project-meteor-server/FFXIVClassic Common Class Lib/Vector3.cs
Tahir Akhlaq f4016e1a12 renamed tables for consistency
- added magic.lua (todo: enumerate modifiers and stuff)
- moved aggro handling to session position update
- some cleanup
2017-08-29 01:15:12 +01:00

115 lines
3.1 KiB
C#

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;
}
}
}