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Vector3.swift
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Vector3.swift
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//
// Vertex.swift
// QuickHull
//
// Created by Carl Wieland on 4/20/15.
// Copyright (c) 2015 Carl Wieland. All rights reserved.
//
import Foundation
public struct Vector3:CustomStringConvertible, Hashable
{
// Static Fields
//
public static let kEpsilon:Float = 1E-05;
//
// Fields
//
public var x:Float;
public var y:Float;
public var z:Float;
//
// Static Properties
//
public static let back = Vector3(0, 0, -1)
public static let down = Vector3(0, -1, 0);
public static let forward = Vector3(0, 0, 1);
public static let left = Vector3(-1, 0, 0)
public static let one = Vector3(1, 1, 1)
public static let right = Vector3 (1, 0, 0);
public static let up = Vector3 (0, 1, 0);
public static let zero = Vector3 (0, 0, 0);
//
// Properties
//
public var magnitude:Float{
return sqrt(x * x + y * y + z * z);
}
public var normalized:Vector3{
return Vector3.normalize(self);
}
public var sqrMagnitude:Float{
return x * x + y * y + z * z;
}
//
// Indexer
//
subscript(index:Int)->Float
{
get
{
switch (index)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
assert(false, "INVALID INDEX!")
}
return -1
}
set {
switch (index)
{
case 0:
x = newValue;
case 1:
y = newValue;
case 2:
z = newValue;
default:
assert(false, "INVALID INDEX!")
}
}
}
//
// Constructors
//
public init(x:Float, y:Float)
{
self.x = x;
self.y = y;
self.z = 0;
}
public init(_ x:Float,_ y:Float,_ z:Float)
{
self.x = x;
self.y = y;
self.z = z;
}
public init(x:Float, y:Float, z:Float)
{
self.x = x;
self.y = y;
self.z = z;
}
//
// Static Methods
//
public static func angle ( _ from:Vector3, to:Vector3)->Float
{
return acos(clamp (Vector3.dot(from.normalized, rhs: to.normalized), min: -1, max: 1)) * 57.29578
}
public static func clampMagnitude ( _ vector:Vector3, maxLength:Float)->Vector3
{
if (vector.sqrMagnitude > maxLength * maxLength)
{
return vector.normalized * maxLength;
}
return vector;
}
public static func cross (_ lhs:Vector3 , rhs:Vector3 )->Vector3{
return Vector3 (lhs.y * rhs.z - lhs.z * rhs.y, lhs.z * rhs.x - lhs.x * rhs.z, lhs.x * rhs.y - lhs.y * rhs.x);
}
public static func distance ( _ a:Vector3, b:Vector3)->Float{
let vector = Vector3 (a.x - b.x, a.y - b.y, a.z - b.z);
return sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
}
public static func dot (_ lhs:Vector3 , rhs:Vector3 )->Float{
return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z;
}
public static func lerp (_ from:Vector3 , to:Vector3 , t tin:Float)->Vector3
{
let t = clamp(tin,min: 0,max: 1);
return Vector3 (from.x + (to.x - from.x) * t, from.y + (to.y - from.y) * t, from.z + (to.z - from.z) * t);
}
public static func magnitude (_ a:Vector3 )->Float
{
return sqrt(a.x * a.x + a.y * a.y + a.z * a.z);
}
public static func max ( _ lhs:Vector3, rhs:Vector3)->Vector3
{
return Vector3 (Swift.max (lhs.x, rhs.x), Swift.max (lhs.y, rhs.y), Swift.max (lhs.z, rhs.z));
}
public static func min ( _ lhs:Vector3, rhs:Vector3)->Vector3
{
return Vector3 (Swift.min (lhs.x, rhs.x), Swift.min (lhs.y, rhs.y), Swift.min (lhs.z, rhs.z));
}
public static func moveTowards ( _ current:Vector3, target:Vector3, maxDistanceDelta:Float)->Vector3
{
let a = target - current;
let magnitude = a.magnitude;
if (magnitude <= maxDistanceDelta || magnitude == 0)
{
return target;
}
return current + a / magnitude * maxDistanceDelta;
}
public static func normalize ( _ value:Vector3)->Vector3
{
let num = Vector3.magnitude (value);
if (num > 1E-05)
{
return value / num;
}
return Vector3.zero;
}
public static func project ( _ vector:Vector3, onNormal:Vector3)->Vector3
{
let num = Vector3.dot(onNormal, rhs: onNormal);
if (num < 1.401298E-45)
{
return Vector3.zero;
}
return onNormal * Vector3.dot(vector, rhs:onNormal) / num;
}
public static func projectOnPlane ( _ vector:Vector3, planeNormal:Vector3 )->Vector3
{
return vector - Vector3.project (vector, onNormal:planeNormal);
}
public static func reflect (_ inDirection:Vector3 , inNormal:Vector3 )->Vector3
{
return -2 * Vector3.dot(inNormal,rhs: inDirection) * inNormal + inDirection;
}
public static func scale (_ a:Vector3 , b:Vector3 )->Vector3{
return Vector3 (a.x * b.x, a.y * b.y, a.z * b.z);
}
public static func sqrMagnitude (_ a:Vector3 )->Float
{
return a.x * a.x + a.y * a.y + a.z * a.z;
}
//
// Methods
//
public var hashValue:Int
{
return Int(x * 19) ^ Int(y * 7) << 2 ^ Int(z * 31) >> 2;
}
public mutating func Normalize ()
{
let num = Vector3.magnitude (self);
if (num > 1E-05)
{
self.scale(1.0/num)
}
else
{
self = Vector3.zero;
}
}
//
public mutating func scale (_ scale:Vector3)
{
x = x * scale.x;
y = y * scale.y;
z = z * scale.z;
}
public mutating func scale (_ scale:Float)
{
x = x * scale;
y = y * scale;
z = z * scale;
}
public mutating func set ( _ new_x:Float, new_y:Float, new_z:Float)
{
x = new_x;
y = new_y;
z = new_z;
}
public var description:String{
return "(\(x), \(y), \(z))"
}
}
//
// Operators
//
func + ( a:Vector3, b:Vector3)->Vector3{
return Vector3 (a.x + b.x, a.y + b.y, a.z + b.z);
}
func / ( a:Vector3, d:Float)->Vector3{
return Vector3 (a.x / d, a.y / d, a.z / d);
}
public func == ( lhs:Vector3, rhs:Vector3)->Bool{
return Vector3.sqrMagnitude (lhs - rhs) < 9.99999944E-11;
}
func != ( lhs:Vector3, rhs:Vector3)->Bool{
return Vector3.sqrMagnitude (lhs - rhs) >= 9.99999944E-11;
}
func * (d:Float, a:Vector3)->Vector3{
return Vector3 (a.x * d, a.y * d, a.z * d);
}
func * ( a:Vector3, d:Float)->Vector3{
return Vector3 (a.x * d, a.y * d, a.z * d);
}
func - ( a:Vector3, b:Vector3 )->Vector3{
return Vector3 (a.x - b.x, a.y - b.y, a.z - b.z);
}
prefix func - (a:Vector3 )->Vector3{
return Vector3 (-a.x, -a.y, -a.z);
}