProvider, _formatString, X, Y, Z, W);
+ }
+
+ ///
+ /// Returns a that represents this instance.
+ ///
+ /// The format.
+ /// The format provider.
+ /// A that represents this instance.
+ public string ToString(string format, IFormatProvider formatProvider)
+ {
+ if (format == null)
+ return ToString(formatProvider);
+ return string.Format(formatProvider, "X:{0} Y:{1} Z:{2} W:{3}", X.ToString(format, formatProvider), Y.ToString(format, formatProvider), Z.ToString(format, formatProvider), W.ToString(format, formatProvider));
+ }
+
+ ///
+ /// Returns a hash code for this instance.
+ ///
+ public override int GetHashCode()
+ {
+ unchecked
+ {
+ int hashCode = X.GetHashCode();
+ hashCode = (hashCode * 397) ^ Y.GetHashCode();
+ hashCode = (hashCode * 397) ^ Z.GetHashCode();
+ hashCode = (hashCode * 397) ^ W.GetHashCode();
+ return hashCode;
+ }
+ }
+
+ ///
+ /// Determines whether the specified is equal to this instance.
+ ///
+ /// The to compare with this instance.
+ /// true if the specified is equal to this instance; otherwise, false.
+ public bool Equals(ref Double4 other)
+ {
+ return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y) && Mathd.NearEqual(other.Z, Z) && Mathd.NearEqual(other.W, W);
+ }
+
+ ///
+ /// Determines whether the specified is equal to this instance.
+ ///
+ /// The to compare with this instance.
+ /// true if the specified is equal to this instance; otherwise, false.
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public bool Equals(Double4 other)
+ {
+ return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y) && Mathd.NearEqual(other.Z, Z) && Mathd.NearEqual(other.W, W);
+ }
+
+ ///
+ /// Determines whether the specified is equal to this instance.
+ ///
+ /// The to compare with this instance.
+ /// true if the specified is equal to this instance; otherwise, false.
+ public override bool Equals(object value)
+ {
+ if (!(value is Double4 other))
+ return false;
+ return Mathd.NearEqual(other.X, X) && Mathd.NearEqual(other.Y, Y) && Mathd.NearEqual(other.Z, Z) && Mathd.NearEqual(other.W, W);
+ }
+ }
+}
diff --git a/Source/Engine/Core/Math/TypeConverters/Double2Converter.cs b/Source/Engine/Core/Math/TypeConverters/Double2Converter.cs
new file mode 100644
index 000000000..0a20c7a5f
--- /dev/null
+++ b/Source/Engine/Core/Math/TypeConverters/Double2Converter.cs
@@ -0,0 +1,46 @@
+// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
+
+using System;
+using System.ComponentModel;
+using System.Globalization;
+
+namespace FlaxEngine.TypeConverters
+{
+ internal class Double2Converter : TypeConverter
+ {
+ ///
+ public override bool CanConvertFrom(ITypeDescriptorContext context, Type sourceType)
+ {
+ if (sourceType == typeof(string))
+ {
+ return true;
+ }
+
+ return base.CanConvertFrom(context, sourceType);
+ }
+
+ ///
+ public override object ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, object value)
+ {
+ if (value is string str)
+ {
+ string[] v = str.Split(',');
+ return new Double2(double.Parse(v[0]), double.Parse(v[1]));
+ }
+
+ return base.ConvertFrom(context, culture, value);
+ }
+
+ ///
+ public override object ConvertTo(ITypeDescriptorContext context, CultureInfo culture, object value, Type destinationType)
+ {
+ if (destinationType == typeof(string))
+ {
+ var v = (Double2)value;
+ return v.X + "," + v.Y;
+ }
+
+ return base.ConvertTo(context, culture, value, destinationType);
+ }
+ }
+}
diff --git a/Source/Engine/Core/Math/TypeConverters/Double3Converter.cs b/Source/Engine/Core/Math/TypeConverters/Double3Converter.cs
new file mode 100644
index 000000000..c740a1fe0
--- /dev/null
+++ b/Source/Engine/Core/Math/TypeConverters/Double3Converter.cs
@@ -0,0 +1,46 @@
+// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
+
+using System;
+using System.ComponentModel;
+using System.Globalization;
+
+namespace FlaxEngine.TypeConverters
+{
+ internal class Double3Converter : TypeConverter
+ {
+ ///
+ public override bool CanConvertFrom(ITypeDescriptorContext context, Type sourceType)
+ {
+ if (sourceType == typeof(string))
+ {
+ return true;
+ }
+
+ return base.CanConvertFrom(context, sourceType);
+ }
+
+ ///
+ public override object ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, object value)
+ {
+ if (value is string str)
+ {
+ string[] v = str.Split(',');
+ return new Double3(double.Parse(v[0]), double.Parse(v[1]), double.Parse(v[2]));
+ }
+
+ return base.ConvertFrom(context, culture, value);
+ }
+
+ ///
+ public override object ConvertTo(ITypeDescriptorContext context, CultureInfo culture, object value, Type destinationType)
+ {
+ if (destinationType == typeof(string))
+ {
+ var v = (Double3)value;
+ return v.X + "," + v.Y + "," + v.Z;
+ }
+
+ return base.ConvertTo(context, culture, value, destinationType);
+ }
+ }
+}
diff --git a/Source/Engine/Core/Math/TypeConverters/Double4Converter.cs b/Source/Engine/Core/Math/TypeConverters/Double4Converter.cs
new file mode 100644
index 000000000..bc49a37bc
--- /dev/null
+++ b/Source/Engine/Core/Math/TypeConverters/Double4Converter.cs
@@ -0,0 +1,46 @@
+// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
+
+using System;
+using System.ComponentModel;
+using System.Globalization;
+
+namespace FlaxEngine.TypeConverters
+{
+ internal class Double4Converter : TypeConverter
+ {
+ ///
+ public override bool CanConvertFrom(ITypeDescriptorContext context, Type sourceType)
+ {
+ if (sourceType == typeof(string))
+ {
+ return true;
+ }
+
+ return base.CanConvertFrom(context, sourceType);
+ }
+
+ ///
+ public override object ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, object value)
+ {
+ if (value is string str)
+ {
+ string[] v = str.Split(',');
+ return new Double4(double.Parse(v[0]), double.Parse(v[1]), double.Parse(v[2]), double.Parse(v[3]));
+ }
+
+ return base.ConvertFrom(context, culture, value);
+ }
+
+ ///
+ public override object ConvertTo(ITypeDescriptorContext context, CultureInfo culture, object value, Type destinationType)
+ {
+ if (destinationType == typeof(string))
+ {
+ var v = (Double4)value;
+ return v.X + "," + v.Y + "," + v.Z + "," + v.W;
+ }
+
+ return base.ConvertTo(context, culture, value, destinationType);
+ }
+ }
+}