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pluginbase.Helpers.Computative.VExt Class Reference

Vector math extensions More...

Static Public Member Functions

static Vector3 Slerp (Vector3 a, Vector3 b, float blend)
 Slerp between two vectors More...
 
static Vector3 Nlerp (Vector3 a, Vector3 b, float blend)
 Nlerp the specified a, b and blend. More...
 
static Vector3d Slerp (Vector3d a, Vector3d b, double blend)
 Slerp the specified a, b and blend. More...
 
static Vector3d Nlerp (Vector3d a, Vector3d b, double blend)
 Nlerp the specified a, b and blend. More...
 
static Vector3 SmartNlerp (Vector3 a, Vector3 b, float blend, Vector3 defaultRotateVec)
 NLerp that handles near-infinite scenario More...
 
static Vector3 SmartNlerp (Vector3 a, Vector3 b, float blend)
 NLerp that hanles the near-infinite scenario More...
 
static Vector3d SmartNlerp (Vector3d a, Vector3d b, double blend, Vector3d defaultRotateVec)
 Smart nlerp that lerps a vector around a rotation vector More...
 
static Vector3d SmartNlerp (Vector3d a, Vector3d b, double blend)
 NLerp that intelligently rotates one vector to another More...
 
static Vector3 Abs (Vector3 v)
 Returns the component absolute value of a vector More...
 
static Vector3 InverseAbs (Vector3 v)
 Returns the 1f-Abs(v) of each component of a vector More...
 
static bool InSquareDistance (Vector3 a, Vector3 b, float d)
 Checks whether or not two vectors are within a square distance of each other More...
 
static bool InSquareDistance (Vector3d a, Vector3d b, double d)
 Checks whether or not two vectors are within a square distance of each other More...
 
static bool InSquareDistance (Vector3i a, Vector3i b, int d)
 Checks whether or not two vectors are greater than or equal to a square distance of each other More...
 
static double ComponentDistance (Vector3d a, Vector3d b)
 Returns the largest distance of any components More...
 
static Matrix4 Rotate (Vector3 start, Vector3 end)
 Create a rotation matrix to rotate a vector from a given start vector to a target vector More...
 
static Matrix4 RotationMatrix (Vector3 rot)
 Create a rotation matrix given a vector to rotate given radians More...
 
static Matrix4 MatrixFromComponents (Vector3 translate, Vector3 rotate)
 Create a rotation and translation vector given a translation and radians More...
 
static Vector2 Project (Vector3 pt, Matrix4 modelview, Matrix4 projection)
 Project a 3d point to 2d given a modelview and projection More...
 
static Vector2d Project (Vector3d pt, Matrix4d modelview, Matrix4d projection)
 Project a 3D point to 2D point given modelview and projection More...
 
static float PointToLineDistance (Vector3 line1, Vector3 line2, Vector3 point)
 Get the distance between a point and a line More...
 
static Vector3 SwapXY (this Vector3 v)
 Swap X and Y components of a vector More...
 
static float RotationZ (Vector3 lookDir)
 Get the rotation value of the X and Y components of a matrix More...
 
static float RotationZ (Vector2 lookDir)
 Get the rotation given a 2D look direction More...
 
static double RotationZ (Vector3d lookDir)
 Get the Z rotation given a 3d look direction More...
 
static double RotationZ (Vector2d lookDir)
 Get the Z rotation from a 2d vector More...
 
static Vector3d RotationVector (double rotZ, double speed=1.0)
 Get a rotation vector and a power More...
 

Detailed Description

Vector math extensions

Member Function Documentation

static Vector3 pluginbase.Helpers.Computative.VExt.Abs ( Vector3  v)
static

Returns the component absolute value of a vector

Parameters
vV.
135  {
136  return new Vector3( Math.Abs(v.X), Math.Abs(v.Y), Math.Abs(v.Z) );
137  }
static double pluginbase.Helpers.Computative.VExt.ComponentDistance ( Vector3d  a,
Vector3d  b 
)
static

Returns the largest distance of any components

Returns
The distance.
Parameters
aThe alpha component.
bThe blue component.
201  {
202  double aX = Math.Abs(a.X - b.X);
203  double aY = Math.Abs(a.Y - b.Y);
204  double aZ = Math.Abs(a.Z - b.Z);
205  return aX > aY && aX > aZ ? aX : (aY > aZ ? aY : aZ); //Largest of the 3
206  }
static bool pluginbase.Helpers.Computative.VExt.InSquareDistance ( Vector3  a,
Vector3  b,
float  d 
)
static

Checks whether or not two vectors are within a square distance of each other

Returns
true, if manhattan distance was ined, false otherwise.
Parameters
aThe a component.
bThe b component.
dD.
157  {
158  if (Math.Abs(a.X - b.X) > d) return false;
159  if (Math.Abs(a.Y - b.Y) > d) return false;
160  if (Math.Abs(a.Z - b.Z) > d) return false;
161  return true;
162  }
static bool pluginbase.Helpers.Computative.VExt.InSquareDistance ( Vector3d  a,
Vector3d  b,
double  d 
)
static

Checks whether or not two vectors are within a square distance of each other

Returns
true, if manhattan distance was ined, false otherwise.
Parameters
aThe alpha component.
bThe blue component.
dD.
172  {
173  if (Math.Abs(a.X - b.X) > d) return false;
174  if (Math.Abs(a.Y - b.Y) > d) return false;
175  if (Math.Abs(a.Z - b.Z) > d) return false;
176  return true;
177  }
static bool pluginbase.Helpers.Computative.VExt.InSquareDistance ( Vector3i  a,
Vector3i  b,
int  d 
)
static

Checks whether or not two vectors are greater than or equal to a square distance of each other

Returns
true, if manhattan distance was ined, false otherwise.
Parameters
aThe alpha component.
bThe blue component.
dD.
187  {
188  if (Math.Abs(a.X - b.X) > d) return false;
189  if (Math.Abs(a.Y - b.Y) > d) return false;
190  if (Math.Abs(a.Z - b.Z) > d) return false;
191  return true;
192  }
int Y
The Y coordinate
Definition: Vector3i.cs:23
int X
The X coordinate
Definition: Vector3i.cs:18
int Z
The Z coordinate
Definition: Vector3i.cs:28
static Vector3 pluginbase.Helpers.Computative.VExt.InverseAbs ( Vector3  v)
static

Returns the 1f-Abs(v) of each component of a vector

Returns
The abs.
Parameters
vV.
145  {
146  return new Vector3(1f - Math.Abs(v.X), 1f - Math.Abs(v.Y), 1f - Math.Abs(v.Z));
147  }
static Matrix4 pluginbase.Helpers.Computative.VExt.MatrixFromComponents ( Vector3  translate,
Vector3  rotate 
)
static

Create a rotation and translation vector given a translation and radians

Returns
The from components.
Parameters
translateTranslate.
rotateRotate.
246  {
247  Matrix4 mat = Matrix4.Identity;
248  mat *= Matrix4.CreateRotationX(rotate.X);
249  mat *= Matrix4.CreateRotationY(rotate.Y);
250  mat *= Matrix4.CreateRotationZ(rotate.Z);
251  mat *= Matrix4.CreateTranslation(translate);
252  return mat;
253  }
static Vector3 pluginbase.Helpers.Computative.VExt.Nlerp ( Vector3  a,
Vector3  b,
float  blend 
)
static

Nlerp the specified a, b and blend.

Parameters
aThe alpha component.
bThe blue component.
blendBlend.
35  {
36  return Vector3.Normalize( a * (1f - blend) + b * blend);
37  }
static Vector3d pluginbase.Helpers.Computative.VExt.Nlerp ( Vector3d  a,
Vector3d  b,
double  blend 
)
static

Nlerp the specified a, b and blend.

Parameters
aThe alpha component.
bThe blue component.
blendBlend.
62  {
63  return Vector3d.Normalize( a * (1.0 - blend) + b * blend);
64  }
static float pluginbase.Helpers.Computative.VExt.PointToLineDistance ( Vector3  line1,
Vector3  line2,
Vector3  point 
)
static

Get the distance between a point and a line

Returns
The to line distance.
Parameters
line1Line1.
line2Line2.
pointPoint.
293  {
294  return Vector3.Cross(point - line1, point - line2).Length / (line2 - line1).Length;
295  }
float Length
Gets the length of the vector
Definition: Vector3i.cs:165
static Vector2 pluginbase.Helpers.Computative.VExt.Project ( Vector3  pt,
Matrix4  modelview,
Matrix4  projection 
)
static

Project a 3d point to 2d given a modelview and projection

Parameters
ptPoint.
modelviewModelview.
projectionProjection.
262  {
263  Vector4 vec = new Vector4(pt, 1f);
264  vec = Vector4.Transform(vec, modelview);
265  vec = Vector4.Transform(vec, projection);
266  vec.Xyz /= vec.W;
267  return new Vector2((vec.X + 1f) * 0.5f, (vec.Y + 1f) * 0.5f);
268  }
static Vector2d pluginbase.Helpers.Computative.VExt.Project ( Vector3d  pt,
Matrix4d  modelview,
Matrix4d  projection 
)
static

Project a 3D point to 2D point given modelview and projection

Parameters
ptPoint.
modelviewModelview.
projectionProjection.
277  {
278  Vector4d vec = new Vector4d(pt, 1f);
279  vec = Vector4d.Transform(vec, modelview);
280  vec = Vector4d.Transform(vec, projection);
281  vec.Xyz /= vec.W;
282  return new Vector2d((vec.X + 1f) * 0.5f, (vec.Y + 1f) * 0.5f);
283  }
static Matrix4 pluginbase.Helpers.Computative.VExt.Rotate ( Vector3  start,
Vector3  end 
)
static

Create a rotation matrix to rotate a vector from a given start vector to a target vector

Parameters
startStart.
endEnd.
214  {
215  float dot = Vector3.Dot(start, end);
216  if (dot <= 0.999f)
217  {
218  Vector3 axis = Vector3.Normalize(Vector3.Cross(start, end));
219  float theta = (float)Math.Acos(dot);
220  return Matrix4.CreateFromAxisAngle(axis, theta);
221  }
222  return Matrix4.Identity;
223  }
static Matrix4 pluginbase.Helpers.Computative.VExt.RotationMatrix ( Vector3  rot)
static

Create a rotation matrix given a vector to rotate given radians

Returns
The matrix.
Parameters
rotRot.
231  {
232  Matrix4 mat = Matrix4.Identity;
233  mat *= Matrix4.CreateRotationX(rot.X);
234  mat *= Matrix4.CreateRotationY(rot.Y);
235  mat *= Matrix4.CreateRotationZ(rot.Z);
236  return mat;
237  }
static Vector3d pluginbase.Helpers.Computative.VExt.RotationVector ( double  rotZ,
double  speed = 1.0 
)
static

Get a rotation vector and a power

Returns
The vector.
Parameters
rotZRot z.
speedSpeed.
354  {
355  return new Vector3d(Math.Sin(rotZ) * speed, Math.Cos(rotZ) * speed, 0.0);
356  }
static float pluginbase.Helpers.Computative.VExt.RotationZ ( Vector3  lookDir)
static

Get the rotation value of the X and Y components of a matrix

Returns
The z.
Parameters
lookDirLook dir.
313  {
314  return (float)Math.Atan2(lookDir.X, lookDir.Y);
315  }
static float pluginbase.Helpers.Computative.VExt.RotationZ ( Vector2  lookDir)
static

Get the rotation given a 2D look direction

Returns
The z.
Parameters
lookDirLook dir.
323  {
324  return (float)Math.Atan2(lookDir.X, lookDir.Y);
325  }
static double pluginbase.Helpers.Computative.VExt.RotationZ ( Vector3d  lookDir)
static

Get the Z rotation given a 3d look direction

Returns
The z.
Parameters
lookDirLook dir.
333  {
334  return Math.Atan2(lookDir.X, lookDir.Y);
335  }
static double pluginbase.Helpers.Computative.VExt.RotationZ ( Vector2d  lookDir)
static

Get the Z rotation from a 2d vector

Returns
The z.
Parameters
lookDirLook dir.
343  {
344  return Math.Atan2(lookDir.X, lookDir.Y);
345  }
static Vector3 pluginbase.Helpers.Computative.VExt.Slerp ( Vector3  a,
Vector3  b,
float  blend 
)
static

Slerp between two vectors

Parameters
aThe alpha component.
bThe blue component.
blendBlend.
19  {
20  float dot = Vector3.Dot(a, b);
21  dot = MExt.Clamp(dot, -1f, 1f);
22  float theta = (float)Math.Acos(dot) * blend;
23  Vector3 rel = b - a * dot;
24  rel.Normalize();
25  return ((a * (float)Math.Cos(theta)) + rel * (float)Math.Sin(theta));
26  }
static Vector3d pluginbase.Helpers.Computative.VExt.Slerp ( Vector3d  a,
Vector3d  b,
double  blend 
)
static

Slerp the specified a, b and blend.

Parameters
aThe alpha component.
bThe blue component.
blendBlend.
46  {
47  double dot = Vector3d.Dot(a, b);
48  dot = MExt.Clamp(dot, -1.0, 1.0);
49  double theta = Math.Acos(dot) * blend;
50  Vector3d rel = b - a * dot;
51  rel.Normalize();
52  return a * Math.Cos(theta) + rel * Math.Sin(theta);
53  }
static Vector3 pluginbase.Helpers.Computative.VExt.SmartNlerp ( Vector3  a,
Vector3  b,
float  blend,
Vector3  defaultRotateVec 
)
static

NLerp that handles near-infinite scenario

Returns
The nlerp.
Parameters
aThe alpha component.
bThe blue component.
blendBlend.
defaultRotateVecDefault rotate vec.
75  {
76  if (Vector3.Dot(a,b) < -0.99f)
77  {
78  a += defaultRotateVec * 0.01f;
79  }
80  var blended = a * (1f - blend) + b * blend;
81  if (blended == Vector3.Zero)
82  return Vector3.Zero;
83  return Vector3.Normalize(blended);
84  }
static Vector3 pluginbase.Helpers.Computative.VExt.SmartNlerp ( Vector3  a,
Vector3  b,
float  blend 
)
static

NLerp that hanles the near-infinite scenario

Returns
The nlerp.
Parameters
aThe alpha component.
bThe blue component.
blendBlend.
94  {
95  return SmartNlerp(a, b, blend, Vector3.UnitX);
96  }
static Vector3 SmartNlerp(Vector3 a, Vector3 b, float blend, Vector3 defaultRotateVec)
NLerp that handles near-infinite scenario
Definition: VectorExtensions.cs:74
static Vector3d pluginbase.Helpers.Computative.VExt.SmartNlerp ( Vector3d  a,
Vector3d  b,
double  blend,
Vector3d  defaultRotateVec 
)
static

Smart nlerp that lerps a vector around a rotation vector

Returns
The nlerp.
Parameters
aThe alpha component.
bThe blue component.
blendBlend.
defaultRotateVecDefault rotate vec.
107  {
108  if (Vector3d.Dot(a,b) < -0.999)
109  {
110  a += defaultRotateVec * 0.001;
111  }
112  Vector3d blended = a * (1.0 - blend) + b * blend;
113  if (blended == Vector3d.Zero)
114  return Vector3d.Zero;
115  return Vector3d.Normalize(blended);
116  }
static Vector3d pluginbase.Helpers.Computative.VExt.SmartNlerp ( Vector3d  a,
Vector3d  b,
double  blend 
)
static

NLerp that intelligently rotates one vector to another

Returns
The nlerp.
Parameters
aThe alpha component.
bThe blue component.
blendBlend.
126  {
127  return SmartNlerp(a, b, blend, Vector3d.UnitX);
128  }
static Vector3 SmartNlerp(Vector3 a, Vector3 b, float blend, Vector3 defaultRotateVec)
NLerp that handles near-infinite scenario
Definition: VectorExtensions.cs:74
static Vector3 pluginbase.Helpers.Computative.VExt.SwapXY ( this Vector3  v)
static

Swap X and Y components of a vector

Returns
The X.
Parameters
vV.
303  {
304  return new Vector3(v.X, v.Z, v.Y);
305  }

The documentation for this class was generated from the following file: