mirror of
https://github.com/ChronosX88/mta-mono.git
synced 2024-11-22 10:12:20 +00:00
374 lines
9.5 KiB
C#
374 lines
9.5 KiB
C#
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using System;
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using System.Runtime.CompilerServices;
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namespace MultiTheftAuto
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{
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public class Vector3
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{
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public static double FLOAT_EPSILON = 0.0001;
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public float X { get; set; }
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public float Y { get; set; }
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public float Z { get; set; }
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public static Vector3 Back
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{
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get
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{
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return new Vector3( 0.0f, -1.0f, 0.0f );
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}
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}
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public static Vector3 Down
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{
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get
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{
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return new Vector3( 0.0f, 0.0f, -1.0f );
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}
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}
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public static Vector3 Forward
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{
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get
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{
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return new Vector3( 0.0f, 1.0f, 0.0f );
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}
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}
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public static Vector3 Left
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{
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get
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{
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return new Vector3( -1.0f, 0.0f, 0.0f );
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}
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}
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public static Vector3 One
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{
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get
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{
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return new Vector3( 1.0f, 1.0f, 1.0f );
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}
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}
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public static Vector3 Right
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{
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get
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{
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return new Vector3( 1.0f, 0.0f, 0.0f );
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}
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}
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public static Vector3 Up
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{
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get
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{
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return new Vector3( 0.0f, 0.0f, 1.0f );
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}
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}
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public static Vector3 Zero
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{
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get
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{
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return new Vector3( 0.0f, 0.0f, 0.0f );
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}
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}
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public float Magnitude
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{
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get
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{
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return this.LengthSquared();
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}
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}
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public float SqrMagnitude
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{
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get
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{
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return this.Length();
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}
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}
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public float Normalized
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{
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get
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{
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float length = this.Length();
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if( length > Vector3.FLOAT_EPSILON )
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{
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return length;
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}
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return 0.0f;
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}
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}
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public Vector3( float fX, float fY, float fZ )
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{
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this.Set( fX, fY, fZ );
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}
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public void Set( float fX, float fY, float fZ )
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{
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this.X = fX;
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this.Y = fY;
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this.Z = fZ;
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}
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public float Normalize()
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{
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float fLength = this.Length();
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if( fLength > Vector3.FLOAT_EPSILON )
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{
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this.X = this.X / fLength;
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this.Y = this.Y / fLength;
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this.Z = this.Z / fLength;
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return fLength;
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}
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return 0.0f;
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}
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public Vector3 GetNormalized()
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{
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if( this.Magnitude == 0.0f )
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{
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throw new DivideByZeroException();
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}
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else
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{
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float inverse = 1.0f / this.Magnitude;
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return new Vector3( this.X * inverse, this.Y * inverse, this.Z * inverse );
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}
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}
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public float Length()
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{
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return (float)Math.Sqrt( (float)this.LengthSquared() );
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}
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public float LengthSquared()
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{
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return this.X * this.X + this.Y * this.Y + this.Z * this.Z;
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}
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public float DotProduct( Vector3 vector )
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{
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return this.X * vector.X + this.Y * vector.Y + this.Z * vector.Z;
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}
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public Vector3 Cross( Vector3 vector )
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{
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return new Vector3( this.Y * vector.Z - this.Z * vector.Y, this.Z * vector.X - this.X * vector.Z, this.X * vector.Y - this.Y * vector.X );
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}
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public void CrossProduct( Vector3 vector )
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{
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float
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fX = this.X,
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fY = this.Y,
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fZ = this.Z;
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this.X = fY * vector.Z - vector.Y * fZ;
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this.Y = fZ * vector.X - vector.Z * fX;
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this.Z = fX * vector.Y - vector.X * fY;
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}
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public Vector3 GetTriangleNormal( Vector3 vector1, Vector3 vector2 )
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{
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return ( vector1 - this ).Cross( vector2 - this );
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}
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public Vector3 GetRotation( Vector3 vector )
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{
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float fX = 0.0f;
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float fY = 0.0f;
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float fZ = ( 360.0f - ( (float)Math.Atan2( vector.X - this.X, vector.Y - this.Y ) * 180.0f / (float)Math.PI ) ) % 360.0f;
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return new Vector3( fX, fY, fZ );
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}
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public Vector3 Rotate( float angle )
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{
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angle = (float)Math.PI * angle / 180.0f;
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return new Vector3(
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this.X * (float)Math.Cos( angle ) - this.Y * (float)Math.Sin( angle ),
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this.X * (float)Math.Sin( angle ) + this.Y * (float)Math.Cos( angle ),
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this.Z
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);
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}
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public float Distance( Vector3 vector )
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{
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return ( vector - this ).Length();
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}
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public float Dot( Vector3 vector )
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{
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return this.X * vector.X + this.Y * vector.Y + this.Z * vector.Z;
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}
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public Vector3 Offset( float distance, float angle )
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{
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angle = (float)Math.PI * angle / 180.0f;
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return new Vector3(
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this.X + ( ( (float)Math.Cos( angle ) ) * distance ),
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this.Y + ( ( (float)Math.Sin( angle ) ) * distance ),
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this.Z
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);
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}
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/// <summary>
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/// Returns the angle in degrees between from and to.
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/// </summary>
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/// <param name="from"></param>
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/// <param name="to"></param>
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/// <returns></returns>
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public float Angle( Vector3 to )
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{
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return ( 360.0f - ( (float)Math.Atan2( to.X - this.X, to.Y - this.Y ) * 180.0f / (float)Math.PI ) ) % 360.0f;
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}
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public static float Angle( Vector3 vector1, Vector3 vector2 )
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{
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return (float)Math.Acos( vector1.GetNormalized().DotProduct( vector2.GetNormalized() ) );
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}
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public Vector3 Pitch( float degree )
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{
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float x = this.X;
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float y = ( this.Y * (float)Math.Cos( degree ) ) - ( this.Z * (float)Math.Sin( degree ) );
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float z = ( this.Y * (float)Math.Sin( degree ) ) + ( this.Z * (float)Math.Cos( degree ) );
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return new Vector3( x, y, z );
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}
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public Vector3 Yaw( float degree )
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{
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float x = ( this.Z * (float)Math.Sin( degree ) ) + ( this.X * (float)Math.Cos( degree ) );
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float y = this.Y;
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float z = ( this.Z * (float)Math.Cos( degree ) ) - ( this.X * (float)Math.Sin( degree ) );
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return new Vector3( x, y, z );
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}
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public Vector3 Roll( float degree )
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{
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float x = ( this.X * (float)Math.Cos( degree ) ) - ( this.Y * (float)Math.Sin( degree ) );
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float y = ( this.X * (float)Math.Sin( degree ) ) + ( this.Y * (float)Math.Cos( degree ) );
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float z = this.Z;
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return new Vector3( x, y, z );
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}
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public bool IsBackFace( Vector3 lineOfSight )
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{
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return this.DotProduct( lineOfSight ) < 0.0f;
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}
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public bool IsPerpendicular( Vector3 vector )
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{
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return this.DotProduct( vector ) == 0.0f;
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}
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public float MixedProduct( Vector3 v2, Vector3 v3 )
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{
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this.CrossProduct( v2 );
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return this.DotProduct( v3 );
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}
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public override string ToString()
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{
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return String.Format( "({0},{1},{2})", this.X, this.Y, this.Z );
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}
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public bool Equals( Vector3 vector )
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{
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return this.X == vector.X && this.Y == vector.Y && this.Z == vector.Z;
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}
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public override bool Equals( object o )
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{
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return true;
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}
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public override int GetHashCode()
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{
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return 0;
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}
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#region Operators
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public static Vector3 operator +( Vector3 vector1, Vector3 vector2 )
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{
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return new Vector3( vector1.X + vector2.X, vector1.Y + vector2.Y, vector1.Z + vector2.Z );
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}
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public static Vector3 operator +( Vector3 vector, float value )
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{
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return new Vector3( vector.X + value, vector.Y + value, vector.Z + value );
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}
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public static Vector3 operator -( Vector3 vector1, Vector3 vector2 )
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{
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return new Vector3( vector1.X - vector2.X, vector1.Y - vector2.Y, vector1.Z - vector2.Z );
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}
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public static Vector3 operator -( Vector3 vector, float value )
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{
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return new Vector3( vector.X - value, vector.Y - value, vector.Z - value );
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}
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public static Vector3 operator *( Vector3 vector1, Vector3 vector2 )
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{
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return new Vector3( vector1.X * vector2.X, vector1.Y * vector2.Y, vector1.Z * vector2.Z );
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}
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public static Vector3 operator *( Vector3 vector, float value )
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{
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return new Vector3( vector.X * value, vector.Y * value, vector.Z * value );
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}
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public static Vector3 operator /( Vector3 vector1, Vector3 vector2 )
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{
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return new Vector3( vector1.X / vector2.X, vector1.Y / vector2.Y, vector1.Z / vector2.Z );
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}
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public static Vector3 operator /( Vector3 vector, float value )
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{
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return new Vector3( vector.X / value, vector.Y / value, vector.Z / value );
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}
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public static Vector3 operator %( Vector3 vector1, Vector3 vector2 )
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{
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return new Vector3( vector1.X % vector2.X, vector1.Y % vector2.Y, vector1.Z % vector2.Z );
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}
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public static Vector3 operator %( Vector3 vector, float value )
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{
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return new Vector3( vector.X % value, vector.Y % value, vector.Z % value );
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}
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public static bool operator ==( Vector3 vector1, Vector3 vector2 )
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{
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return vector1.Equals( vector2 );
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}
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public static bool operator !=( Vector3 vector1, Vector3 vector2 )
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{
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return !vector1.Equals( vector2 );
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}
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#endregion
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}
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}
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