sdraw_mods_cvr/ml_lme/vendor/LeapCSharp/Vector.cs
SDraw 3609500959
Logic rewrite
Update to LeapCSharp 5.13.1
Not tested in VR
2022-09-02 13:44:32 +03:00

427 lines
No EOL
14 KiB
C#

/******************************************************************************
* Copyright (C) Ultraleap, Inc. 2011-2021. *
* *
* Use subject to the terms of the Apache License 2.0 available at *
* http://www.apache.org/licenses/LICENSE-2.0, or another agreement *
* between Ultraleap and you, your company or other organization. *
******************************************************************************/
namespace Leap
{
using System;
/// <summary>
/// Constants used in Leap Motion math functions.
/// </summary>
[System.Obsolete("This code will be moved to Leap.CSharpExtensions.Constants in the next major version of the plugin.")]
public static class Constants
{
public const float PI = 3.1415926536f;
public const float DEG_TO_RAD = 0.0174532925f;
public const float RAD_TO_DEG = 57.295779513f;
public const float EPSILON = 1.192092896e-07f;
}
/// <summary>
/// The Vector struct represents a three-component mathematical vector or point
/// such as a direction or position in three-dimensional space.
///
/// The Leap Motion software employs a right-handed Cartesian coordinate system.
/// Values given are in units of real-world millimeters. The origin is centered
/// at the center of the Leap Motion Controller. The x- and z-axes lie in the horizontal
/// plane, with the x-axis running parallel to the long edge of the device.
/// The y-axis is vertical, with positive values increasing upwards (in contrast
/// to the downward orientation of most computer graphics coordinate systems).
/// The z-axis has positive values increasing away from the computer screen.
/// @since 1.0
/// </summary>
[System.Obsolete("This code will be moved to a legacy package in the next major version of the plugin. Use Unity's Vector3 instead. If you believe that it needs to be kept in tracking, please open a discussion on the GitHub forum (https://github.com/ultraleap/UnityPlugin/discussions)")]
[Serializable]
public struct Vector : IEquatable<Vector>
{
public static Vector operator +(Vector v1, Vector v2)
{
return new Vector(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
public static Vector operator -(Vector v1, Vector v2)
{
return new Vector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
public static Vector operator *(Vector v1, float scalar)
{
return new Vector(v1.x * scalar, v1.y * scalar, v1.z * scalar);
}
public static Vector operator *(float scalar, Vector v1)
{
return new Vector(v1.x * scalar, v1.y * scalar, v1.z * scalar);
}
public static Vector operator /(Vector v1, float scalar)
{
return new Vector(v1.x / scalar, v1.y / scalar, v1.z / scalar);
}
public static Vector operator -(Vector v1)
{
return new Vector(-v1.x, -v1.y, -v1.z);
}
public static bool operator ==(Vector v1, Vector v2)
{
return v1.Equals(v2);
}
public static bool operator !=(Vector v1, Vector v2)
{
return !v1.Equals(v2);
}
public float[] ToFloatArray()
{
return new float[] { x, y, z };
}
/// <summary>
/// Creates a new Vector with the specified component values.
/// @since 1.0
/// </summary>
public Vector(float x, float y, float z) :
this()
{
this.x = x;
this.y = y;
this.z = z;
}
/// <summary>
/// Copies the specified Vector.
/// @since 1.0
/// </summary>
public Vector(Vector vector) :
this()
{
x = vector.x;
y = vector.y;
z = vector.z;
}
/// <summary>
/// The distance between the point represented by this Vector
/// object and a point represented by the specified Vector object.
///
/// @since 1.0
/// </summary>
public float DistanceTo(Vector other)
{
return (float)Math.Sqrt((x - other.x) * (x - other.x) +
(y - other.y) * (y - other.y) +
(z - other.z) * (z - other.z));
}
/// <summary>
/// The angle between this vector and the specified vector in radians.
///
/// The angle is measured in the plane formed by the two vectors. The
/// angle returned is always the smaller of the two conjugate angles.
/// Thus A.angleTo(B) == B.angleTo(A) and is always a positive
/// value less than or equal to pi radians (180 degrees).
///
/// If either vector has zero length, then this function returns zero.
/// @since 1.0
/// </summary>
public float AngleTo(Vector other)
{
float denom = MagnitudeSquared * other.MagnitudeSquared;
if (denom <= CSharpExtensions.Constants.EPSILON)
{
return 0.0f;
}
float val = Dot(other) / (float)Math.Sqrt(denom);
if (val >= 1.0f)
{
return 0.0f;
}
else if (val <= -1.0f)
{
return CSharpExtensions.Constants.PI;
}
return (float)Math.Acos(val);
}
/// <summary>
/// The dot product of this vector with another vector.
///
/// The dot product is the magnitude of the projection of this vector
/// onto the specified vector.
/// @since 1.0
/// </summary>
public float Dot(Vector other)
{
return (x * other.x) + (y * other.y) + (z * other.z);
}
/// <summary>
/// The cross product of this vector and the specified vector.
///
/// The cross product is a vector orthogonal to both original vectors.
/// It has a magnitude equal to the area of a parallelogram having the
/// two vectors as sides. The direction of the returned vector is
/// determined by the right-hand rule. Thus A.cross(B) == -B.cross(A).
///
/// @since 1.0
/// </summary>
public Vector Cross(Vector other)
{
return new Vector((y * other.z) - (z * other.y),
(z * other.x) - (x * other.z),
(x * other.y) - (y * other.x));
}
/// <summary>
/// Returns a string containing this vector in a human readable format: (x, y, z).
/// @since 1.0
/// </summary>
public override string ToString()
{
return "(" + x + ", " + y + ", " + z + ")";
}
/// <summary>
/// Compare Vector equality component-wise.
/// @since 1.0
/// </summary>
public bool Equals(Vector v)
{
return x.NearlyEquals(v.x) && y.NearlyEquals(v.y) && z.NearlyEquals(v.z);
}
public override bool Equals(Object obj)
{
return obj is Vector && Equals((Vector)obj);
}
/// <summary>
/// Returns true if all of the vector's components are finite. If any
/// component is NaN or infinite, then this returns false.
/// @since 1.0
/// </summary>
public bool IsValid()
{
return !(float.IsNaN(x) || float.IsInfinity(x) ||
float.IsNaN(y) || float.IsInfinity(y) ||
float.IsNaN(z) || float.IsInfinity(z));
}
/// <summary>
/// Index vector components numerically.
/// Index 0 is x, index 1 is y, and index 2 is z.
/// @since 1.0
/// </summary>
public float this[uint index]
{
get
{
if (index == 0)
return x;
if (index == 1)
return y;
if (index == 2)
return z;
throw new IndexOutOfRangeException();
}
set
{
if (index == 0)
x = value;
if (index == 1)
y = value;
if (index == 2)
z = value;
throw new IndexOutOfRangeException();
}
}
public float x;
public float y;
public float z;
/// <summary>
/// The magnitude, or length, of this vector.
///
/// The magnitude is the L2 norm, or Euclidean distance between the origin and
/// the point represented by the (x, y, z) components of this Vector object.
/// @since 1.0
/// </summary>
public float Magnitude
{
get { return (float)Math.Sqrt(x * x + y * y + z * z); }
}
/// <summary>
/// The square of the magnitude, or length, of this vector.
/// @since 1.0
/// </summary>
public float MagnitudeSquared
{
get { return x * x + y * y + z * z; }
}
/// <summary>
/// The pitch angle in radians.
///
/// Pitch is the angle between the negative z-axis and the projection of
/// the vector onto the y-z plane. In other words, pitch represents rotation
/// around the x-axis.
/// If the vector points upward, the returned angle is between 0 and pi radians
/// (180 degrees); if it points downward, the angle is between 0 and -pi radians.
///
/// @since 1.0
/// </summary>
public float Pitch
{
get { return (float)Math.Atan2(y, -z); }
}
/// <summary>
/// The roll angle in radians.
///
/// Roll is the angle between the y-axis and the projection of
/// the vector onto the x-y plane. In other words, roll represents rotation
/// around the z-axis. If the vector points to the left of the y-axis,
/// then the returned angle is between 0 and pi radians (180 degrees);
/// if it points to the right, the angle is between 0 and -pi radians.
///
/// Use this function to get roll angle of the plane to which this vector is a
/// normal. For example, if this vector represents the normal to the palm,
/// then this function returns the tilt or roll of the palm plane compared
/// to the horizontal (x-z) plane.
///
/// @since 1.0
/// </summary>
public float Roll
{
get { return (float)Math.Atan2(x, -y); }
}
/// <summary>
/// The yaw angle in radians.
///
/// Yaw is the angle between the negative z-axis and the projection of
/// the vector onto the x-z plane. In other words, yaw represents rotation
/// around the y-axis. If the vector points to the right of the negative z-axis,
/// then the returned angle is between 0 and pi radians (180 degrees);
/// if it points to the left, the angle is between 0 and -pi radians.
///
/// @since 1.0
/// </summary>
public float Yaw
{
get { return (float)Math.Atan2(x, -z); }
}
/// <summary>
/// A normalized copy of this vector.
///
/// A normalized vector has the same direction as the original vector,
/// but with a length of one.
///
/// @since 1.0
/// </summary>
public Vector Normalized
{
get
{
float denom = MagnitudeSquared;
if (denom <= CSharpExtensions.Constants.EPSILON)
{
return Zero;
}
denom = 1.0f / (float)Math.Sqrt(denom);
return new Vector(x * denom, y * denom, z * denom);
}
}
/// <summary>
/// The zero vector: (0, 0, 0)
/// </summary>
public static readonly Vector Zero = new Vector(0, 0, 0);
/// <summary>
/// The ones vector: (1, 1, 1)
/// </summary>
public static readonly Vector Ones = new Vector(1, 1, 1);
/// <summary>
/// The x-axis unit vector: (1, 0, 0)
/// </summary>
public static readonly Vector XAxis = new Vector(1, 0, 0);
/// <summary>
/// The y-axis unit vector: (0, 1, 0)
/// </summary>
public static readonly Vector YAxis = new Vector(0, 1, 0);
/// <summary>
/// The z-axis unit vector: (0, 0, 1)
/// </summary>
public static readonly Vector ZAxis = new Vector(0, 0, 1);
/// <summary>
/// The unit vector pointing forward along the negative z-axis: (0, 0, -1)
/// </summary>
public static readonly Vector Forward = new Vector(0, 0, -1);
/// <summary>
/// The unit vector pointing backward along the positive z-axis: (0, 0, 1)
/// </summary>
public static readonly Vector Backward = new Vector(0, 0, 1);
/// <summary>
/// The unit vector pointing left along the negative x-axis: (-1, 0, 0)
/// </summary>
public static readonly Vector Left = new Vector(-1, 0, 0);
/// <summary>
/// The unit vector pointing right along the positive x-axis: (1, 0, 0)
/// </summary>
public static readonly Vector Right = new Vector(1, 0, 0);
/// <summary>
/// The unit vector pointing up along the positive y-axis: (0, 1, 0)
/// </summary>
public static readonly Vector Up = new Vector(0, 1, 0);
/// <summary>
/// The unit vector pointing down along the negative y-axis: (0, -1, 0)
/// </summary>
public static readonly Vector Down = new Vector(0, -1, 0);
public static Vector Lerp(Vector a, Vector b, float t)
{
return new Vector(
a.x + t * (b.x - a.x),
a.y + t * (b.y - a.y),
a.z + t * (b.z - a.z)
);
}
public override int GetHashCode()
{
unchecked // Overflow is fine, just wrap
{
int hash = 17;
hash = hash * 23 + x.GetHashCode();
hash = hash * 23 + y.GetHashCode();
hash = hash * 23 + z.GetHashCode();
return hash;
}
}
}
}