using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace FFXIVClassic.Common { public class Vector3 { public float X; public float Y; public float Z; public static Vector3 Zero = new Vector3(); public Vector3(float x, float y, float z) { X = x; Y = y; Z = z; } public Vector3() { X = 0.0f; Y = 0.0f; Z = 0.0f; } public static Vector3 operator +(Vector3 lhs, Vector3 rhs) { Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z); newVec.X += rhs.X; newVec.Y += rhs.Y; newVec.Z += rhs.Z; return newVec; } public static Vector3 operator -(Vector3 lhs, Vector3 rhs) { return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z); } public static Vector3 operator *(Vector3 lhs, Vector3 rhs) { return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z); } public static Vector3 operator *(float scalar, Vector3 rhs) { return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z); } public static Vector3 operator /(Vector3 lhs, Vector3 rhs) { return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z); } public float Length() { return (float)Math.Sqrt(this.LengthSquared()); } public float LengthSquared() { return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z); } public static float Dot(Vector3 lhs, Vector3 rhs) { return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z); } public static float GetAngle(Vector3 lhs, Vector3 rhs) { return GetAngle(lhs.X, lhs.Z, rhs.X, rhs.Z); } public static float GetAngle(float x, float z, float x2, float z2) { return (float)(Math.Atan2((z2 - z), (x2 - x))); } public Vector3 NewHorizontalVector(float angle, float extents) { var newVec = new Vector3(); newVec.Y = this.Y; newVec.X = this.X + (float)Math.Cos(angle) * extents; newVec.Z = this.Z + (float)Math.Sin(angle) * extents; return newVec; } public bool IsWithinCircle(Vector3 centre, float radius) { float diffX = centre.X - this.X; float diffZ = centre.Z - this.Z; float distance = (float)Math.Sqrt((diffX * diffX) + (diffZ * diffZ)); return distance < radius; } public bool IsWithinBox(Vector3 upperLeftCorner, Vector3 lowerRightCorner) { return upperLeftCorner.X <= this.X && upperLeftCorner.Y <= this.Y && upperLeftCorner.Z <= this.Z && lowerRightCorner.X >= this.X && lowerRightCorner.Y >= this.Y && lowerRightCorner.Z >= this.Z; } } }