151 lines
5.2 KiB
C#
151 lines
5.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel.DataAnnotations;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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using System.Threading.Tasks;
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namespace SharedLibraryCore.Helpers
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{
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public class Vector3
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{
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[Key]
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public int Vector3Id { get; set; }
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public float X { get; protected set; }
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public float Y { get; protected set; }
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public float Z { get; protected set; }
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// this is for EF and really should be somewhere else
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public Vector3()
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{
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}
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public Vector3(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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public override string ToString()
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{
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return $"({X}, {Y}, {Z})";
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}
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public override bool Equals(object obj)
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{
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if (obj is Vector3 vec)
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{
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return vec.X == X && vec.Y == Y && vec.Z == Z;
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}
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return false;
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}
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public static Vector3 Parse(string s)
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{
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bool valid = Regex.Match(s, @"\((-?[0-9]+\.?[0-9]*|-?[0-9]+\.?[0-9]*e-[0-9]+),\ (-?[0-9]+\.?[0-9]*|-?[0-9]+\.?[0-9]*e-[0-9]+),\ (-?[0-9]+\.?[0-9]*|-?[0-9]+\.?[0-9]*e-[0-9]+)\)").Success;
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if (!valid)
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{
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throw new FormatException("Vector3 is not in correct format");
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}
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string removeParenthesis = s.Substring(1, s.Length - 2);
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string[] eachPoint = removeParenthesis.Split(',');
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return new Vector3(float.Parse(eachPoint[0], System.Globalization.NumberStyles.Any, System.Globalization.CultureInfo.InvariantCulture),
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float.Parse(eachPoint[1], System.Globalization.NumberStyles.Any, System.Globalization.CultureInfo.InvariantCulture),
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float.Parse(eachPoint[2], System.Globalization.NumberStyles.Any, System.Globalization.CultureInfo.InvariantCulture));
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}
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public static double Distance(Vector3 a, Vector3 b)
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{
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return Math.Sqrt(Math.Pow(b.X - a.X, 2) + Math.Pow(b.Y - a.Y, 2) + Math.Pow(b.Z - a.Z, 2));
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}
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public static double AbsoluteDistance(Vector3 a, Vector3 b)
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{
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double deltaX = Math.Abs(b.X - a.X);
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double deltaY = Math.Abs(b.Y - a.Y);
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// this 'fixes' the roll-over angles
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double dx = deltaX < 360.0 / 2 ? deltaX : 360.0 - deltaX;
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double dy = deltaY < 360.0 / 2 ? deltaY : 360.0 - deltaY;
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return Math.Sqrt((dx * dx) + (dy * dy));
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}
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public static double SnapDistance(Vector3 a, Vector3 b, Vector3 c)
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{
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a = a.FixIW4Angles();
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b = b.FixIW4Angles();
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c = c.FixIW4Angles();
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float preserveDirectionAngle(float a1, float b1)
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{
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float difference = b1 - a1;
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while (difference < -180) difference += 360;
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while (difference > 180) difference -= 360;
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return difference;
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}
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var directions = new[]
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{
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new Vector3()
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{
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X = preserveDirectionAngle(b.X, a.X),
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Y = preserveDirectionAngle(b.Y, a.Y)
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},
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new Vector3()
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{
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X = preserveDirectionAngle(c.X, b.X),
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Y = preserveDirectionAngle(c.Y, b.Y)
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}
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};
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var distance = new Vector3
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{
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X = Math.Abs(directions[1].X - directions[0].X),
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Y = Math.Abs(directions[1].Y - directions[0].Y)
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};
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return Math.Sqrt((distance.X * distance.X) + (distance.Y * distance.Y));
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}
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public static double ViewAngleDistance(Vector3 a, Vector3 b, Vector3 c)
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{
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double dabX = Math.Abs(a.X - b.X);
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dabX = dabX < 360.0 / 2 ? dabX : 360.0 - dabX;
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double dabY = Math.Abs(a.Y - b.Y);
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dabY = dabY < 360.0 / 2 ? dabY : 360.0 - dabY;
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double dacX = Math.Abs(a.X - c.X);
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dacX = dacX < 360.0 / 2 ? dacX : 360.0 - dacX;
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double dacY = Math.Abs(a.Y - c.Y);
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dacY = dacY < 360.0 / 2 ? dacY : 360.0 - dacY;
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double dbcX = Math.Abs(b.X - c.X);
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dbcX = dbcX < 360.0 / 2 ? dbcX : 360.0 - dbcX;
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double dbcY = Math.Abs(b.Y - c.Y);
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dbcY = dbcY < 360.0 / 2 ? dbcY : 360.0 - dbcY;
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double deltaX = (dabX - dacX - dbcX) / 2.0;
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deltaX = deltaX < 360.0 / 2 ? deltaX : 360.0 - deltaX;
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double deltaY = (dabY - dacY - dbcY) / 2.0;
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deltaY = deltaY < 360.0 / 2 ? deltaY : 360.0 - deltaY;
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return Math.Round(Math.Sqrt((deltaX * deltaX) + (deltaY * deltaY)), 4);
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}
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public static Vector3 Subtract(Vector3 a, Vector3 b) => new Vector3(b.X - a.X, b.Y - a.Y, b.Z - a.Z);
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public double DotProduct(Vector3 a) => (a.X * this.X) + (a.Y * this.Y) + (a.Z * this.Z);
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public double Magnitude() => Math.Sqrt((X * X) + (Y * Y) + (Z * Z));
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public double AngleBetween(Vector3 a) => Math.Acos(this.DotProduct(a) / (a.Magnitude() * this.Magnitude()));
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}
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}
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