Merge commit '8e87e4ea77308b51c3691bdad96e7f9707952821' as 'NanoBrain'
This commit is contained in:
commit
6f398ad4bf
80
.gitignore
vendored
80
.gitignore
vendored
@ -1,80 +0,0 @@
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# ---> Unity
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||||||
# This .gitignore file should be placed at the root of your Unity project directory
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#
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||||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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||||||
#
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||||||
/[Ll]ibrary/
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||||||
/[Tt]emp/
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||||||
/[Oo]bj/
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||||||
/[Bb]uild/
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||||||
/[Bb]uilds/
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||||||
/[Ll]ogs/
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||||||
/[Uu]ser[Ss]ettings/
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|
||||||
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||||||
# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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||||||
/[Mm]emoryCaptures/
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||||||
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||||||
# Recordings can get excessive in size
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|
||||||
/[Rr]ecordings/
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||||||
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|
||||||
# Uncomment this line if you wish to ignore the asset store tools plugin
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||||||
# /[Aa]ssets/AssetStoreTools*
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||||||
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|
||||||
# Autogenerated Jetbrains Rider plugin
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|
||||||
/[Aa]ssets/Plugins/Editor/JetBrains*
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||||||
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|
||||||
# Visual Studio cache directory
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.vs/
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.vscode/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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# Unity3D generated meta files
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||||||
*.pidb.meta
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*.pdb.meta
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||||||
*.mdb.meta
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||||||
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||||||
# Unity3D generated file on crash reports
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sysinfo.txt
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||||||
# Builds
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*.apk
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*.aab
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*.unitypackage
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*.unitypackage.meta
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*.app
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# Crashlytics generated file
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crashlytics-build.properties
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# Packed Addressables
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||||||
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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||||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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# Passer
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||||||
#/Samples
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/Samples.meta
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/Samples~.meta
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508
Cluster.cs
Normal file
508
Cluster.cs
Normal file
@ -0,0 +1,508 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[Serializable]
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public class Cluster : Nucleus {
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||||||
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public string baseName {
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||||||
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get {
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||||||
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int colonPositon = this.name.IndexOf(':');
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if (colonPositon < 0)
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||||||
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return this.name;
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||||||
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return this.name[..colonPositon];
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||||||
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}
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||||||
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}
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#region Init
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||||||
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public Cluster(ClusterPrefab prefab, Cluster parent) {
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this.prefab = prefab;
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this.name = prefab.name;
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this.parent = parent;
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||||||
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this.parent?.clusterNuclei.Add(this);
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||||||
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||||||
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ClonePrefab();
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||||||
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_ = this.inputs;
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||||||
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this.sortedNuclei = TopologicalSort(this.clusterNuclei);
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||||||
|
}
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||||||
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||||||
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public Cluster(ClusterPrefab prefab, ClusterPrefab parent = null) {
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||||||
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this.prefab = prefab;
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||||||
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this.name = prefab.name;
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||||||
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this.clusterPrefab = parent;
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||||||
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||||||
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if (this.clusterPrefab != null)
|
||||||
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this.clusterPrefab.nuclei.Add(this);
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||||||
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||||||
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ClonePrefab();
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||||||
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_ = this.inputs;
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||||||
|
this.sortedNuclei = TopologicalSort(this.clusterNuclei);
|
||||||
|
}
|
||||||
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|
||||||
|
private void ClonePrefab() {
|
||||||
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Nucleus[] prefabNuclei = this.prefab.nuclei.ToArray();
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||||||
|
// first clone the nuclei without their connections
|
||||||
|
foreach (Nucleus nucleus in this.prefab.nuclei) {
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||||||
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nucleus.ShallowCloneTo(this);
|
||||||
|
}
|
||||||
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Nucleus[] clonedNuclei = this.clusterNuclei.ToArray();
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||||||
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||||||
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// Now clone the connections
|
||||||
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for (int nucleusIx = 0; nucleusIx < prefabNuclei.Length; nucleusIx++) {
|
||||||
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Nucleus prefabNucleus = prefabNuclei[nucleusIx];
|
||||||
|
if (prefabNucleus is not Neuron prefabNeuron)
|
||||||
|
continue;
|
||||||
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|
||||||
|
Nucleus clonedNucleus = clonedNuclei[nucleusIx];
|
||||||
|
if (clonedNucleus == null || clonedNucleus is not Neuron clonedNeuron)
|
||||||
|
continue;
|
||||||
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|
||||||
|
// Copy the receivers, which will also create the synapses
|
||||||
|
// Clusters do not have receivers...
|
||||||
|
foreach (Nucleus receiver in prefabNeuron.receivers.ToArray()) {
|
||||||
|
int ix = GetNucleusIndex(prefabNuclei, receiver);
|
||||||
|
if (ix < 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (clonedNuclei[ix] is not Nucleus clonedReceiver)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Find the synapse for the weight
|
||||||
|
float weight = 1;
|
||||||
|
foreach (Synapse synapse in receiver.synapses) {
|
||||||
|
// Find the weight for this synapse
|
||||||
|
if (synapse.neuron == prefabNucleus) {
|
||||||
|
weight = synapse.weight;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
clonedNeuron.AddReceiver(clonedReceiver, weight);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Copy nucleus arrays for receptors
|
||||||
|
for (int nucleusIx = 0; nucleusIx < prefabNuclei.Length; nucleusIx++) {
|
||||||
|
Nucleus prefabNucleus = prefabNuclei[nucleusIx];
|
||||||
|
if (prefabNucleus is not IReceptor prefabReceptor)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (prefabReceptor.nucleiArray == null || prefabReceptor.nucleiArray.Length == 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
IReceptor clonedNucleus = clonedNuclei[nucleusIx] as IReceptor;
|
||||||
|
if (prefabReceptor == prefabReceptor.nucleiArray[0]) {
|
||||||
|
// We clone the array only for the first entry
|
||||||
|
NucleusArray clonedArray = new(prefabReceptor.nucleiArray.Length, "array");
|
||||||
|
int arrayIx = 0;
|
||||||
|
foreach (Nucleus prefabArrayNucleus in prefabReceptor.nucleiArray) {
|
||||||
|
int arrayNucleusIx = GetNucleusIndex(prefabNuclei, prefabArrayNucleus);
|
||||||
|
if (arrayNucleusIx >= 0) {
|
||||||
|
Nucleus clonedArrayNucleus = clonedNuclei[arrayNucleusIx];
|
||||||
|
clonedArray.nuclei[arrayIx] = clonedArrayNucleus;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
Debug.LogError($" Could not find prefab nucleus {prefabNucleus.name} in the clones");
|
||||||
|
}
|
||||||
|
arrayIx++;
|
||||||
|
}
|
||||||
|
//clonedNucleus.array = clonedArray;
|
||||||
|
clonedNucleus.nucleiArray = clonedArray.nuclei;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// The others will refer to the array created for the first nucleus in the array
|
||||||
|
int firstNucleusIx = GetNucleusIndex(prefabNuclei, prefabReceptor.nucleiArray[0]);
|
||||||
|
IReceptor clonedFirstNucleus = clonedNuclei[firstNucleusIx] as IReceptor;
|
||||||
|
clonedNucleus.nucleiArray = clonedFirstNucleus.nucleiArray;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (Nucleus nucleus in this.clusterNuclei) {
|
||||||
|
if (nucleus is Cluster clonedSubCluster)
|
||||||
|
RestoreAllExternalReceivers(clonedSubCluster, this.prefab, this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sort the nuclei in a correct evaluation order
|
||||||
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private List<Nucleus> TopologicalSort(List<Nucleus> nodes) {
|
||||||
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Dictionary<Nucleus, int> inDegree = new();
|
||||||
|
foreach (Nucleus node in nodes)
|
||||||
|
inDegree[node] = 0; // Initialize in-degree to zero
|
||||||
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|
||||||
|
// Calculate in-degrees
|
||||||
|
foreach (Nucleus node in nodes) {
|
||||||
|
if (node is Cluster cluster) {
|
||||||
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foreach (Nucleus receiver in cluster.CollectReceivers())
|
||||||
|
inDegree[receiver]++;
|
||||||
|
}
|
||||||
|
else if (node is Neuron neuron) {
|
||||||
|
foreach (Nucleus receiver in neuron.receivers)
|
||||||
|
inDegree[receiver]++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Queue<Nucleus> queue = new();
|
||||||
|
foreach (Nucleus node in nodes) {
|
||||||
|
if (inDegree[node] == 0) // Nodes with no dependencies
|
||||||
|
queue.Enqueue(node);
|
||||||
|
}
|
||||||
|
// The queue basically stores all input nuclei?
|
||||||
|
|
||||||
|
List<Nucleus> sortedOrder = new();
|
||||||
|
while (queue.Count > 0) {
|
||||||
|
Nucleus current = queue.Dequeue();
|
||||||
|
sortedOrder.Add(current); // Process the node
|
||||||
|
|
||||||
|
if (current is Neuron neuron) {
|
||||||
|
foreach (Nucleus receiver in neuron.receivers) {
|
||||||
|
inDegree[receiver]--;
|
||||||
|
if (inDegree[receiver] == 0) // If all dependencies resolved
|
||||||
|
queue.Enqueue(receiver);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (current is Cluster cluster) {
|
||||||
|
foreach (Nucleus receiver in cluster.CollectReceivers()) {
|
||||||
|
inDegree[receiver]--;
|
||||||
|
if (inDegree[receiver] == 0) // If all dependencies resolved
|
||||||
|
queue.Enqueue(receiver);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for cycles in the graph
|
||||||
|
if (sortedOrder.Count != nodes.Count)
|
||||||
|
throw new InvalidOperationException("Graph is not a DAG; a cycle exists.");
|
||||||
|
|
||||||
|
return sortedOrder;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Nucleus Clone(ClusterPrefab parent) {
|
||||||
|
Cluster clone = new(this.prefab, parent);
|
||||||
|
|
||||||
|
foreach (Synapse synapse in this.synapses) {
|
||||||
|
Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
|
||||||
|
clonedSynapse.weight = synapse.weight;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (Neuron output in this.outputs) {
|
||||||
|
foreach (Nucleus receiver in output.receivers) {
|
||||||
|
int ix = GetNucleusIndex(this.clusterNuclei.ToArray(), output);
|
||||||
|
if (ix < 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (clone.clusterNuclei[ix] is not Neuron clonedOutput)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
clonedOutput.AddReceiver(receiver);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Nucleus ShallowCloneTo(Cluster parent) {
|
||||||
|
Cluster clone = new(this.prefab, parent) {
|
||||||
|
name = this.name,
|
||||||
|
clusterPrefab = this.clusterPrefab,
|
||||||
|
};
|
||||||
|
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void RestoreAllExternalReceivers(Cluster clonedCluster, ClusterPrefab prefabParent, Cluster clonedParent) {
|
||||||
|
int clonedClusterIx = GetNucleusIndex(clonedParent.clusterNuclei, clonedCluster);
|
||||||
|
if (prefabParent.nuclei[clonedClusterIx] is not Cluster sourceCluster)
|
||||||
|
return;
|
||||||
|
|
||||||
|
for (int nucleusIx = 0; nucleusIx < sourceCluster.clusterNuclei.Count; nucleusIx++) {
|
||||||
|
Nucleus sourceNucleus = sourceCluster.clusterNuclei[nucleusIx];
|
||||||
|
if (sourceNucleus is not Neuron sourceNeuron)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (clonedCluster.clusterNuclei[nucleusIx] is not Neuron clonedNeuron)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// copy the receivers (and thus synapses) from the source to the clone
|
||||||
|
foreach (Nucleus receiver in sourceNeuron.receivers) {
|
||||||
|
int ix = GetNucleusIndex(prefabParent.nuclei, receiver);
|
||||||
|
if (ix < 0 || ix >= clonedParent.clusterNuclei.Count)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
Nucleus clonedReceiver = clonedParent.clusterNuclei[ix];
|
||||||
|
|
||||||
|
// Find the synapse for the weight
|
||||||
|
float weight = 1;
|
||||||
|
foreach (Synapse synapse in receiver.synapses) {
|
||||||
|
// Find the weight for this synapse
|
||||||
|
if (synapse.neuron == sourceNucleus) {
|
||||||
|
weight = synapse.weight;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
clonedNeuron.AddReceiver(clonedReceiver, weight);
|
||||||
|
// Debug.Log($"external: {clonedReceiver.name} receives from {clonedNeuron.name} {clonedNeuron.GetHashCode()}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected int GetNucleusIndex(Nucleus[] nuclei, Nucleus nucleus) {
|
||||||
|
for (int i = 0; i < nuclei.Length; i++) {
|
||||||
|
if (nucleus == nuclei[i])
|
||||||
|
return i;
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static int GetNucleusIndex(List<Nucleus> nuclei, Nucleus nucleus) {
|
||||||
|
int i = 0;
|
||||||
|
foreach (Nucleus nucleiElement in nuclei) {
|
||||||
|
//for (int i = 0; i < nuclei.Length; i++) {
|
||||||
|
if (nucleus == nucleiElement)
|
||||||
|
return i;
|
||||||
|
i++;
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion Init
|
||||||
|
|
||||||
|
public ClusterPrefab prefab;
|
||||||
|
|
||||||
|
|
||||||
|
[SerializeReference]
|
||||||
|
public List<Nucleus> clusterNuclei = new();
|
||||||
|
// the nuclei sorted using topological sorting
|
||||||
|
// to ensure that the cluster is computer in the right order
|
||||||
|
public List<Nucleus> sortedNuclei;
|
||||||
|
//public Dictionary<string, Nucleus> nucleiDict = new();
|
||||||
|
|
||||||
|
public List<Nucleus> _inputs = null;
|
||||||
|
public virtual List<Nucleus> inputs {
|
||||||
|
get {
|
||||||
|
if (this._inputs == null) {
|
||||||
|
this._inputs = new();
|
||||||
|
foreach (Nucleus nucleus in this.clusterNuclei) {
|
||||||
|
// inputs have no synapses
|
||||||
|
if (nucleus.synapses.Count == 0)
|
||||||
|
this._inputs.Add(nucleus);
|
||||||
|
}
|
||||||
|
ComputeOrders();
|
||||||
|
}
|
||||||
|
return this._inputs;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Dictionary<Nucleus, List<Nucleus>> computeOrders = new();
|
||||||
|
private void ComputeOrders() {
|
||||||
|
foreach (Nucleus input in this._inputs)
|
||||||
|
computeOrders[input] = TopologicalSort2(input);
|
||||||
|
}
|
||||||
|
|
||||||
|
private List<Nucleus> TopologicalSort2(Nucleus startNode) {
|
||||||
|
Dictionary<Nucleus, int> inDegree = new();
|
||||||
|
HashSet<Nucleus> visited = new();
|
||||||
|
|
||||||
|
// Initialize in-degrees and mark all nodes as unvisited
|
||||||
|
foreach (Nucleus node in this.clusterNuclei)
|
||||||
|
inDegree[node] = 0;
|
||||||
|
|
||||||
|
// Calculate in-degrees for all nodes reachable from the start node
|
||||||
|
Queue<Nucleus> queue = new Queue<Nucleus>();
|
||||||
|
queue.Enqueue(startNode);
|
||||||
|
visited.Add(startNode);
|
||||||
|
|
||||||
|
while (queue.Count > 0) {
|
||||||
|
Nucleus current = queue.Dequeue();
|
||||||
|
List<Nucleus> receivers = null;
|
||||||
|
if (current is Neuron neuron)
|
||||||
|
receivers = neuron.receivers;
|
||||||
|
else if (current is Cluster cluster)
|
||||||
|
receivers = cluster.CollectReceivers();
|
||||||
|
|
||||||
|
// if (current is Neuron neuron) {
|
||||||
|
foreach (Nucleus receiver in receivers) {
|
||||||
|
if (!visited.Contains(receiver)) {
|
||||||
|
visited.Add(receiver);
|
||||||
|
queue.Enqueue(receiver);
|
||||||
|
}
|
||||||
|
inDegree[receiver]++;
|
||||||
|
}
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
|
||||||
|
// Perform topological sort on all reachable nodes
|
||||||
|
queue.Clear();
|
||||||
|
foreach (Nucleus node in visited) {
|
||||||
|
if (inDegree[node] == 0)
|
||||||
|
queue.Enqueue(node);
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Nucleus> sortedOrder = new List<Nucleus>();
|
||||||
|
while (queue.Count > 0) {
|
||||||
|
Nucleus current = queue.Dequeue();
|
||||||
|
sortedOrder.Add(current); // Process the node
|
||||||
|
|
||||||
|
List<Nucleus> receivers = null;
|
||||||
|
if (current is Neuron neuron)
|
||||||
|
receivers = neuron.receivers;
|
||||||
|
else if (current is Cluster cluster)
|
||||||
|
receivers = cluster.CollectReceivers();
|
||||||
|
|
||||||
|
//if (current is Neuron neuron) {
|
||||||
|
|
||||||
|
foreach (Nucleus receiver in receivers) {
|
||||||
|
if (visited.Contains(receiver)) {
|
||||||
|
inDegree[receiver]--;
|
||||||
|
if (inDegree[receiver] == 0) // If all dependencies resolved
|
||||||
|
queue.Enqueue(receiver);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for cycles in the graph
|
||||||
|
if (sortedOrder.Count != visited.Count)
|
||||||
|
throw new InvalidOperationException("Graph is not a DAG; a cycle exists.");
|
||||||
|
|
||||||
|
return sortedOrder;
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual Neuron defaultOutput {//=> this.nuclei[0] as Nucleus;
|
||||||
|
get {
|
||||||
|
if (this.clusterNuclei.Count > 0)
|
||||||
|
return this.clusterNuclei[0] as Neuron;
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
protected List<Neuron> _outputs = null;
|
||||||
|
public List<Neuron> outputs {
|
||||||
|
get {
|
||||||
|
if (this._outputs == null) {
|
||||||
|
this._outputs = new();
|
||||||
|
foreach (Nucleus nucleus in this.clusterNuclei) {
|
||||||
|
if (nucleus is Neuron neuron) // && neuron.receivers.Count == 0)
|
||||||
|
this._outputs.Add(neuron);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return this._outputs;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryGetNucleus(string nucleusName, out Nucleus foundNucleus) {
|
||||||
|
foreach (Nucleus receptor in this.clusterNuclei) {
|
||||||
|
if (receptor is Nucleus nucleus)
|
||||||
|
if (nucleus.name == nucleusName) {
|
||||||
|
foundNucleus = nucleus;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
foundNucleus = null;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Nucleus GetNucleus(string nucleusName) {
|
||||||
|
int dotPosition = nucleusName.IndexOf('.');
|
||||||
|
if (dotPosition >= 0) {
|
||||||
|
string clusterName = nucleusName[..dotPosition];
|
||||||
|
string clusterName0 = clusterName + ": 0";
|
||||||
|
foreach (Nucleus nucleus in this.clusterNuclei) {
|
||||||
|
if (nucleus is Cluster cluster) {
|
||||||
|
if (cluster.name == clusterName || cluster.name == clusterName0) {
|
||||||
|
string subNucleusName = nucleusName[(dotPosition + 1)..];
|
||||||
|
return cluster.GetNucleus(subNucleusName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
string nucleusName0 = nucleusName + ": 0";
|
||||||
|
foreach (Nucleus nucleus in this.clusterNuclei) {
|
||||||
|
if (nucleus is IReceptor receptor) {
|
||||||
|
if (nucleus.name == nucleusName | nucleus.name == nucleusName0)
|
||||||
|
return nucleus;
|
||||||
|
}
|
||||||
|
else if (nucleus.name == nucleusName)
|
||||||
|
return nucleus;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// [Obsolete("Use GetNucleus instead")]
|
||||||
|
// public IReceptor GetReceptor(string receptorName) {
|
||||||
|
// return GetNucleus(receptorName) as IReceptor;
|
||||||
|
// }
|
||||||
|
|
||||||
|
#region Receivers
|
||||||
|
|
||||||
|
public virtual List<Nucleus> CollectReceivers() {
|
||||||
|
List<Nucleus> receivers = new();
|
||||||
|
foreach (Neuron output in this.outputs) {
|
||||||
|
foreach (Nucleus receiver in output.receivers) {
|
||||||
|
// Only add receivers outside this cluster
|
||||||
|
if (receiver.clusterPrefab != this.prefab)
|
||||||
|
receivers.Add(receiver);
|
||||||
|
//receivers.AddRange(output.receivers);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return receivers;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion Receivers
|
||||||
|
|
||||||
|
#region Update
|
||||||
|
|
||||||
|
public void UpdateFromNucleus(Nucleus startNucleus) {
|
||||||
|
// no bias+synapse input state calculation for now...
|
||||||
|
|
||||||
|
if (this.computeOrders.ContainsKey(startNucleus) == false) {
|
||||||
|
//Debug.LogError($"{this.name} compute orders does not contain an order for {startNucleus.name}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Nucleus> computeOrder = this.computeOrders[startNucleus];
|
||||||
|
if (startNucleus.trace)
|
||||||
|
Debug.Log($"Update from {startNucleus.name}");
|
||||||
|
foreach (Nucleus nucleus in computeOrder) {
|
||||||
|
nucleus.UpdateStateIsolated();
|
||||||
|
if (startNucleus.trace && nucleus is Neuron neuron)
|
||||||
|
Debug.Log($" {nucleus.name}[{nucleus.GetHashCode()}] = {neuron.outputValue}");
|
||||||
|
}
|
||||||
|
|
||||||
|
// continue in parent
|
||||||
|
this.parent?.UpdateFromNucleus(this);
|
||||||
|
|
||||||
|
UpdateNuclei();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateStateIsolated() {
|
||||||
|
throw new Exception("Cluster should not be updated!");
|
||||||
|
// float3 sum = this.bias;
|
||||||
|
|
||||||
|
// //Applying the weight factors
|
||||||
|
// foreach (Synapse synapse in this.synapses) {
|
||||||
|
// if (lengthsq(synapse.neuron.outputValue) > 0) {
|
||||||
|
// sum += synapse.weight * synapse.neuron.outputValue;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
// foreach (Nucleus nucleus in this.sortedNuclei)
|
||||||
|
// nucleus.UpdateStateIsolated();
|
||||||
|
|
||||||
|
// UpdateNuclei();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateNuclei() {
|
||||||
|
foreach (Nucleus nucleus in this.clusterNuclei)
|
||||||
|
nucleus.UpdateNuclei();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion Update
|
||||||
|
|
||||||
|
}
|
||||||
2
Cluster.cs.meta
Normal file
2
Cluster.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f13cdc4a175a9f379a00317ae68d8bea
|
||||||
116
ClusterPrefab.cs
Normal file
116
ClusterPrefab.cs
Normal file
@ -0,0 +1,116 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(menuName = "Passer/Cluster")]
|
||||||
|
public class ClusterPrefab : ScriptableObject {
|
||||||
|
// The ScriptableObject asset from which the runtime object has been created
|
||||||
|
|
||||||
|
[SerializeReference]
|
||||||
|
public List<Nucleus> nuclei = new();
|
||||||
|
|
||||||
|
|
||||||
|
public virtual Nucleus output => this.nuclei[0] as Nucleus;
|
||||||
|
|
||||||
|
public List<Nucleus> _inputs = null;
|
||||||
|
public virtual List<Nucleus> inputs {
|
||||||
|
get {
|
||||||
|
if (this._inputs == null) {
|
||||||
|
this._inputs = new();
|
||||||
|
foreach (Nucleus receptor in this.nuclei) {
|
||||||
|
if (receptor is Nucleus nucleus) {
|
||||||
|
// inputs have no incoming synapses yet.
|
||||||
|
if (nucleus.synapses.Count == 0)
|
||||||
|
this._inputs.Add(nucleus);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return this._inputs;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private List<Nucleus> _outputs = null;
|
||||||
|
public List<Nucleus> outputs {
|
||||||
|
get {
|
||||||
|
if (this._outputs == null)
|
||||||
|
RefreshOutputs();
|
||||||
|
return this._outputs;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void RefreshOutputs() {
|
||||||
|
this._outputs = new();
|
||||||
|
foreach (Nucleus nucleus in this.nuclei) {
|
||||||
|
if (nucleus is Neuron neuron && neuron.receivers.Count == 0)
|
||||||
|
this._outputs.Add(nucleus);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Nucleus GetNucleus(string nucleusName) {
|
||||||
|
foreach (Nucleus nucleus in this.nuclei) {
|
||||||
|
if (nucleus.name == nucleusName)
|
||||||
|
return nucleus;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Call this function to ensure that there is at least one nucleus
|
||||||
|
// This is an invariant and should be ensured before the nucleus is used
|
||||||
|
// because output requires it.
|
||||||
|
public void EnsureInitialization() {
|
||||||
|
nuclei ??= new List<Nucleus>();
|
||||||
|
if (nuclei.Count == 0)
|
||||||
|
new Neuron(this, "Output"); // Every cluster should have at least 1 neuron
|
||||||
|
}
|
||||||
|
|
||||||
|
public void GarbageCollection() {
|
||||||
|
HashSet<Nucleus> visitedNuclei = new();
|
||||||
|
foreach (Nucleus output in this.outputs)
|
||||||
|
MarkNuclei(visitedNuclei, output);
|
||||||
|
//Debug.Log($"Garbage collection found {visitedNuclei.Count} Nuclei");
|
||||||
|
this.nuclei.RemoveAll(nucleus => visitedNuclei.Contains(nucleus) == false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void MarkNuclei(HashSet<Nucleus> visitedNuclei, Nucleus nucleus) {
|
||||||
|
if (nucleus is null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (nucleus.parent != null && nucleus.parent.prefab != this)
|
||||||
|
visitedNuclei.Add(nucleus.parent);
|
||||||
|
else
|
||||||
|
visitedNuclei.Add(nucleus);
|
||||||
|
if (nucleus.synapses != null) {
|
||||||
|
HashSet<Synapse> visitedSynapses = new();
|
||||||
|
foreach (Synapse synapse in nucleus.synapses) {
|
||||||
|
if (synapse != null && synapse.neuron != null) {
|
||||||
|
visitedSynapses.Add(synapse);
|
||||||
|
if (synapse.neuron is Nucleus synapse_nucleus)
|
||||||
|
MarkNuclei(visitedNuclei, synapse_nucleus);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
nucleus.synapses.RemoveAll(synapse => visitedSynapses.Contains(synapse) == false);
|
||||||
|
}
|
||||||
|
if (nucleus is Neuron neuron && neuron.receivers != null) {
|
||||||
|
HashSet<Nucleus> visitedReceivers = new();
|
||||||
|
foreach (Nucleus receiver in neuron.receivers) {
|
||||||
|
if (receiver != null && receiver != null) {
|
||||||
|
visitedReceivers.Add(receiver);
|
||||||
|
visitedNuclei.Add(receiver);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
neuron.receivers.RemoveAll(receiver => visitedReceivers.Contains(receiver) == false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void UpdateNuclei() {
|
||||||
|
foreach (Nucleus nucleus in this.nuclei)
|
||||||
|
nucleus.UpdateNuclei();
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetNucleusIndex(Nucleus receiver) {
|
||||||
|
int ix = 0;
|
||||||
|
foreach (Nucleus nucleus in this.nuclei) {
|
||||||
|
if (receiver == nucleus)
|
||||||
|
return ix;
|
||||||
|
ix++;
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
2
ClusterPrefab.cs.meta
Normal file
2
ClusterPrefab.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 60a957541c24c57e78018c202ebb1d9b
|
||||||
214
ClusterReceptor.cs
Normal file
214
ClusterReceptor.cs
Normal file
@ -0,0 +1,214 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Unity.Mathematics;
|
||||||
|
using static Unity.Mathematics.math;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class ClusterReceptor : Cluster, IReceptor {
|
||||||
|
public ClusterReceptor(ClusterPrefab prefab, Cluster parent, string name) : base(prefab, parent) {
|
||||||
|
this.name = name;
|
||||||
|
this.array = new NucleusArray(this);
|
||||||
|
if (this.name.IndexOf(":") < 0)
|
||||||
|
this.name += ": 0";
|
||||||
|
|
||||||
|
}
|
||||||
|
public ClusterReceptor(ClusterPrefab prefab, ClusterPrefab parent, string name) : base(prefab, parent) {
|
||||||
|
this.name = name;
|
||||||
|
this.array = new NucleusArray(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public string GetName() {
|
||||||
|
return this.name;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Nucleus ShallowCloneTo(Cluster parent) {
|
||||||
|
ClusterReceptor clone = new(this.prefab, parent, this.name) {
|
||||||
|
clusterPrefab = this.clusterPrefab,
|
||||||
|
};
|
||||||
|
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Nucleus Clone(ClusterPrefab parent) {
|
||||||
|
ClusterReceptor clone = new(prefab, parent, this.name) {
|
||||||
|
array = this._array
|
||||||
|
};
|
||||||
|
|
||||||
|
foreach (Synapse synapse in this.synapses) {
|
||||||
|
Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
|
||||||
|
clonedSynapse.weight = synapse.weight;
|
||||||
|
}
|
||||||
|
|
||||||
|
this._outputs = null; // Make sure the output are regenerated
|
||||||
|
foreach (Neuron output in this.outputs) {
|
||||||
|
int ix = GetNucleusIndex(this.clusterNuclei, output);
|
||||||
|
if (ix < 0 || clone.clusterNuclei[ix] is not Neuron clonedOutput)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
foreach (Nucleus receiver in output.receivers)
|
||||||
|
clonedOutput.AddReceiver(receiver);
|
||||||
|
}
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override List<Nucleus> CollectReceivers() {
|
||||||
|
List<Nucleus> receivers = new();
|
||||||
|
foreach (Nucleus element in this.nucleiArray) {
|
||||||
|
if (element is not Cluster clusterElement)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
foreach (Nucleus outputNucleus in clusterElement.clusterNuclei) {
|
||||||
|
if (outputNucleus is not Neuron output)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// this should be clusterElement.outputs,
|
||||||
|
// but outputs is not updated when correctly and may contain old data...
|
||||||
|
foreach (Nucleus receiver in output.receivers) {
|
||||||
|
// Only add receivers outside clusterElement cluster
|
||||||
|
if (receiver.clusterPrefab != clusterElement.prefab &&
|
||||||
|
receivers.Contains(receiver) == false)
|
||||||
|
receivers.Add(receiver);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return receivers;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeReference]
|
||||||
|
private NucleusArray _array;
|
||||||
|
public NucleusArray array {
|
||||||
|
set { _array = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public Nucleus[] nucleiArray {
|
||||||
|
get { return _array.nuclei; }
|
||||||
|
set { _array.nuclei = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddReceptorElement(ClusterPrefab prefab) {
|
||||||
|
IReceptorHelpers.AddReceptorElement(this, prefab);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RemoveReceptorElement() {
|
||||||
|
IReceptorHelpers.RemoveReceptorElement(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
|
||||||
|
IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateStateIsolated() {
|
||||||
|
// Clusters don't do anything,
|
||||||
|
// The nuclei in them do the work
|
||||||
|
// and should be called directly, not from the cluster
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateNuclei() {
|
||||||
|
foreach (Nucleus nucleus in this.clusterNuclei)
|
||||||
|
nucleus.UpdateNuclei();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||||
|
Debug.LogError("Process Stimulus was called on clusterreceptor without a neuron specified");
|
||||||
|
}
|
||||||
|
|
||||||
|
private readonly Dictionary<int, ClusterReceptor> thingReceivers = new();
|
||||||
|
|
||||||
|
public virtual void ProcessStimulus(Neuron input, Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||||
|
CleanupReceivers();
|
||||||
|
|
||||||
|
if (!thingReceivers.TryGetValue(thingId, out ClusterReceptor selectedReceiver))
|
||||||
|
selectedReceiver = FindReceiver2(thingId, inputValue, input);
|
||||||
|
if (selectedReceiver == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (thingName != null) {
|
||||||
|
string baseName = selectedReceiver.name;
|
||||||
|
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||||
|
if (colonPos > 0)
|
||||||
|
baseName = selectedReceiver.name[..colonPos];
|
||||||
|
selectedReceiver.name = baseName + ": " + thingName;
|
||||||
|
}
|
||||||
|
|
||||||
|
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
|
||||||
|
if (inputIx < 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
|
||||||
|
selectedNeuron.ProcessStimulusDirect(inputValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
private ClusterReceptor FindReceiver2(int thingId, float3 inputValue, Neuron input) {
|
||||||
|
// No existing nucleus for this thing
|
||||||
|
ClusterReceptor selectedReceiver = null;
|
||||||
|
float selectedMagnitude = 0;
|
||||||
|
foreach (ClusterReceptor receiver in this.nucleiArray.Cast<ClusterReceptor>()) {
|
||||||
|
if (thingReceivers.ContainsValue(receiver) == false) {
|
||||||
|
// We found an unusued receiver
|
||||||
|
thingReceivers.Add(thingId, receiver);
|
||||||
|
return receiver;
|
||||||
|
}
|
||||||
|
else if (receiver.defaultOutput.isSleeping) {
|
||||||
|
// A sleeping receiver is not active and can therefore always be used
|
||||||
|
thingReceivers.Add(thingId, receiver);
|
||||||
|
receiver.bias = float3(0, 0, 0);
|
||||||
|
return receiver;
|
||||||
|
}
|
||||||
|
else if (selectedReceiver == null) {
|
||||||
|
// If we haven't found a receiver yet, just start by taking the first
|
||||||
|
selectedReceiver = receiver;
|
||||||
|
selectedMagnitude = length(selectedReceiver.defaultOutput.outputValue);
|
||||||
|
}
|
||||||
|
// Look for the receiver with the lowest output magnitude
|
||||||
|
else {
|
||||||
|
float magnitude = length(receiver.defaultOutput.outputValue);
|
||||||
|
|
||||||
|
if (length(receiver.defaultOutput.outputValue) < selectedMagnitude) {
|
||||||
|
selectedReceiver = receiver;
|
||||||
|
selectedMagnitude = length(selectedReceiver.defaultOutput.outputValue);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (selectedReceiver != null) {
|
||||||
|
// To re-initialize the cluster (esp. memory cells)
|
||||||
|
// we update the cluster neuron twice.
|
||||||
|
// Bit of a hack.....
|
||||||
|
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
|
||||||
|
if (inputIx >= 0) {
|
||||||
|
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
|
||||||
|
selectedNeuron.ProcessStimulusDirect(inputValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Replace the receiver
|
||||||
|
// Find the thingId current associated with the receiver
|
||||||
|
int keyToRemove = thingReceivers.FirstOrDefault(r => r.Value.Equals(selectedReceiver)).Key;
|
||||||
|
if (keyToRemove != 0 || thingReceivers.ContainsKey(keyToRemove))
|
||||||
|
thingReceivers.Remove(keyToRemove);
|
||||||
|
// And add the new association
|
||||||
|
thingReceivers.Add(thingId, selectedReceiver);
|
||||||
|
}
|
||||||
|
return selectedReceiver;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void CleanupReceivers() {
|
||||||
|
// Remove a thing-receiver connection when the nucleus is inactive
|
||||||
|
List<int> receiversToRemove = new();
|
||||||
|
foreach (KeyValuePair<int, ClusterReceptor> item in thingReceivers) {
|
||||||
|
if (item.Value != null && item.Value.defaultOutput.isSleeping)
|
||||||
|
receiversToRemove.Add(item.Key);
|
||||||
|
}
|
||||||
|
foreach (int thingId in receiversToRemove) {
|
||||||
|
Nucleus selectedReceiver = thingReceivers[thingId];
|
||||||
|
|
||||||
|
thingReceivers.Remove(thingId);
|
||||||
|
|
||||||
|
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||||
|
if (colonPos > 0)
|
||||||
|
selectedReceiver.name = selectedReceiver.name[..colonPos];
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
ClusterReceptor.cs.meta
Normal file
2
ClusterReceptor.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4f64f5d72a422a7c8bb9ace598432aad
|
||||||
@ -1,54 +0,0 @@
|
|||||||
using UnityEditor;
|
|
||||||
using UnityEditor.SceneManagement;
|
|
||||||
|
|
||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
[CustomEditor(typeof(Creature), true)]
|
|
||||||
public class Creature_Editor : Editor {
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The creature managed by this editor
|
|
||||||
/// </summary>
|
|
||||||
protected Creature creature;
|
|
||||||
|
|
||||||
#region Start
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Enable the creature editor
|
|
||||||
/// </summary>
|
|
||||||
public virtual void OnEnable() {
|
|
||||||
this.creature = target as Creature;
|
|
||||||
|
|
||||||
// Keep track if anything changed while enabling the creature editor
|
|
||||||
bool anythingChanged = false;
|
|
||||||
|
|
||||||
if (IsPrefab(this.creature) == false) {
|
|
||||||
// Only do this when it is not a prefab
|
|
||||||
anythingChanged |= this.creature.CheckTargetRig();
|
|
||||||
anythingChanged |= this.creature.CheckModel();
|
|
||||||
}
|
|
||||||
|
|
||||||
this.creature.targetRig.MatchTo(this.creature, ref anythingChanged);
|
|
||||||
|
|
||||||
// As the above functions do not use the serialized object
|
|
||||||
// We need to manually persist the changes.
|
|
||||||
if (anythingChanged) {
|
|
||||||
EditorUtility.SetDirty(this.creature);
|
|
||||||
AssetDatabase.SaveAssets();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Check if the given creature is a prefab
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="creature">The creature to check</param>
|
|
||||||
/// <returns>True when it is a prefab</returns>
|
|
||||||
public static bool IsPrefab(Creature creature) {
|
|
||||||
PrefabStage prefabStage = PrefabStageUtility.GetPrefabStage(creature.gameObject);
|
|
||||||
return prefabStage != null;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Start
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e21e842527e8292c1a7002c75825bc7b
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,113 +0,0 @@
|
|||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
[CustomEditor(typeof(Insect), true)]
|
|
||||||
public class Insect_Editor : Creature_Editor {
|
|
||||||
protected Insect insect;
|
|
||||||
|
|
||||||
public override void OnEnable() {
|
|
||||||
base.OnEnable();
|
|
||||||
|
|
||||||
insect = target as Insect;
|
|
||||||
|
|
||||||
bool anythingChanged = false;
|
|
||||||
|
|
||||||
anythingChanged |= insect.CheckTargetRig("InsectRig");
|
|
||||||
insect.insectRig.MatchTo(insect, ref anythingChanged);
|
|
||||||
|
|
||||||
if (anythingChanged) {
|
|
||||||
EditorUtility.SetDirty(creature);
|
|
||||||
AssetDatabase.SaveAssets();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Inspector
|
|
||||||
|
|
||||||
public override void OnInspectorGUI() {
|
|
||||||
EditorGUIUtility.wideMode = true;
|
|
||||||
|
|
||||||
serializedObject.Update();
|
|
||||||
|
|
||||||
TargetsInspector();
|
|
||||||
AnimatorInspector();
|
|
||||||
|
|
||||||
serializedObject.ApplyModifiedProperties();
|
|
||||||
}
|
|
||||||
|
|
||||||
static bool showTargets;
|
|
||||||
private void TargetsInspector() {
|
|
||||||
GUIContent text = new(
|
|
||||||
"Targets",
|
|
||||||
"The target transforms controlling the body parts"
|
|
||||||
);
|
|
||||||
showTargets = EditorGUILayout.Foldout(showTargets, text, true);
|
|
||||||
|
|
||||||
if (showTargets) {
|
|
||||||
EditorGUI.indentLevel++;
|
|
||||||
|
|
||||||
SerializedProperty leftFrontLegProp = serializedObject.FindProperty(nameof(Insect.leftFrontLeg));
|
|
||||||
Leg_Editor.Inspector(leftFrontLegProp);
|
|
||||||
SerializedProperty leftMiddleLegProp = serializedObject.FindProperty(nameof(Insect.leftMiddleLeg));
|
|
||||||
Leg_Editor.Inspector(leftMiddleLegProp);
|
|
||||||
SerializedProperty leftHindLegProp = serializedObject.FindProperty(nameof(Insect.leftHindLeg));
|
|
||||||
Leg_Editor.Inspector(leftHindLegProp);
|
|
||||||
|
|
||||||
SerializedProperty rightFrontLegProp = serializedObject.FindProperty(nameof(Insect.rightFrontLeg));
|
|
||||||
Leg_Editor.Inspector(rightFrontLegProp);
|
|
||||||
SerializedProperty rightMiddleLegProp = serializedObject.FindProperty(nameof(Insect.rightMiddleLeg));
|
|
||||||
Leg_Editor.Inspector(rightMiddleLegProp);
|
|
||||||
SerializedProperty rightHindLegProp = serializedObject.FindProperty(nameof(Insect.rightHindLeg));
|
|
||||||
Leg_Editor.Inspector(rightHindLegProp);
|
|
||||||
|
|
||||||
EditorGUI.indentLevel--;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void AnimatorInspector() {
|
|
||||||
GUIContent text = new(
|
|
||||||
"Animator",
|
|
||||||
"Standard Unity Animator Controller for animating the character"
|
|
||||||
);
|
|
||||||
|
|
||||||
SerializedProperty targetRigProp = serializedObject.FindProperty(nameof(Insect.targetRig));
|
|
||||||
if (targetRigProp == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
SerializedObject targetRigObj = new(targetRigProp.objectReferenceValue);
|
|
||||||
|
|
||||||
SerializedProperty animatorControllerProp = targetRigObj.FindProperty(nameof(InsectRig.animator));
|
|
||||||
animatorControllerProp.objectReferenceValue = (Animator)EditorGUILayout.ObjectField(text, animatorControllerProp.objectReferenceValue, typeof(Animator), true);
|
|
||||||
|
|
||||||
EditorGUI.indentLevel++;
|
|
||||||
ForwardSpeedInspector();
|
|
||||||
RotationSpeedInspector();
|
|
||||||
EditorGUI.indentLevel--;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ForwardSpeedInspector() {
|
|
||||||
GUIContent text = new(
|
|
||||||
"Forward speed",
|
|
||||||
"The maximum forward speed of the ant"
|
|
||||||
);
|
|
||||||
|
|
||||||
SerializedProperty forwardSpeedProp = serializedObject.FindProperty(nameof(Insect.forwardSpeed));
|
|
||||||
forwardSpeedProp.floatValue = EditorGUILayout.FloatField(text, forwardSpeedProp.floatValue);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RotationSpeedInspector() {
|
|
||||||
GUIContent text = new(
|
|
||||||
"Rotation speed",
|
|
||||||
"The maximum rotation speed of the ant"
|
|
||||||
);
|
|
||||||
|
|
||||||
SerializedProperty rotationSpeedProp = serializedObject.FindProperty(nameof(Insect.rotationSpeed));
|
|
||||||
rotationSpeedProp.floatValue = EditorGUILayout.FloatField(text, rotationSpeedProp.floatValue);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Inspector
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: fd27aa19166e492b582b506dc25eb605
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,75 +0,0 @@
|
|||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
public class Leg_Editor {
|
|
||||||
//private string label = "";
|
|
||||||
private static bool showfield = false;
|
|
||||||
|
|
||||||
public void Enable() {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void Inspector(SerializedProperty legProp) {
|
|
||||||
GUIStyle foldoutStyle = new(EditorStyles.foldout) {
|
|
||||||
margin = EditorStyles.objectField.margin
|
|
||||||
};
|
|
||||||
|
|
||||||
EditorGUILayout.BeginHorizontal();
|
|
||||||
string legName = ConvertCamelCase(legProp.name);
|
|
||||||
showfield = EditorGUILayout.Foldout(showfield, legName, true, foldoutStyle);
|
|
||||||
SerializedProperty femurProp = legProp.FindPropertyRelative(nameof(Leg.femur));
|
|
||||||
SerializedProperty tibiaProp = legProp.FindPropertyRelative(nameof(Leg.tibia));
|
|
||||||
SerializedProperty tarsusProp = legProp.FindPropertyRelative(nameof(Leg.tarsus));
|
|
||||||
|
|
||||||
Transform newFemur = (Transform)EditorGUILayout.ObjectField(femurProp.objectReferenceValue, typeof(Transform), true);
|
|
||||||
if (newFemur != femurProp.objectReferenceValue) {
|
|
||||||
femurProp.objectReferenceValue = newFemur;
|
|
||||||
if (newFemur != null) {
|
|
||||||
if (tibiaProp.objectReferenceValue == null && newFemur.childCount == 1)
|
|
||||||
tibiaProp.objectReferenceValue = newFemur.GetChild(0);
|
|
||||||
Transform tibia = (Transform)tibiaProp.objectReferenceValue;
|
|
||||||
if (tibia != null) {
|
|
||||||
if (tarsusProp.objectReferenceValue == null && tibia.childCount == 1)
|
|
||||||
tarsusProp.objectReferenceValue = tibia.GetChild(0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
EditorGUILayout.EndHorizontal();
|
|
||||||
|
|
||||||
if (femurProp.objectReferenceValue != null && tibiaProp.objectReferenceValue == null)
|
|
||||||
showfield = true;
|
|
||||||
|
|
||||||
if (showfield) {
|
|
||||||
EditorGUI.indentLevel++;
|
|
||||||
tibiaProp.objectReferenceValue = (Transform)EditorGUILayout.ObjectField("Lower Leg", tibiaProp.objectReferenceValue, typeof(Transform), true);
|
|
||||||
tarsusProp.objectReferenceValue = (Transform)EditorGUILayout.ObjectField("Foot", tarsusProp.objectReferenceValue, typeof(Transform), true);
|
|
||||||
EditorGUI.indentLevel--;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static string ConvertCamelCase(string text) {
|
|
||||||
if (string.IsNullOrEmpty(text))
|
|
||||||
return text;
|
|
||||||
|
|
||||||
System.Text.StringBuilder result = new();
|
|
||||||
|
|
||||||
for (int i = 0; i < text.Length; i++) {
|
|
||||||
// Add a space before uppercase characters
|
|
||||||
if (char.IsUpper(text[i]) && i > 0)
|
|
||||||
result.Append(' ');
|
|
||||||
|
|
||||||
// Add the character to the result
|
|
||||||
result.Append(text[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Capitalize the first character of the result
|
|
||||||
if (result.Length > 0)
|
|
||||||
result[0] = char.ToUpper(result[0]);
|
|
||||||
|
|
||||||
return result.ToString();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 32630932c64073f2d87d6502c6751fe1
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ffcfc0e0e1a219581bc4d2bb33d40bd7
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,155 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
public class Creature : MonoBehaviour {
|
|
||||||
/// <summary>
|
|
||||||
/// The (hopefully rigged) 3D model of the creature
|
|
||||||
/// </summary>
|
|
||||||
public Transform model;
|
|
||||||
|
|
||||||
/// <summary>The target bones rig</summary>
|
|
||||||
/// The target bones rig contain the target pose of the creature
|
|
||||||
/// The creature movements will try to move the creature such that the target pose is reached
|
|
||||||
/// as closely as possible
|
|
||||||
public TargetRig targetRig;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The positional different between the target rig and model root
|
|
||||||
/// </summary>
|
|
||||||
public Vector3 targetToModelTranslation;
|
|
||||||
/// <summary>
|
|
||||||
/// The rotational difference between the target rig and the model root
|
|
||||||
/// </summary>
|
|
||||||
public Quaternion targetToModelRotation;
|
|
||||||
|
|
||||||
#region Init
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Ensure a target rig is available
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="targetRigResourceName">The name of the target rig resource</param>
|
|
||||||
/// <returns>True when the target rig has been updated</returns>
|
|
||||||
/// The parameter is used to instantiate a new target rig when none has been found.
|
|
||||||
public bool CheckTargetRig(string targetRigResourceName) {
|
|
||||||
if (this.targetRig != null)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
// See if there is a target rig, but we just haven't found it
|
|
||||||
this.targetRig = this.GetComponentInChildren<TargetRig>();
|
|
||||||
if (this.targetRig == null) {
|
|
||||||
// Nope, there is no target rig, so instantiate it using the given resource name
|
|
||||||
GameObject targetsRigPrefab = Resources.Load<GameObject>(targetRigResourceName);
|
|
||||||
GameObject targetRig = Instantiate(targetsRigPrefab);
|
|
||||||
targetRig.name = "Target Rig";
|
|
||||||
|
|
||||||
targetRig.transform.SetPositionAndRotation(this.transform.position, this.transform.rotation);
|
|
||||||
targetRig.transform.SetParent(this.transform);
|
|
||||||
this.targetRig = targetRig.GetComponent<TargetRig>();
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Ensure a target rig is available
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>True when the target rig has been updated</returns>
|
|
||||||
/// This tries to instantiate the default target rig resource
|
|
||||||
public virtual bool CheckTargetRig() {
|
|
||||||
return CheckTargetRig("TargetRig");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Ensure that the creature rig is available
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>True when the creature rig has been updated</returns>
|
|
||||||
public bool CheckModel() {
|
|
||||||
if (this.model != null)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
// We determine the model root as the parent of the renderers
|
|
||||||
SkinnedMeshRenderer[] skinnedMeshRenderers = this.GetComponentsInChildren<SkinnedMeshRenderer>();
|
|
||||||
foreach (SkinnedMeshRenderer skinnedMeshRenderer in skinnedMeshRenderers) {
|
|
||||||
Transform rendererParent = skinnedMeshRenderer.transform.parent;
|
|
||||||
if (this.model == null || this.model == rendererParent)
|
|
||||||
this.model = rendererParent;
|
|
||||||
else
|
|
||||||
// Oops! There are multiple renders with different parents....
|
|
||||||
Debug.LogWarning("Unclear model root");
|
|
||||||
// We still return a model root, but this may not be the correct one...
|
|
||||||
}
|
|
||||||
return this.model != null;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Init
|
|
||||||
|
|
||||||
#region Start
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Start the creature
|
|
||||||
/// </summary>
|
|
||||||
protected virtual void Start() {
|
|
||||||
this.CheckTargetRig();
|
|
||||||
this.CheckModel();
|
|
||||||
this.targetRig.MatchTo(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Start
|
|
||||||
|
|
||||||
#region Update
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Update the creature
|
|
||||||
/// </summary>
|
|
||||||
public virtual void Update() {
|
|
||||||
if (this.targetRig == null)
|
|
||||||
// Without a target rig, the creature cannot move
|
|
||||||
return;
|
|
||||||
|
|
||||||
UpdatePose();
|
|
||||||
|
|
||||||
// copy animator root motion to the creature
|
|
||||||
this.transform.SetPositionAndRotation(targetRig.transform.position, targetRig.transform.rotation);
|
|
||||||
// As target rig is probably a child of this.transform,
|
|
||||||
// We need to restore the position/rotation of the targetsRig.
|
|
||||||
targetRig.transform.SetPositionAndRotation(this.transform.position, this.transform.rotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Update the pose of the creature using the target rig
|
|
||||||
/// </summary>
|
|
||||||
public void UpdatePose() {
|
|
||||||
if (this.targetRig == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
this.targetRig.Pose();
|
|
||||||
UpdateModel();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Update the bones of the creature's rig from the target rig pose
|
|
||||||
/// </summary>
|
|
||||||
public virtual void UpdateModel() {
|
|
||||||
Vector3 newPosition = this.targetRig.transform.position + this.targetToModelTranslation;
|
|
||||||
Quaternion newOrientation = this.targetRig.transform.rotation * this.targetToModelRotation;
|
|
||||||
this.model.SetPositionAndRotation(newPosition, newOrientation);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Update
|
|
||||||
|
|
||||||
#region Scene view
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Update the pose of the creature when the application is not running
|
|
||||||
/// </summary>
|
|
||||||
void OnDrawGizmos() {
|
|
||||||
// This ensures that the model is always following the target rig
|
|
||||||
if (Application.isPlaying == false) {
|
|
||||||
this.UpdatePose();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Scene view
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 77c2897bce0332255bd076aab62e46d9
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 85f3225e01cd157769e2faf0e722846f
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,54 +0,0 @@
|
|||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
public class Insect : Creature {
|
|
||||||
|
|
||||||
public InsectRig insectRig;
|
|
||||||
|
|
||||||
public float forwardSpeed = 1;
|
|
||||||
public float rotationSpeed = 1;
|
|
||||||
|
|
||||||
public Leg leftFrontLeg;
|
|
||||||
public Leg leftMiddleLeg;
|
|
||||||
public Leg leftHindLeg;
|
|
||||||
|
|
||||||
public Leg rightFrontLeg;
|
|
||||||
public Leg rightMiddleLeg;
|
|
||||||
public Leg rightHindLeg;
|
|
||||||
|
|
||||||
#region Init
|
|
||||||
|
|
||||||
public override bool CheckTargetRig() {
|
|
||||||
bool anythingChanged = base.CheckTargetRig("InsectTargetRig");
|
|
||||||
if (anythingChanged || this.insectRig == null) {
|
|
||||||
this.insectRig = this.targetRig as InsectRig;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
return anythingChanged;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Init
|
|
||||||
|
|
||||||
#region Update
|
|
||||||
|
|
||||||
public override void UpdateModel() {
|
|
||||||
base.UpdateModel();
|
|
||||||
|
|
||||||
if (this.insectRig.leftFrontLeg != null)
|
|
||||||
this.insectRig.leftFrontLeg.UpdateBones(this.leftFrontLeg);
|
|
||||||
if (this.insectRig.leftMiddleLeg != null)
|
|
||||||
this.insectRig.leftMiddleLeg.UpdateBones(this.leftMiddleLeg);
|
|
||||||
if (this.insectRig.leftBackLeg != null)
|
|
||||||
this.insectRig.leftBackLeg.UpdateBones(this.leftHindLeg);
|
|
||||||
|
|
||||||
if (this.insectRig.rightFrontLeg != null)
|
|
||||||
this.insectRig.rightFrontLeg.UpdateBones(this.rightFrontLeg);
|
|
||||||
if (this.insectRig.rightMiddleLeg != null)
|
|
||||||
this.insectRig.rightMiddleLeg.UpdateBones(this.rightMiddleLeg);
|
|
||||||
if (this.insectRig.rightBackLeg != null)
|
|
||||||
this.insectRig.rightBackLeg.UpdateBones(this.rightHindLeg);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Update
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 01b14620016fc2bfdb8a58d81e0396a3
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,46 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
// An insect target rig....
|
|
||||||
public class InsectRig : TargetRig {
|
|
||||||
public TargetLeg leftFrontLeg;
|
|
||||||
public TargetLeg leftMiddleLeg;
|
|
||||||
public TargetLeg leftBackLeg;
|
|
||||||
|
|
||||||
public TargetLeg rightFrontLeg;
|
|
||||||
public TargetLeg rightMiddleLeg;
|
|
||||||
public TargetLeg rightBackLeg;
|
|
||||||
|
|
||||||
public override void Pose() {
|
|
||||||
this.leftBackLeg.PoseLimb();
|
|
||||||
this.leftMiddleLeg.PoseLimb();
|
|
||||||
this.leftFrontLeg.PoseLimb();
|
|
||||||
this.rightBackLeg.PoseLimb();
|
|
||||||
this.rightMiddleLeg.PoseLimb();
|
|
||||||
this.rightFrontLeg.PoseLimb();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void MatchTo(Creature creature, ref bool anythingChanged) {
|
|
||||||
base.MatchTo(creature, ref anythingChanged);
|
|
||||||
if (creature is not Insect insect)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (this.leftFrontLeg != null && insect.leftFrontLeg != null)
|
|
||||||
this.leftFrontLeg.MatchTo(insect.leftFrontLeg);
|
|
||||||
if (this.leftMiddleLeg != null && insect.leftMiddleLeg != null)
|
|
||||||
this.leftMiddleLeg.MatchTo(insect.leftMiddleLeg);
|
|
||||||
if (this.leftBackLeg != null && insect.leftHindLeg != null)
|
|
||||||
this.leftBackLeg.MatchTo(insect.leftHindLeg);
|
|
||||||
|
|
||||||
if (this.rightFrontLeg != null && insect.rightFrontLeg != null)
|
|
||||||
this.rightFrontLeg.MatchTo(insect.rightFrontLeg);
|
|
||||||
if (this.rightMiddleLeg != null && insect.rightMiddleLeg != null)
|
|
||||||
this.rightMiddleLeg.MatchTo(insect.rightMiddleLeg);
|
|
||||||
if (this.rightBackLeg != null && insect.rightHindLeg != null)
|
|
||||||
this.rightBackLeg.MatchTo(insect.rightHindLeg);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a25e8575da1d1cba48dc2b8da7a2b0ab
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,8 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[System.Serializable]
|
|
||||||
public class Leg {
|
|
||||||
public Transform femur; // UpperLeg, Thigh
|
|
||||||
public Transform tibia; // LowerLeg, Shank
|
|
||||||
public Transform tarsus; // Foot
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 90a2688565fe3b05aba7cc9f9d70168c
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,39 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
public class LegTarget : MonoBehaviour {
|
|
||||||
public TargetLeg leg;
|
|
||||||
|
|
||||||
public Collider footCollider;
|
|
||||||
public Renderer sphereRenderer;
|
|
||||||
|
|
||||||
public void Start() {
|
|
||||||
sphereRenderer = this.GetComponentInChildren<Renderer>();
|
|
||||||
}
|
|
||||||
|
|
||||||
void OnTriggerEnter(Collider collider) {// (Collision collision) {
|
|
||||||
// Change color on collision
|
|
||||||
ChangeColor(Color.red);
|
|
||||||
}
|
|
||||||
|
|
||||||
//void OnCollisionExit(Collision collision) {
|
|
||||||
void OnTriggerExit(Collider other) {
|
|
||||||
|
|
||||||
// Reset to original color on exit
|
|
||||||
ChangeColor(Color.white);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ChangeColor(Color newColor) {
|
|
||||||
if (sphereRenderer != null) {
|
|
||||||
sphereRenderer.material.color = newColor; // Change the color
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void OnDrawGizmosSelected() {
|
|
||||||
if (leg != null)
|
|
||||||
leg.OnDrawGizmosSelected();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: fda62ae0dd837da8cb37ba5c7396c6a3
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,156 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
[System.Serializable]
|
|
||||||
public class TargetLeg : MonoBehaviour {
|
|
||||||
public Transform femurTarget; // UpperLeg, Thigh
|
|
||||||
public Transform tibiaTarget; // LowerLeg, Shank
|
|
||||||
public Transform tarsusTarget; // Foot
|
|
||||||
|
|
||||||
public Transform target; // for the tarsus
|
|
||||||
protected LegTarget legTarget;
|
|
||||||
|
|
||||||
public Quaternion targetToBoneFemur;
|
|
||||||
public Quaternion targetToBoneTibia;
|
|
||||||
|
|
||||||
public float femurLength;
|
|
||||||
public float tibiaLength;
|
|
||||||
public float length;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Update the lenghts of the leg bones
|
|
||||||
/// </summary>
|
|
||||||
private void CalculateLengths() {
|
|
||||||
this.femurLength = Vector3.Distance(this.femurTarget.position, this.tibiaTarget.position);
|
|
||||||
this.tibiaLength = Vector3.Distance(this.tibiaTarget.position, this.tarsusTarget.position);
|
|
||||||
this.length = femurLength + tibiaLength;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void MatchTo(Leg leg) {
|
|
||||||
this.femurTarget.position = leg.femur.position;
|
|
||||||
this.tibiaTarget.position = leg.tibia.position;
|
|
||||||
this.tarsusTarget.position = leg.tarsus.position;
|
|
||||||
targetToBoneFemur = TargetRig.TargetToBoneRotation(leg.femur, leg.tibia);
|
|
||||||
targetToBoneTibia = TargetRig.TargetToBoneRotation(leg.tibia, leg.tarsus);
|
|
||||||
|
|
||||||
CalculateLengths();
|
|
||||||
|
|
||||||
// Put the end-effector target for IK in a sensible place
|
|
||||||
Vector3 legDirection = (this.tarsusTarget.position - this.femurTarget.position).normalized;
|
|
||||||
Vector3 targetPosition = this.femurTarget.position + 0.7f * this.length * legDirection.normalized;
|
|
||||||
Quaternion targetRotation = Quaternion.LookRotation(legDirection);
|
|
||||||
this.target.SetPositionAndRotation(targetPosition, targetRotation);
|
|
||||||
this.target.localPosition = new(this.target.localPosition.x, 0, this.target.localPosition.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void OnDrawGizmosSelected() {
|
|
||||||
if (this.enabled == false)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (target != null && legTarget == null) {
|
|
||||||
legTarget = target.GetComponent<LegTarget>();
|
|
||||||
if (legTarget == null)
|
|
||||||
legTarget = target.gameObject.AddComponent<LegTarget>();
|
|
||||||
legTarget.leg = this;
|
|
||||||
}
|
|
||||||
|
|
||||||
Gizmos.color = Color.white;
|
|
||||||
if (this.femurTarget != null && this.tibiaTarget != null)
|
|
||||||
Gizmos.DrawLine(this.femurTarget.position, this.tibiaTarget.position);
|
|
||||||
if (tibiaTarget != null && this.tarsusTarget != null)
|
|
||||||
Gizmos.DrawLine(this.tibiaTarget.position, this.tarsusTarget.position);
|
|
||||||
|
|
||||||
PoseLimb();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Pose the target limb
|
|
||||||
/// </summary>
|
|
||||||
public void PoseLimb() {
|
|
||||||
if (target == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Quaternion femurOrientation = FemurRotation(target.position);
|
|
||||||
Quaternion tibiaOrientation = TibiaRotation(target.position);
|
|
||||||
Quaternion tarsusOrientation = TarsusRotation(target.rotation);
|
|
||||||
|
|
||||||
femurTarget.rotation = femurOrientation;
|
|
||||||
tibiaTarget.rotation = tibiaOrientation;
|
|
||||||
tarsusTarget.rotation = tarsusOrientation;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateBones(Leg leg) {
|
|
||||||
UpdateFemur(leg.femur);
|
|
||||||
UpdateTibia(leg.tibia);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected Quaternion FemurRotation(Vector3 targetPosition) {
|
|
||||||
if (this.femurTarget == null || this.tibiaTarget == null || this.tarsusTarget == null)
|
|
||||||
return Quaternion.identity;
|
|
||||||
|
|
||||||
Vector3 toTarget = targetPosition - this.femurTarget.position;
|
|
||||||
// Debug.DrawRay(femur.position, toTarget, Color.magenta);
|
|
||||||
float targetDistance = toTarget.magnitude;
|
|
||||||
float femurLength = Vector3.Distance(this.femurTarget.position, this.tibiaTarget.position);
|
|
||||||
float tibiaLength = Vector3.Distance(this.tibiaTarget.position, this.tarsusTarget.position);
|
|
||||||
|
|
||||||
float hipAngle = CosineRule(targetDistance, femurLength, tibiaLength);
|
|
||||||
// NaN happens when the distance to the footTarget is longer than the length of the leg
|
|
||||||
// We will stretch the leg full then (angle = 0)
|
|
||||||
if (float.IsNaN(hipAngle))
|
|
||||||
hipAngle = 0;
|
|
||||||
|
|
||||||
Quaternion femurOrientation = Quaternion.LookRotation(toTarget, Vector3.up);
|
|
||||||
femurOrientation = Quaternion.AngleAxis(hipAngle, femurOrientation * Vector3.left) * femurOrientation;
|
|
||||||
// Debug.DrawRay(femur.position, femurOrientation * Vector3.forward, Color.blue);
|
|
||||||
// Debug.DrawRay(femur.position, femurOrientation * Vector3.up, Color.green);
|
|
||||||
|
|
||||||
return femurOrientation;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected Quaternion TibiaRotation(Vector3 targetPosition) {
|
|
||||||
if (this.tibiaTarget == null)
|
|
||||||
return Quaternion.identity;
|
|
||||||
|
|
||||||
Vector3 directionToTarget = targetPosition - this.tibiaTarget.position;
|
|
||||||
|
|
||||||
Quaternion tibiaOrientation = Quaternion.LookRotation(directionToTarget, Vector3.up); // femur.up);
|
|
||||||
return tibiaOrientation; // In world space
|
|
||||||
}
|
|
||||||
|
|
||||||
protected Quaternion TarsusRotation(Quaternion targetRotation) {
|
|
||||||
return targetRotation;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateFemur(Transform femurBone) {
|
|
||||||
if (femurBone == null || this.femurTarget == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
femurBone.rotation = this.femurTarget.rotation * targetToBoneFemur;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateTibia(Transform tibiaBone) {
|
|
||||||
if (tibiaBone == null || this.tibiaTarget == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
tibiaBone.rotation = this.tibiaTarget.rotation * targetToBoneTibia;
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Math
|
|
||||||
|
|
||||||
public static float CosineRule(float a, float b, float c) {
|
|
||||||
float a2 = a * a;
|
|
||||||
float b2 = b * b;
|
|
||||||
float c2 = c * c;
|
|
||||||
|
|
||||||
double angle = System.Math.Acos((a2 + b2 - c2) / (2 * a * b)) * Mathf.Rad2Deg;
|
|
||||||
if (double.IsNaN(angle))
|
|
||||||
angle = 0;
|
|
||||||
return (float)angle;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Math
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f3394e8da3685a263901c13e2a231279
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,67 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A target rig for a creature
|
|
||||||
/// </summary>
|
|
||||||
public class TargetRig : MonoBehaviour {
|
|
||||||
|
|
||||||
public Animator animator;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Pose the target rig using the IK targets
|
|
||||||
/// </summary>
|
|
||||||
public virtual void Pose() {
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Align the target rig with a creature
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="creature">The creature to align to</param>
|
|
||||||
public void MatchTo(Creature creature) {
|
|
||||||
bool anythingChangedDummy = false;
|
|
||||||
MatchTo(creature, ref anythingChangedDummy);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Align the target rig with a creature
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="creature">The creature to align to</param>
|
|
||||||
/// <param name="anythingChanged">True when any property of the creature has changed</param>
|
|
||||||
public virtual void MatchTo(Creature creature, ref bool anythingChanged) {
|
|
||||||
Vector3 targetToModelTranslation = creature.model.position - this.transform.position;
|
|
||||||
bool changed = targetToModelTranslation != creature.targetToModelTranslation;
|
|
||||||
if (changed) {
|
|
||||||
anythingChanged = true;
|
|
||||||
creature.targetToModelTranslation = targetToModelTranslation;
|
|
||||||
}
|
|
||||||
|
|
||||||
Quaternion targetToModelRotation = Quaternion.Inverse(this.transform.rotation) * creature.model.rotation;
|
|
||||||
changed = targetToModelRotation != creature.targetToModelRotation;
|
|
||||||
if (changed) {
|
|
||||||
anythingChanged = true;
|
|
||||||
creature.targetToModelRotation = targetToModelRotation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Compute the rotation from the target bone to a creature's bone
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="bone">The creature's bone for this target bone</param>
|
|
||||||
/// <param name="nextBone">The next bone in the creature's hierarchy</param>
|
|
||||||
/// <returns>The rotation from the target bone rotation to the creature bone rotation</returns>
|
|
||||||
/// The next bone is used to compute the direction of the bone.
|
|
||||||
/// The 'up'-direction of the bone is currently fixed to (world) up.
|
|
||||||
public static Quaternion TargetToBoneRotation(Transform bone, Transform nextBone) {
|
|
||||||
if (bone == null || nextBone == null)
|
|
||||||
return Quaternion.identity;
|
|
||||||
|
|
||||||
Vector3 direction = nextBone.position - bone.position;
|
|
||||||
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
|
|
||||||
Quaternion toBoneRotation = Quaternion.Inverse(targetRotation) * bone.rotation;
|
|
||||||
return toBoneRotation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: d2609296f45aabe86b35997eeef1e59a
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 1fa9ced5c1f8d9f45b173910d53bbe81
|
guid: 3aedf57a50b6dfa46a59457c87b8ef9d
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
|
|||||||
365
Editor/BrainEditorWindow.cs
Normal file
365
Editor/BrainEditorWindow.cs
Normal file
@ -0,0 +1,365 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
// Simple DAG data model
|
||||||
|
[System.Serializable]
|
||||||
|
public class DagNode {
|
||||||
|
public int id;
|
||||||
|
public string title;
|
||||||
|
public Vector2 position;
|
||||||
|
public float radius = 20f; // circle radius
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class DagEdge {
|
||||||
|
public int fromId;
|
||||||
|
public int toId;
|
||||||
|
}
|
||||||
|
|
||||||
|
public class BrainEditorWindow : EditorWindow {
|
||||||
|
readonly List<DagNode> nodes = new();
|
||||||
|
readonly List<DagEdge> edges = new();
|
||||||
|
|
||||||
|
Vector2 pan = Vector2.zero;
|
||||||
|
float zoom = 1.0f;
|
||||||
|
const float minZoom = 0.5f;
|
||||||
|
const float maxZoom = 2.0f;
|
||||||
|
|
||||||
|
// Vector2 dragStart;
|
||||||
|
// bool draggingNode = false;
|
||||||
|
// int draggingNodeId = -1;
|
||||||
|
|
||||||
|
private readonly System.Type acceptedType = typeof(ClusterPrefab);
|
||||||
|
|
||||||
|
[MenuItem("Window/Brain Viewer")]
|
||||||
|
public static void ShowWindow() {
|
||||||
|
var w = GetWindow<BrainEditorWindow>("Brain Viewer");
|
||||||
|
w.minSize = new Vector2(500, 300);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
// if (nodes.Count == 0)
|
||||||
|
// CreateSampleGraph();
|
||||||
|
|
||||||
|
|
||||||
|
// Register callback so window updates when selection changes
|
||||||
|
Selection.selectionChanged += OnSelectionChanged;
|
||||||
|
RefreshSelection();
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable() {
|
||||||
|
Selection.selectionChanged -= OnSelectionChanged;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSelectionChanged() {
|
||||||
|
RefreshSelection();
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RefreshSelection() {
|
||||||
|
ClusterPrefab prefab = Selection.activeObject as ClusterPrefab;
|
||||||
|
if (prefab != null && acceptedType.IsAssignableFrom(prefab.GetType())) {
|
||||||
|
GenerateGraph(prefab);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void GenerateGraph(ClusterPrefab prefab) {
|
||||||
|
nodes.Clear();
|
||||||
|
edges.Clear();
|
||||||
|
|
||||||
|
int ix = 0;
|
||||||
|
foreach (Nucleus nucleus in prefab.nuclei) {
|
||||||
|
nodes.Add(new DagNode() { id = ix, title = nucleus.name });
|
||||||
|
if (nucleus is Neuron neuron) {
|
||||||
|
foreach (Nucleus receiver in neuron.receivers) {
|
||||||
|
int receiverIx = prefab.GetNucleusIndex(receiver);
|
||||||
|
edges.Add(new DagEdge() { fromId = ix, toId = receiverIx });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ix++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// void CreateSampleGraph() {
|
||||||
|
// nodes.Clear();
|
||||||
|
// edges.Clear();
|
||||||
|
|
||||||
|
// nodes.Add(new DagNode() { id = 0, title = "In1" });
|
||||||
|
// nodes.Add(new DagNode() { id = 1, title = "In2" });
|
||||||
|
// nodes.Add(new DagNode() { id = 2, title = "A" });
|
||||||
|
// nodes.Add(new DagNode() { id = 3, title = "B" });
|
||||||
|
// nodes.Add(new DagNode() { id = 4, title = "C" });
|
||||||
|
// nodes.Add(new DagNode() { id = 5, title = "Out1" });
|
||||||
|
// nodes.Add(new DagNode() { id = 6, title = "Out2" });
|
||||||
|
|
||||||
|
// edges.Add(new DagEdge() { fromId = 0, toId = 2 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 1, toId = 2 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 2, toId = 3 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 2, toId = 4 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 3, toId = 5 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 4, toId = 6 });
|
||||||
|
// }
|
||||||
|
|
||||||
|
void OnGUI() {
|
||||||
|
HandleInput();
|
||||||
|
|
||||||
|
Rect rect = new(0, 0, position.width, position.height);
|
||||||
|
EditorGUI.DrawRect(rect, new Color(0.11f, 0.11f, 0.11f));
|
||||||
|
|
||||||
|
// compute window center
|
||||||
|
Vector2 windowCenter = new(position.width / 2f, position.height / 2f);
|
||||||
|
|
||||||
|
// compute graph bounds center (in graph space)
|
||||||
|
Rect bounds = GetGraphBounds();
|
||||||
|
Vector2 graphCenter = bounds.center;
|
||||||
|
|
||||||
|
// compute autoPan that recenters the graph (does not modify node positions)
|
||||||
|
Vector2 autoPan = -graphCenter; // moves graph center to origin
|
||||||
|
// total translation = windowCenter + autoPan + user pan
|
||||||
|
Matrix4x4 oldMatrix = GUI.matrix;
|
||||||
|
GUI.matrix = Matrix4x4.TRS(windowCenter + autoPan + pan, Quaternion.identity, Vector3.one * zoom) *
|
||||||
|
Matrix4x4.TRS(-windowCenter, Quaternion.identity, Vector3.one);
|
||||||
|
|
||||||
|
|
||||||
|
// Draw edges first
|
||||||
|
foreach (DagEdge e in edges) {
|
||||||
|
DagNode from = GetNodeById(e.fromId);
|
||||||
|
DagNode to = GetNodeById(e.toId);
|
||||||
|
if (from == null || to == null) continue;
|
||||||
|
DrawEdgeCircleNodes(from, to);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw nodes (circles)
|
||||||
|
foreach (DagNode n in nodes)
|
||||||
|
DrawNucleus(n);
|
||||||
|
|
||||||
|
GUI.matrix = oldMatrix;
|
||||||
|
|
||||||
|
// Footer toolbar
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||||
|
if (GUILayout.Button("Fit", EditorStyles.toolbarButton)) FitToView();
|
||||||
|
if (GUILayout.Button("Layout LR", EditorStyles.toolbarButton)) ComputeLeftToRightLayout();
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandleInput() {
|
||||||
|
Event e = Event.current;
|
||||||
|
|
||||||
|
// Zoom with scroll
|
||||||
|
if (e.type == EventType.ScrollWheel) {
|
||||||
|
float oldZoom = zoom;
|
||||||
|
float delta = -e.delta.y * 0.01f;
|
||||||
|
zoom = Mathf.Clamp(zoom + delta, minZoom, maxZoom);
|
||||||
|
Vector2 mouse = e.mousePosition;
|
||||||
|
pan += (mouse - new Vector2(position.width / 2, position.height / 2)) * (1 - zoom / oldZoom);
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pan with middle or right+ctrl drag
|
||||||
|
if (e.type == EventType.MouseDrag && (e.button == 2 || (e.button == 1 && e.control))) {
|
||||||
|
pan += e.delta;
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
DagNode GetNodeById(int id) => nodes.FirstOrDefault(x => x.id == id);
|
||||||
|
List<DagEdge> GetIncomingEdges(DagNode node) {
|
||||||
|
List<DagEdge> incoming = new();
|
||||||
|
foreach (DagEdge e in edges) {
|
||||||
|
if (e.toId == node.id)
|
||||||
|
incoming.Add(e);
|
||||||
|
}
|
||||||
|
return incoming;
|
||||||
|
}
|
||||||
|
List<DagEdge> GetOutgoingEdges(DagNode node) {
|
||||||
|
List<DagEdge> outgoing = new();
|
||||||
|
foreach (DagEdge e in edges) {
|
||||||
|
if (e.fromId == node.id)
|
||||||
|
outgoing.Add(e);
|
||||||
|
}
|
||||||
|
return outgoing;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawNucleus(DagNode n) {
|
||||||
|
Vector3 position = n.position;
|
||||||
|
|
||||||
|
Handles.color = Color.white * 0.9f;
|
||||||
|
Handles.DrawSolidDisc(n.position, Vector3.forward, n.radius);
|
||||||
|
|
||||||
|
if (GetIncomingEdges(n).Count == 0)
|
||||||
|
DrawArrowHead(n.position - new Vector2(n.radius + 10, 0), n.position - new Vector2(n.radius + 5, 0), 10f / zoom, 12f / zoom, Color.white);
|
||||||
|
if (GetOutgoingEdges(n).Count == 0)
|
||||||
|
DrawArrowHead(n.position + new Vector2(n.radius + 10, 0), n.position + new Vector2(n.radius + 15, 0), 10f / zoom, 12f / zoom, Color.white);
|
||||||
|
|
||||||
|
Handles.color = Color.white;
|
||||||
|
GUIStyle style = new(EditorStyles.label) {
|
||||||
|
alignment = TextAnchor.UpperCenter,
|
||||||
|
normal = { textColor = Color.white },
|
||||||
|
fontStyle = FontStyle.Bold,
|
||||||
|
};
|
||||||
|
Vector3 labelPos = position - Vector3.down * (n.radius + 10f); // below disc along up axis
|
||||||
|
Handles.Label(labelPos, n.title, style);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawEdgeCircleNodes(DagNode from, DagNode to) {
|
||||||
|
Vector2 a = from.position;
|
||||||
|
Vector2 b = to.position;
|
||||||
|
if (a == b) return;
|
||||||
|
|
||||||
|
Handles.color = Color.white * 0.9f;
|
||||||
|
Handles.DrawLine(from.position, to.position);
|
||||||
|
|
||||||
|
// Vector2 dir = (b - a).normalized;
|
||||||
|
// Vector2 start = a + dir * from.radius;
|
||||||
|
// Vector2 end = b - dir * to.radius;
|
||||||
|
|
||||||
|
//DrawArrowHead(end - dir * 2f, end, 10f / zoom, 12f / zoom, Color.white);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawArrowHead(Vector2 from, Vector2 to, float headWidth, float headLength, Color color) {
|
||||||
|
Vector2 dir = (to - from).normalized;
|
||||||
|
if (dir == Vector2.zero) return;
|
||||||
|
Vector2 right = new Vector2(-dir.y, dir.x);
|
||||||
|
|
||||||
|
Vector3 p1 = to;
|
||||||
|
Vector3 p2 = to - dir * headLength + right * headWidth * 0.5f;
|
||||||
|
Vector3 p3 = to - dir * headLength - right * headWidth * 0.5f;
|
||||||
|
|
||||||
|
Handles.color = color;
|
||||||
|
Handles.DrawAAConvexPolygon(p1, p2, p3);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Left-to-right layered layout (sources on the left, sinks on the right)
|
||||||
|
void ComputeLeftToRightLayout() {
|
||||||
|
// build adjacency and indegree
|
||||||
|
var adj = nodes.ToDictionary(n => n.id, n => new List<int>());
|
||||||
|
var indeg = nodes.ToDictionary(n => n.id, n => 0);
|
||||||
|
foreach (var e in edges) {
|
||||||
|
if (!adj.ContainsKey(e.fromId) || !adj.ContainsKey(e.toId)) continue;
|
||||||
|
adj[e.fromId].Add(e.toId);
|
||||||
|
indeg[e.toId]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Kahn's algorithm to compute topological layers (horizontal layers)
|
||||||
|
Dictionary<int, int> layer = new();
|
||||||
|
Queue<int> q = new(indeg.Where(kv => kv.Value == 0).Select(kv => kv.Key));
|
||||||
|
foreach (var id in q) layer[id] = 0;
|
||||||
|
|
||||||
|
while (q.Count > 0) {
|
||||||
|
int u = q.Dequeue();
|
||||||
|
int l = layer[u];
|
||||||
|
foreach (var v in adj[u]) {
|
||||||
|
// prefer placing v at least one layer after u
|
||||||
|
if (!layer.ContainsKey(v) || layer[v] < l + 1) layer[v] = l + 1;
|
||||||
|
indeg[v]--;
|
||||||
|
if (indeg[v] == 0) q.Enqueue(v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Any unreachable nodes -> assign next layers
|
||||||
|
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
|
||||||
|
foreach (var n in nodes) {
|
||||||
|
if (!layer.ContainsKey(n.id)) {
|
||||||
|
maxLayer++;
|
||||||
|
layer[n.id] = maxLayer;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Group nodes by layer (left to right)
|
||||||
|
var layers = layer.GroupBy(kv => kv.Value).OrderBy(g => g.Key).Select(g => g.Select(x => x.Key).ToList()).ToList();
|
||||||
|
|
||||||
|
// Layout parameters (horizontal spacing drives left->right)
|
||||||
|
float hSpacing = 150f;
|
||||||
|
float vSpacing = 100f;
|
||||||
|
|
||||||
|
// Place nodes: x increases with layer index, y spaced within layer
|
||||||
|
for (int li = 0; li < layers.Count; li++) {
|
||||||
|
var lst = layers[li];
|
||||||
|
float totalHeight = (lst.Count - 1) * vSpacing;
|
||||||
|
for (int i = 0; i < lst.Count; i++) {
|
||||||
|
int id = lst[i];
|
||||||
|
var n = GetNodeById(id);
|
||||||
|
if (n == null) continue;
|
||||||
|
float x = hSpacing + li * hSpacing;
|
||||||
|
float y = 400 - totalHeight / 2f + i * vSpacing;
|
||||||
|
// Debug.Log($"({li}, {i}) -> {x}, {y}");
|
||||||
|
n.position = new Vector2(x, y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
void FitToView() {
|
||||||
|
if (nodes.Count == 0) return;
|
||||||
|
// compute bounds including radii
|
||||||
|
Rect bounds = new Rect(nodes[0].position - Vector2.one * nodes[0].radius, Vector2.one * nodes[0].radius * 2f);
|
||||||
|
foreach (var n in nodes)
|
||||||
|
bounds = RectUnion(bounds, new Rect(n.position - Vector2.one * n.radius, Vector2.one * n.radius * 2f));
|
||||||
|
|
||||||
|
// center graph at origin (0,0) then set pan so it appears centered in window
|
||||||
|
Vector2 graphCenter = bounds.center;
|
||||||
|
// move nodes so center is at origin
|
||||||
|
for (int i = 0; i < nodes.Count; i++)
|
||||||
|
nodes[i].position -= graphCenter;
|
||||||
|
|
||||||
|
// reset pan/zoom so centered
|
||||||
|
pan = Vector2.zero;
|
||||||
|
zoom = 1.0f;
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
static Rect RectUnion(Rect a, Rect b) {
|
||||||
|
float xMin = Mathf.Min(a.xMin, b.xMin);
|
||||||
|
float xMax = Mathf.Max(a.xMax, b.xMax);
|
||||||
|
float yMin = Mathf.Min(a.yMin, b.yMin);
|
||||||
|
float yMax = Mathf.Max(a.yMax, b.yMax);
|
||||||
|
return Rect.MinMaxRect(xMin, yMin, xMax, yMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 ScreenToGraph_old(Vector2 screenPos) {
|
||||||
|
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
|
||||||
|
// invert the GUI.matrix transform (approx for current simple transforms)
|
||||||
|
return (screenPos - (origin + pan)) / zoom + origin * (1 - 1 / zoom);
|
||||||
|
}
|
||||||
|
Vector2 ScreenToGraph(Vector2 screenPos) {
|
||||||
|
Vector2 windowCenter = new Vector2(position.width / 2f, position.height / 2f);
|
||||||
|
Rect bounds = GetGraphBounds();
|
||||||
|
Vector2 graphCenter = bounds.center;
|
||||||
|
Vector2 autoPan = -graphCenter;
|
||||||
|
// inverse of: screen -> translate by -(windowCenter+autoPan+pan), scale by 1/zoom, translate by windowCenter
|
||||||
|
return (screenPos - (windowCenter + autoPan + pan)) / zoom + windowCenter;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Rect GetGraphBounds() {
|
||||||
|
if (nodes == null || nodes.Count == 0) return new Rect(Vector2.zero, Vector2.one);
|
||||||
|
Rect bounds = new(
|
||||||
|
nodes[0].position - Vector2.one * nodes[0].radius,
|
||||||
|
2f * nodes[0].radius * Vector2.one);
|
||||||
|
foreach (var n in nodes)
|
||||||
|
bounds = RectUnion(bounds,
|
||||||
|
new Rect(n.position - Vector2.one * n.radius, 2f * n.radius * Vector2.one));
|
||||||
|
return bounds;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
int HitTestNode(Vector2 graphPos) {
|
||||||
|
// returns node id under point or -1
|
||||||
|
for (int i = nodes.Count - 1; i >= 0; i--) {
|
||||||
|
var n = nodes[i];
|
||||||
|
if ((graphPos - n.position).sqrMagnitude <= n.radius * n.radius) return n.id;
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
2
Editor/BrainEditorWindow.cs.meta
Normal file
2
Editor/BrainEditorWindow.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f041740900808273ab006e7d276a78e9
|
||||||
66
Editor/BrainPickerWindow.cs
Normal file
66
Editor/BrainPickerWindow.cs
Normal file
@ -0,0 +1,66 @@
|
|||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
using System;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
public class ClusterPickerWindow : EditorWindow {
|
||||||
|
private Vector2 scroll;
|
||||||
|
private ClusterPrefab[] items = new ClusterPrefab[0];
|
||||||
|
private Action<ClusterPrefab> onPicked;
|
||||||
|
private string search = "";
|
||||||
|
|
||||||
|
public static void ShowPicker(Action<ClusterPrefab> onPicked, string title = "Select Cluster") {
|
||||||
|
var w = CreateInstance<ClusterPickerWindow>();
|
||||||
|
w.titleContent = new GUIContent(title);
|
||||||
|
w.minSize = new Vector2(360, 320);
|
||||||
|
w.onPicked = onPicked;
|
||||||
|
w.RefreshList();
|
||||||
|
w.ShowModalUtility(); // modal dialog
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable() => RefreshList();
|
||||||
|
|
||||||
|
private void RefreshList() {
|
||||||
|
var guids = AssetDatabase.FindAssets("t:ClusterPrefab");
|
||||||
|
items = guids
|
||||||
|
.Select(g => AssetDatabase.LoadAssetAtPath<ClusterPrefab>(AssetDatabase.GUIDToAssetPath(g)))
|
||||||
|
.Where(b => b != null)
|
||||||
|
.OrderBy(b => b.name)
|
||||||
|
.ToArray();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGUI() {
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
EditorGUILayout.LabelField("Choose Cluster:", EditorStyles.boldLabel);
|
||||||
|
if (GUILayout.Button("Refresh", GUILayout.Width(80))) RefreshList();
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
search = EditorGUILayout.TextField(search);
|
||||||
|
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
scroll = EditorGUILayout.BeginScrollView(scroll);
|
||||||
|
foreach (var it in items) {
|
||||||
|
if (!string.IsNullOrEmpty(search) && it.name.IndexOf(search, StringComparison.OrdinalIgnoreCase) < 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
EditorGUILayout.LabelField(EditorGUIUtility.ObjectContent(it, typeof(ClusterPrefab)), GUILayout.Height(20));
|
||||||
|
if (GUILayout.Button("Select", GUILayout.Width(70))) {
|
||||||
|
onPicked?.Invoke(it);
|
||||||
|
Close();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndScrollView();
|
||||||
|
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
if (GUILayout.Button("Cancel")) { onPicked?.Invoke(null); Close(); }
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Editor/BrainPickerWindow.cs.meta
Normal file
2
Editor/BrainPickerWindow.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9197e2d322d23b5798ab4aef729815b0
|
||||||
1100
Editor/ClusterInspector.cs
Normal file
1100
Editor/ClusterInspector.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Editor/ClusterInspector.cs.meta
Normal file
2
Editor/ClusterInspector.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1fc1fb7db9f7ad54a87d31313e7f457d
|
||||||
393
Editor/DAGWindow.cs
Normal file
393
Editor/DAGWindow.cs
Normal file
@ -0,0 +1,393 @@
|
|||||||
|
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
// Simple DAG data model
|
||||||
|
// [System.Serializable]
|
||||||
|
// public class DagNode
|
||||||
|
// {
|
||||||
|
// public int id;
|
||||||
|
// public string title;
|
||||||
|
// public Vector2 position;
|
||||||
|
// public float radius = 36f; // circle radius
|
||||||
|
// }
|
||||||
|
|
||||||
|
// [System.Serializable]
|
||||||
|
// public class DagEdge
|
||||||
|
// {
|
||||||
|
// public int fromId;
|
||||||
|
// public int toId;
|
||||||
|
// }
|
||||||
|
|
||||||
|
public class DAGEditorWindow : EditorWindow
|
||||||
|
{
|
||||||
|
List<DagNode> nodes = new List<DagNode>();
|
||||||
|
List<DagEdge> edges = new List<DagEdge>();
|
||||||
|
|
||||||
|
Vector2 pan = Vector2.zero;
|
||||||
|
float zoom = 1.0f;
|
||||||
|
const float minZoom = 0.5f;
|
||||||
|
const float maxZoom = 2.0f;
|
||||||
|
|
||||||
|
GUIStyle labelStyle;
|
||||||
|
int selectedNodeId = -1;
|
||||||
|
|
||||||
|
Vector2 dragStart;
|
||||||
|
bool draggingNode = false;
|
||||||
|
int draggingNodeId = -1;
|
||||||
|
|
||||||
|
[MenuItem("Window/DAG Viewer (LR, Circles)")]
|
||||||
|
public static void ShowWindow()
|
||||||
|
{
|
||||||
|
var w = GetWindow<DAGEditorWindow>("DAG Viewer (LR)");
|
||||||
|
w.minSize = new Vector2(500, 300);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
labelStyle = new GUIStyle(EditorStyles.label);
|
||||||
|
labelStyle.alignment = TextAnchor.MiddleCenter;
|
||||||
|
labelStyle.normal.textColor = Color.white;
|
||||||
|
labelStyle.fontStyle = FontStyle.Bold;
|
||||||
|
|
||||||
|
if (nodes.Count == 0)
|
||||||
|
CreateSampleGraph();
|
||||||
|
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CreateSampleGraph()
|
||||||
|
{
|
||||||
|
nodes.Clear();
|
||||||
|
edges.Clear();
|
||||||
|
|
||||||
|
nodes.Add(new DagNode() { id = 0, title = "In1" });
|
||||||
|
nodes.Add(new DagNode() { id = 1, title = "In2" });
|
||||||
|
nodes.Add(new DagNode() { id = 2, title = "A" });
|
||||||
|
nodes.Add(new DagNode() { id = 3, title = "B" });
|
||||||
|
nodes.Add(new DagNode() { id = 4, title = "C" });
|
||||||
|
nodes.Add(new DagNode() { id = 5, title = "Out1" });
|
||||||
|
nodes.Add(new DagNode() { id = 6, title = "Out2" });
|
||||||
|
|
||||||
|
edges.Add(new DagEdge() { fromId = 0, toId = 2 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 1, toId = 2 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 2, toId = 3 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 2, toId = 4 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 3, toId = 5 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 4, toId = 6 });
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnGUI()
|
||||||
|
{
|
||||||
|
HandleInput();
|
||||||
|
|
||||||
|
Rect rect = new Rect(0, 0, position.width, position.height);
|
||||||
|
EditorGUI.DrawRect(rect, new Color(0.11f, 0.11f, 0.11f));
|
||||||
|
|
||||||
|
Matrix4x4 oldMatrix = GUI.matrix;
|
||||||
|
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
|
||||||
|
GUI.matrix = Matrix4x4.TRS(origin + pan, Quaternion.identity, Vector3.one * zoom) *
|
||||||
|
Matrix4x4.TRS(-origin, Quaternion.identity, Vector3.one);
|
||||||
|
|
||||||
|
// Draw edges first
|
||||||
|
foreach (var e in edges)
|
||||||
|
{
|
||||||
|
var from = GetNodeById(e.fromId);
|
||||||
|
var to = GetNodeById(e.toId);
|
||||||
|
if (from == null || to == null) continue;
|
||||||
|
DrawEdgeCircleNodes(from, to);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw nodes (circles)
|
||||||
|
foreach (var n in nodes)
|
||||||
|
{
|
||||||
|
DrawNodeCircle(n);
|
||||||
|
}
|
||||||
|
|
||||||
|
GUI.matrix = oldMatrix;
|
||||||
|
|
||||||
|
// Footer toolbar
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||||
|
if (GUILayout.Button("Fit", EditorStyles.toolbarButton)) FitToView();
|
||||||
|
if (GUILayout.Button("Layout LR", EditorStyles.toolbarButton)) ComputeLeftToRightLayout();
|
||||||
|
if (GUILayout.Button("Add Node", EditorStyles.toolbarButton))
|
||||||
|
{
|
||||||
|
AddNode("N" + nodes.Count);
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
}
|
||||||
|
if (GUILayout.Button("Add Edge (selected->new)", EditorStyles.toolbarButton))
|
||||||
|
{
|
||||||
|
if (selectedNodeId != -1)
|
||||||
|
{
|
||||||
|
var newNode = AddNode("N" + nodes.Count);
|
||||||
|
edges.Add(new DagEdge() { fromId = selectedNodeId, toId = newNode.id });
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandleInput()
|
||||||
|
{
|
||||||
|
Event e = Event.current;
|
||||||
|
|
||||||
|
// Zoom with scroll
|
||||||
|
if (e.type == EventType.ScrollWheel)
|
||||||
|
{
|
||||||
|
float oldZoom = zoom;
|
||||||
|
float delta = -e.delta.y * 0.01f;
|
||||||
|
zoom = Mathf.Clamp(zoom + delta, minZoom, maxZoom);
|
||||||
|
Vector2 mouse = e.mousePosition;
|
||||||
|
pan += (mouse - new Vector2(position.width / 2, position.height / 2)) * (1 - zoom / oldZoom);
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pan with middle or right+ctrl drag
|
||||||
|
if (e.type == EventType.MouseDrag && (e.button == 2 || (e.button == 1 && e.control)))
|
||||||
|
{
|
||||||
|
pan += e.delta;
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Node dragging & selection (convert mouse to graph space)
|
||||||
|
Vector2 graphMouse = ScreenToGraph(e.mousePosition);
|
||||||
|
if (e.type == EventType.MouseDown && e.button == 0)
|
||||||
|
{
|
||||||
|
int hit = HitTestNode(graphMouse);
|
||||||
|
if (hit != -1)
|
||||||
|
{
|
||||||
|
selectedNodeId = hit;
|
||||||
|
draggingNode = true;
|
||||||
|
draggingNodeId = hit;
|
||||||
|
dragStart = graphMouse;
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
selectedNodeId = -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (draggingNode && draggingNodeId != -1)
|
||||||
|
{
|
||||||
|
if (e.type == EventType.MouseDrag && e.button == 0)
|
||||||
|
{
|
||||||
|
Vector2 graphDelta = e.delta / zoom;
|
||||||
|
var n = GetNodeById(draggingNodeId);
|
||||||
|
if (n != null)
|
||||||
|
{
|
||||||
|
n.position += graphDelta;
|
||||||
|
Repaint();
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (e.type == EventType.MouseUp && e.button == 0)
|
||||||
|
{
|
||||||
|
draggingNode = false;
|
||||||
|
draggingNodeId = -1;
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
DagNode AddNode(string title)
|
||||||
|
{
|
||||||
|
int nextId = nodes.Count > 0 ? nodes.Max(n => n.id) + 1 : 0;
|
||||||
|
var n = new DagNode() { id = nextId, title = title, position = Vector2.zero };
|
||||||
|
nodes.Add(n);
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
|
||||||
|
DagNode GetNodeById(int id) => nodes.FirstOrDefault(x => x.id == id);
|
||||||
|
|
||||||
|
void DrawNodeCircle(DagNode n)
|
||||||
|
{
|
||||||
|
Vector2 center = n.position;
|
||||||
|
float r = n.radius;
|
||||||
|
Rect nodeRect = new Rect(center.x - r, center.y - r, r * 2, r * 2);
|
||||||
|
|
||||||
|
// circle background
|
||||||
|
Color bg = (n.id == selectedNodeId) ? new Color(0.15f, 0.5f, 0.9f) : new Color(0.2f, 0.2f, 0.2f);
|
||||||
|
EditorGUI.DrawRect(nodeRect, bg);
|
||||||
|
|
||||||
|
// anti-aliased circle outline
|
||||||
|
Handles.color = Color.white * 0.9f;
|
||||||
|
Handles.DrawAAPolyLine(3f / zoom, GetCircleOutlinePoints(center, r, 48).ToArray());
|
||||||
|
|
||||||
|
// label
|
||||||
|
Vector2 labelPos = center - new Vector2(0, 8);
|
||||||
|
GUI.Label(new Rect(labelPos.x - r, labelPos.y - 8, r * 2, 18), n.title, labelStyle);
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Vector3> GetCircleOutlinePoints(Vector2 center, float radius, int segments)
|
||||||
|
{
|
||||||
|
var pts = new List<Vector3>(segments + 1);
|
||||||
|
for (int i = 0; i <= segments; i++)
|
||||||
|
{
|
||||||
|
float a = (float)i / segments * Mathf.PI * 2f;
|
||||||
|
pts.Add(new Vector3(center.x + Mathf.Cos(a) * radius, center.y + Mathf.Sin(a) * radius, 0));
|
||||||
|
}
|
||||||
|
return pts;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawEdgeCircleNodes(DagNode from, DagNode to)
|
||||||
|
{
|
||||||
|
Vector2 a = from.position;
|
||||||
|
Vector2 b = to.position;
|
||||||
|
if (a == b) return;
|
||||||
|
|
||||||
|
// Compute edge line that starts/ends at circle circumferences
|
||||||
|
Vector2 dir = (b - a).normalized;
|
||||||
|
Vector2 start = a + dir * from.radius;
|
||||||
|
Vector2 end = b - dir * to.radius;
|
||||||
|
|
||||||
|
// Use a simple curved line: start -> control -> end (bezier)
|
||||||
|
Vector2 control = new Vector2((start.x + end.x) / 2f, (start.y + end.y) / 2f);
|
||||||
|
// Slight vertical offset to separate overlapping lines based on node ids
|
||||||
|
float offset = ((from.id * 7 + to.id * 11) % 7 - 3) * 6f / zoom;
|
||||||
|
control += new Vector2(0, offset);
|
||||||
|
|
||||||
|
Handles.color = Color.white * 0.9f;
|
||||||
|
Handles.DrawAAPolyLine(3f / zoom, 20, GetBezierPoints(start, control, end, 24).ToArray());
|
||||||
|
|
||||||
|
// Arrow at end pointing towards 'b'
|
||||||
|
DrawArrowHead(end - dir * 2f, end, 10f / zoom, 12f / zoom, Color.white);
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Vector3> GetBezierPoints(Vector2 p0, Vector2 p1, Vector2 p2, int seg)
|
||||||
|
{
|
||||||
|
var pts = new List<Vector3>(seg + 1);
|
||||||
|
for (int i = 0; i <= seg; i++)
|
||||||
|
{
|
||||||
|
float t = (float)i / seg;
|
||||||
|
Vector2 p = (1 - t) * (1 - t) * p0 + 2 * (1 - t) * t * p1 + t * t * p2;
|
||||||
|
pts.Add(new Vector3(p.x, p.y, 0));
|
||||||
|
}
|
||||||
|
return pts;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawArrowHead(Vector2 from, Vector2 to, float headWidth, float headLength, Color color)
|
||||||
|
{
|
||||||
|
Vector2 dir = (to - from).normalized;
|
||||||
|
if (dir == Vector2.zero) return;
|
||||||
|
Vector2 right = new Vector2(-dir.y, dir.x);
|
||||||
|
|
||||||
|
Vector3 p1 = to;
|
||||||
|
Vector3 p2 = to - dir * headLength + right * headWidth * 0.5f;
|
||||||
|
Vector3 p3 = to - dir * headLength - right * headWidth * 0.5f;
|
||||||
|
|
||||||
|
Handles.color = color;
|
||||||
|
Handles.DrawAAConvexPolygon(p1, p2, p3);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Left-to-right layered layout (sources on the left, sinks on the right)
|
||||||
|
void ComputeLeftToRightLayout()
|
||||||
|
{
|
||||||
|
// build adjacency and indegree
|
||||||
|
var adj = nodes.ToDictionary(n => n.id, n => new List<int>());
|
||||||
|
var indeg = nodes.ToDictionary(n => n.id, n => 0);
|
||||||
|
foreach (var e in edges)
|
||||||
|
{
|
||||||
|
if (!adj.ContainsKey(e.fromId) || !adj.ContainsKey(e.toId)) continue;
|
||||||
|
adj[e.fromId].Add(e.toId);
|
||||||
|
indeg[e.toId]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Kahn's algorithm to compute topological layers (horizontal layers)
|
||||||
|
Dictionary<int, int> layer = new Dictionary<int, int>();
|
||||||
|
Queue<int> q = new Queue<int>(indeg.Where(kv => kv.Value == 0).Select(kv => kv.Key));
|
||||||
|
foreach (var id in q) layer[id] = 0;
|
||||||
|
|
||||||
|
while (q.Count > 0)
|
||||||
|
{
|
||||||
|
int u = q.Dequeue();
|
||||||
|
int l = layer[u];
|
||||||
|
foreach (var v in adj[u])
|
||||||
|
{
|
||||||
|
// prefer placing v at least one layer after u
|
||||||
|
if (!layer.ContainsKey(v) || layer[v] < l + 1) layer[v] = l + 1;
|
||||||
|
indeg[v]--;
|
||||||
|
if (indeg[v] == 0) q.Enqueue(v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Any unreachable nodes -> assign next layers
|
||||||
|
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
|
||||||
|
foreach (var n in nodes)
|
||||||
|
{
|
||||||
|
if (!layer.ContainsKey(n.id))
|
||||||
|
{
|
||||||
|
maxLayer++;
|
||||||
|
layer[n.id] = maxLayer;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Group nodes by layer (left to right)
|
||||||
|
var layers = layer.GroupBy(kv => kv.Value).OrderBy(g => g.Key).Select(g => g.Select(x => x.Key).ToList()).ToList();
|
||||||
|
|
||||||
|
// Layout parameters (horizontal spacing drives left->right)
|
||||||
|
float hSpacing = 220f;
|
||||||
|
float vSpacing = 120f;
|
||||||
|
|
||||||
|
// Place nodes: x increases with layer index, y spaced within layer
|
||||||
|
for (int li = 0; li < layers.Count; li++)
|
||||||
|
{
|
||||||
|
var lst = layers[li];
|
||||||
|
float totalHeight = (lst.Count - 1) * vSpacing;
|
||||||
|
for (int i = 0; i < lst.Count; i++)
|
||||||
|
{
|
||||||
|
int id = lst[i];
|
||||||
|
var n = GetNodeById(id);
|
||||||
|
if (n == null) continue;
|
||||||
|
float x = li * hSpacing;
|
||||||
|
float y = -totalHeight / 2f + i * vSpacing;
|
||||||
|
n.position = new Vector2(x, y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
void FitToView()
|
||||||
|
{
|
||||||
|
if (nodes.Count == 0) return;
|
||||||
|
Rect bounds = new Rect(nodes[0].position - Vector2.one * nodes[0].radius, Vector2.one * nodes[0].radius * 2f);
|
||||||
|
foreach (var n in nodes)
|
||||||
|
bounds = RectUnion(bounds, new Rect(n.position - Vector2.one * n.radius, Vector2.one * n.radius * 2f));
|
||||||
|
|
||||||
|
Vector2 center = bounds.center;
|
||||||
|
pan = -center;
|
||||||
|
zoom = 1.0f;
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
static Rect RectUnion(Rect a, Rect b)
|
||||||
|
{
|
||||||
|
float xMin = Mathf.Min(a.xMin, b.xMin);
|
||||||
|
float xMax = Mathf.Max(a.xMax, b.xMax);
|
||||||
|
float yMin = Mathf.Min(a.yMin, b.yMin);
|
||||||
|
float yMax = Mathf.Max(a.yMax, b.yMax);
|
||||||
|
return Rect.MinMaxRect(xMin, yMin, xMax, yMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 ScreenToGraph(Vector2 screenPos)
|
||||||
|
{
|
||||||
|
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
|
||||||
|
// invert the GUI.matrix transform (approx for current simple transforms)
|
||||||
|
return (screenPos - (origin + pan)) / zoom + origin * (1 - 1 / zoom);
|
||||||
|
}
|
||||||
|
|
||||||
|
int HitTestNode(Vector2 graphPos)
|
||||||
|
{
|
||||||
|
// returns node id under point or -1
|
||||||
|
for (int i = nodes.Count - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
var n = nodes[i];
|
||||||
|
if ((graphPos - n.position).sqrMagnitude <= n.radius * n.radius) return n.id;
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Editor/DAGWindow.cs.meta
Normal file
2
Editor/DAGWindow.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 95393aed582b8b30d965400672aec4d8
|
||||||
49
Editor/NanoBrain_Editor.cs
Normal file
49
Editor/NanoBrain_Editor.cs
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.UIElements;
|
||||||
|
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UIElements;
|
||||||
|
|
||||||
|
[CustomEditor(typeof(NanoBrain))]
|
||||||
|
public class NanoBrainComponent_Editor : Editor {
|
||||||
|
protected static VisualElement mainContainer;
|
||||||
|
protected static VisualElement inspectorContainer;
|
||||||
|
|
||||||
|
protected NanoBrain component;
|
||||||
|
private SerializedProperty brainProp;
|
||||||
|
|
||||||
|
ClusterInspector.GraphView board;
|
||||||
|
|
||||||
|
public void OnEnable() {
|
||||||
|
component = target as NanoBrain;
|
||||||
|
|
||||||
|
if (Application.isPlaying == false && serializedObject != null) {
|
||||||
|
string propertyName = nameof(NanoBrain.defaultBrain);
|
||||||
|
brainProp = serializedObject.FindProperty(propertyName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override VisualElement CreateInspectorGUI() {
|
||||||
|
Cluster brain = component.brain;
|
||||||
|
|
||||||
|
if (Application.isPlaying == false)
|
||||||
|
serializedObject.Update();
|
||||||
|
|
||||||
|
|
||||||
|
VisualElement root = new();
|
||||||
|
if (Application.isPlaying == false) {
|
||||||
|
PropertyField brainField = new(brainProp) {
|
||||||
|
label = "Nano Brain"
|
||||||
|
};
|
||||||
|
root.Add(brainField);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (brain != null)
|
||||||
|
ClusterInspector.CreateInspector(root, brain.prefab, brain.defaultOutput, component.gameObject);
|
||||||
|
|
||||||
|
if (Application.isPlaying == false)
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
return root;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
2
Editor/NanoBrain_Editor.cs.meta
Normal file
2
Editor/NanoBrain_Editor.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f05072314d39990639a2dbf99f322664
|
||||||
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: fd3f8dbf7199f6ffdaef4718aaaa4bb4
|
guid: 7b61a93fc9332d2adae74fe4abe92d53
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
12
Editor/Resources/GraphStyles.uss
Normal file
12
Editor/Resources/GraphStyles.uss
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
#content {
|
||||||
|
background-color: #2b2b2b;
|
||||||
|
}
|
||||||
|
#inspector {
|
||||||
|
border-left-width: 1px;
|
||||||
|
border-left-color: #000;
|
||||||
|
padding: 3px;
|
||||||
|
}
|
||||||
|
#title {
|
||||||
|
-unity-font-style: bold;
|
||||||
|
color: white;
|
||||||
|
}
|
||||||
11
Editor/Resources/GraphStyles.uss.meta
Normal file
11
Editor/Resources/GraphStyles.uss.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 28268b644fa8f3948851b25e41f5b03b
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
|
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|
disableValidation: 0
|
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@ -1,8 +0,0 @@
|
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fileFormatVersion: 2
|
|
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guid: 3a999e12de71fa28494cf28175deb1d5
|
|
||||||
folderAsset: yes
|
|
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DefaultImporter:
|
|
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externalObjects: {}
|
|
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userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,35 +0,0 @@
|
|||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Passer.CreatureControl {
|
|
||||||
|
|
||||||
[CustomEditor(typeof(Ant))]
|
|
||||||
public class Ant_Editor : Insect_Editor {
|
|
||||||
|
|
||||||
protected Ant ant;
|
|
||||||
|
|
||||||
public override void OnEnable() {
|
|
||||||
this.ant = target as Ant;
|
|
||||||
|
|
||||||
base.OnEnable();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnInspectorGUI() {
|
|
||||||
base.OnInspectorGUI();
|
|
||||||
|
|
||||||
HomePheromonePrefabInspector();
|
|
||||||
FoodPheromonePrefabInspector();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HomePheromonePrefabInspector() {
|
|
||||||
SerializedProperty homePheromonePrefabProp = serializedObject.FindProperty(nameof(Ant.homePheromonePrefab));
|
|
||||||
homePheromonePrefabProp.objectReferenceValue = (GameObject) EditorGUILayout.ObjectField("Home Pheromone Prefab", homePheromonePrefabProp.objectReferenceValue, typeof(GameObject), true);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FoodPheromonePrefabInspector() {
|
|
||||||
SerializedProperty foodPheromonePrefabProp = serializedObject.FindProperty(nameof(Ant.foodPheromonePrefab));
|
|
||||||
foodPheromonePrefabProp.objectReferenceValue = (GameObject) EditorGUILayout.ObjectField("Food Pheromone Prefab", foodPheromonePrefabProp.objectReferenceValue, typeof(GameObject), true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
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fileFormatVersion: 2
|
|
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guid: 6d342503e4a28bac9aa53dca1bb602e2
|
|
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MonoImporter:
|
|
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externalObjects: {}
|
|
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serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
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executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
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|
||||||
assetBundleVariant:
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|
||||||
73
IReceptor.cs
Normal file
73
IReceptor.cs
Normal file
@ -0,0 +1,73 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public interface IReceptor {
|
||||||
|
public string GetName();
|
||||||
|
|
||||||
|
public Nucleus[] nucleiArray { get; set; }
|
||||||
|
|
||||||
|
public void AddReceptorElement(ClusterPrefab prefab);
|
||||||
|
public void RemoveReceptorElement();
|
||||||
|
|
||||||
|
public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1);
|
||||||
|
|
||||||
|
public void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class IReceptorHelpers {
|
||||||
|
|
||||||
|
public static void AddReceptorElement(IReceptor receptor, ClusterPrefab prefab) {
|
||||||
|
if (receptor.nucleiArray.Length == 0) {
|
||||||
|
Debug.LogError("Empty perceptoid array, cannot add");
|
||||||
|
}
|
||||||
|
int newLength = receptor.nucleiArray.Length + 1;
|
||||||
|
Nucleus[] newArray = new Nucleus[newLength];
|
||||||
|
|
||||||
|
string baseName = receptor.GetName();
|
||||||
|
int colonPos = baseName.IndexOf(":");
|
||||||
|
if (colonPos > 0)
|
||||||
|
baseName = baseName[..colonPos];
|
||||||
|
|
||||||
|
for (int i = 0; i < receptor.nucleiArray.Length; i++)
|
||||||
|
newArray[i] = receptor.nucleiArray[i];
|
||||||
|
if (receptor.nucleiArray[0] is Nucleus nucleus) {
|
||||||
|
newArray[newLength - 1] = nucleus.Clone(prefab);
|
||||||
|
newArray[newLength - 1].name = $"{baseName}: {newLength - 1}";
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (Nucleus element in receptor.nucleiArray) {
|
||||||
|
if (element is IReceptor receptorElement) {
|
||||||
|
receptorElement.nucleiArray = newArray;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void RemoveReceptorElement(IReceptor receptor) {
|
||||||
|
int newLength = receptor.nucleiArray.Length - 1;
|
||||||
|
if (newLength == 0) {
|
||||||
|
Debug.LogWarning("Perceptoid array cannot be empty");
|
||||||
|
}
|
||||||
|
Nucleus[] newArray = new Nucleus[newLength];
|
||||||
|
for (int i = 0; i < newLength; i++)
|
||||||
|
newArray[i] = receptor.nucleiArray[i];
|
||||||
|
// Delete the last perception
|
||||||
|
if (receptor.nucleiArray[newLength] is Nucleus nucleus)
|
||||||
|
Neuron.Delete(nucleus);
|
||||||
|
|
||||||
|
foreach (Nucleus element in receptor.nucleiArray) {
|
||||||
|
if (element is IReceptor receptorElement) {
|
||||||
|
receptorElement.nucleiArray = newArray;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void AddArrayReceiver(IReceptor receptor, Nucleus receiverToAdd, float weight = 1) {
|
||||||
|
foreach (Nucleus element in receptor.nucleiArray) {
|
||||||
|
if (element is Cluster cluster)
|
||||||
|
cluster.defaultOutput.AddReceiver(receiverToAdd, weight);
|
||||||
|
if (element is Neuron neuron)
|
||||||
|
neuron.AddReceiver(receiverToAdd, weight);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
2
IReceptor.cs.meta
Normal file
2
IReceptor.cs.meta
Normal file
@ -0,0 +1,2 @@
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Icons/NeuraalNetwerkIcoonSchets1.png
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Icons/NeuraalNetwerkIcoonSchets1.png
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117
Icons/NeuraalNetwerkIcoonSchets1.png.meta
Normal file
117
Icons/NeuraalNetwerkIcoonSchets1.png.meta
Normal file
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Icons/NeuraalNetwerkIcoonSchets2.png
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Icons/NeuraalNetwerkIcoonSchets2.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 38 KiB |
117
Icons/NeuraalNetwerkIcoonSchets2.png.meta
Normal file
117
Icons/NeuraalNetwerkIcoonSchets2.png.meta
Normal file
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373
LICENSE
373
LICENSE
@ -1,373 +0,0 @@
|
|||||||
Mozilla Public License Version 2.0
|
|
||||||
==================================
|
|
||||||
|
|
||||||
1. Definitions
|
|
||||||
--------------
|
|
||||||
|
|
||||||
1.1. "Contributor"
|
|
||||||
means each individual or legal entity that creates, contributes to
|
|
||||||
the creation of, or owns Covered Software.
|
|
||||||
|
|
||||||
1.2. "Contributor Version"
|
|
||||||
means the combination of the Contributions of others (if any) used
|
|
||||||
by a Contributor and that particular Contributor's Contribution.
|
|
||||||
|
|
||||||
1.3. "Contribution"
|
|
||||||
means Covered Software of a particular Contributor.
|
|
||||||
|
|
||||||
1.4. "Covered Software"
|
|
||||||
means Source Code Form to which the initial Contributor has attached
|
|
||||||
the notice in Exhibit A, the Executable Form of such Source Code
|
|
||||||
Form, and Modifications of such Source Code Form, in each case
|
|
||||||
including portions thereof.
|
|
||||||
|
|
||||||
1.5. "Incompatible With Secondary Licenses"
|
|
||||||
means
|
|
||||||
|
|
||||||
(a) that the initial Contributor has attached the notice described
|
|
||||||
in Exhibit B to the Covered Software; or
|
|
||||||
|
|
||||||
(b) that the Covered Software was made available under the terms of
|
|
||||||
version 1.1 or earlier of the License, but not also under the
|
|
||||||
terms of a Secondary License.
|
|
||||||
|
|
||||||
1.6. "Executable Form"
|
|
||||||
means any form of the work other than Source Code Form.
|
|
||||||
|
|
||||||
1.7. "Larger Work"
|
|
||||||
means a work that combines Covered Software with other material, in
|
|
||||||
a separate file or files, that is not Covered Software.
|
|
||||||
|
|
||||||
1.8. "License"
|
|
||||||
means this document.
|
|
||||||
|
|
||||||
1.9. "Licensable"
|
|
||||||
means having the right to grant, to the maximum extent possible,
|
|
||||||
whether at the time of the initial grant or subsequently, any and
|
|
||||||
all of the rights conveyed by this License.
|
|
||||||
|
|
||||||
1.10. "Modifications"
|
|
||||||
means any of the following:
|
|
||||||
|
|
||||||
(a) any file in Source Code Form that results from an addition to,
|
|
||||||
deletion from, or modification of the contents of Covered
|
|
||||||
Software; or
|
|
||||||
|
|
||||||
(b) any new file in Source Code Form that contains any Covered
|
|
||||||
Software.
|
|
||||||
|
|
||||||
1.11. "Patent Claims" of a Contributor
|
|
||||||
means any patent claim(s), including without limitation, method,
|
|
||||||
process, and apparatus claims, in any patent Licensable by such
|
|
||||||
Contributor that would be infringed, but for the grant of the
|
|
||||||
License, by the making, using, selling, offering for sale, having
|
|
||||||
made, import, or transfer of either its Contributions or its
|
|
||||||
Contributor Version.
|
|
||||||
|
|
||||||
1.12. "Secondary License"
|
|
||||||
means either the GNU General Public License, Version 2.0, the GNU
|
|
||||||
Lesser General Public License, Version 2.1, the GNU Affero General
|
|
||||||
Public License, Version 3.0, or any later versions of those
|
|
||||||
licenses.
|
|
||||||
|
|
||||||
1.13. "Source Code Form"
|
|
||||||
means the form of the work preferred for making modifications.
|
|
||||||
|
|
||||||
1.14. "You" (or "Your")
|
|
||||||
means an individual or a legal entity exercising rights under this
|
|
||||||
License. For legal entities, "You" includes any entity that
|
|
||||||
controls, is controlled by, or is under common control with You. For
|
|
||||||
purposes of this definition, "control" means (a) the power, direct
|
|
||||||
or indirect, to cause the direction or management of such entity,
|
|
||||||
whether by contract or otherwise, or (b) ownership of more than
|
|
||||||
fifty percent (50%) of the outstanding shares or beneficial
|
|
||||||
ownership of such entity.
|
|
||||||
|
|
||||||
2. License Grants and Conditions
|
|
||||||
--------------------------------
|
|
||||||
|
|
||||||
2.1. Grants
|
|
||||||
|
|
||||||
Each Contributor hereby grants You a world-wide, royalty-free,
|
|
||||||
non-exclusive license:
|
|
||||||
|
|
||||||
(a) under intellectual property rights (other than patent or trademark)
|
|
||||||
Licensable by such Contributor to use, reproduce, make available,
|
|
||||||
modify, display, perform, distribute, and otherwise exploit its
|
|
||||||
Contributions, either on an unmodified basis, with Modifications, or
|
|
||||||
as part of a Larger Work; and
|
|
||||||
|
|
||||||
(b) under Patent Claims of such Contributor to make, use, sell, offer
|
|
||||||
for sale, have made, import, and otherwise transfer either its
|
|
||||||
Contributions or its Contributor Version.
|
|
||||||
|
|
||||||
2.2. Effective Date
|
|
||||||
|
|
||||||
The licenses granted in Section 2.1 with respect to any Contribution
|
|
||||||
become effective for each Contribution on the date the Contributor first
|
|
||||||
distributes such Contribution.
|
|
||||||
|
|
||||||
2.3. Limitations on Grant Scope
|
|
||||||
|
|
||||||
The licenses granted in this Section 2 are the only rights granted under
|
|
||||||
this License. No additional rights or licenses will be implied from the
|
|
||||||
distribution or licensing of Covered Software under this License.
|
|
||||||
Notwithstanding Section 2.1(b) above, no patent license is granted by a
|
|
||||||
Contributor:
|
|
||||||
|
|
||||||
(a) for any code that a Contributor has removed from Covered Software;
|
|
||||||
or
|
|
||||||
|
|
||||||
(b) for infringements caused by: (i) Your and any other third party's
|
|
||||||
modifications of Covered Software, or (ii) the combination of its
|
|
||||||
Contributions with other software (except as part of its Contributor
|
|
||||||
Version); or
|
|
||||||
|
|
||||||
(c) under Patent Claims infringed by Covered Software in the absence of
|
|
||||||
its Contributions.
|
|
||||||
|
|
||||||
This License does not grant any rights in the trademarks, service marks,
|
|
||||||
or logos of any Contributor (except as may be necessary to comply with
|
|
||||||
the notice requirements in Section 3.4).
|
|
||||||
|
|
||||||
2.4. Subsequent Licenses
|
|
||||||
|
|
||||||
No Contributor makes additional grants as a result of Your choice to
|
|
||||||
distribute the Covered Software under a subsequent version of this
|
|
||||||
License (see Section 10.2) or under the terms of a Secondary License (if
|
|
||||||
permitted under the terms of Section 3.3).
|
|
||||||
|
|
||||||
2.5. Representation
|
|
||||||
|
|
||||||
Each Contributor represents that the Contributor believes its
|
|
||||||
Contributions are its original creation(s) or it has sufficient rights
|
|
||||||
to grant the rights to its Contributions conveyed by this License.
|
|
||||||
|
|
||||||
2.6. Fair Use
|
|
||||||
|
|
||||||
This License is not intended to limit any rights You have under
|
|
||||||
applicable copyright doctrines of fair use, fair dealing, or other
|
|
||||||
equivalents.
|
|
||||||
|
|
||||||
2.7. Conditions
|
|
||||||
|
|
||||||
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
|
|
||||||
in Section 2.1.
|
|
||||||
|
|
||||||
3. Responsibilities
|
|
||||||
-------------------
|
|
||||||
|
|
||||||
3.1. Distribution of Source Form
|
|
||||||
|
|
||||||
All distribution of Covered Software in Source Code Form, including any
|
|
||||||
Modifications that You create or to which You contribute, must be under
|
|
||||||
the terms of this License. You must inform recipients that the Source
|
|
||||||
Code Form of the Covered Software is governed by the terms of this
|
|
||||||
License, and how they can obtain a copy of this License. You may not
|
|
||||||
attempt to alter or restrict the recipients' rights in the Source Code
|
|
||||||
Form.
|
|
||||||
|
|
||||||
3.2. Distribution of Executable Form
|
|
||||||
|
|
||||||
If You distribute Covered Software in Executable Form then:
|
|
||||||
|
|
||||||
(a) such Covered Software must also be made available in Source Code
|
|
||||||
Form, as described in Section 3.1, and You must inform recipients of
|
|
||||||
the Executable Form how they can obtain a copy of such Source Code
|
|
||||||
Form by reasonable means in a timely manner, at a charge no more
|
|
||||||
than the cost of distribution to the recipient; and
|
|
||||||
|
|
||||||
(b) You may distribute such Executable Form under the terms of this
|
|
||||||
License, or sublicense it under different terms, provided that the
|
|
||||||
license for the Executable Form does not attempt to limit or alter
|
|
||||||
the recipients' rights in the Source Code Form under this License.
|
|
||||||
|
|
||||||
3.3. Distribution of a Larger Work
|
|
||||||
|
|
||||||
You may create and distribute a Larger Work under terms of Your choice,
|
|
||||||
provided that You also comply with the requirements of this License for
|
|
||||||
the Covered Software. If the Larger Work is a combination of Covered
|
|
||||||
Software with a work governed by one or more Secondary Licenses, and the
|
|
||||||
Covered Software is not Incompatible With Secondary Licenses, this
|
|
||||||
License permits You to additionally distribute such Covered Software
|
|
||||||
under the terms of such Secondary License(s), so that the recipient of
|
|
||||||
the Larger Work may, at their option, further distribute the Covered
|
|
||||||
Software under the terms of either this License or such Secondary
|
|
||||||
License(s).
|
|
||||||
|
|
||||||
3.4. Notices
|
|
||||||
|
|
||||||
You may not remove or alter the substance of any license notices
|
|
||||||
(including copyright notices, patent notices, disclaimers of warranty,
|
|
||||||
or limitations of liability) contained within the Source Code Form of
|
|
||||||
the Covered Software, except that You may alter any license notices to
|
|
||||||
the extent required to remedy known factual inaccuracies.
|
|
||||||
|
|
||||||
3.5. Application of Additional Terms
|
|
||||||
|
|
||||||
You may choose to offer, and to charge a fee for, warranty, support,
|
|
||||||
indemnity or liability obligations to one or more recipients of Covered
|
|
||||||
Software. However, You may do so only on Your own behalf, and not on
|
|
||||||
behalf of any Contributor. You must make it absolutely clear that any
|
|
||||||
such warranty, support, indemnity, or liability obligation is offered by
|
|
||||||
You alone, and You hereby agree to indemnify every Contributor for any
|
|
||||||
liability incurred by such Contributor as a result of warranty, support,
|
|
||||||
indemnity or liability terms You offer. You may include additional
|
|
||||||
disclaimers of warranty and limitations of liability specific to any
|
|
||||||
jurisdiction.
|
|
||||||
|
|
||||||
4. Inability to Comply Due to Statute or Regulation
|
|
||||||
---------------------------------------------------
|
|
||||||
|
|
||||||
If it is impossible for You to comply with any of the terms of this
|
|
||||||
License with respect to some or all of the Covered Software due to
|
|
||||||
statute, judicial order, or regulation then You must: (a) comply with
|
|
||||||
the terms of this License to the maximum extent possible; and (b)
|
|
||||||
describe the limitations and the code they affect. Such description must
|
|
||||||
be placed in a text file included with all distributions of the Covered
|
|
||||||
Software under this License. Except to the extent prohibited by statute
|
|
||||||
or regulation, such description must be sufficiently detailed for a
|
|
||||||
recipient of ordinary skill to be able to understand it.
|
|
||||||
|
|
||||||
5. Termination
|
|
||||||
--------------
|
|
||||||
|
|
||||||
5.1. The rights granted under this License will terminate automatically
|
|
||||||
if You fail to comply with any of its terms. However, if You become
|
|
||||||
compliant, then the rights granted under this License from a particular
|
|
||||||
Contributor are reinstated (a) provisionally, unless and until such
|
|
||||||
Contributor explicitly and finally terminates Your grants, and (b) on an
|
|
||||||
ongoing basis, if such Contributor fails to notify You of the
|
|
||||||
non-compliance by some reasonable means prior to 60 days after You have
|
|
||||||
come back into compliance. Moreover, Your grants from a particular
|
|
||||||
Contributor are reinstated on an ongoing basis if such Contributor
|
|
||||||
notifies You of the non-compliance by some reasonable means, this is the
|
|
||||||
first time You have received notice of non-compliance with this License
|
|
||||||
from such Contributor, and You become compliant prior to 30 days after
|
|
||||||
Your receipt of the notice.
|
|
||||||
|
|
||||||
5.2. If You initiate litigation against any entity by asserting a patent
|
|
||||||
infringement claim (excluding declaratory judgment actions,
|
|
||||||
counter-claims, and cross-claims) alleging that a Contributor Version
|
|
||||||
directly or indirectly infringes any patent, then the rights granted to
|
|
||||||
You by any and all Contributors for the Covered Software under Section
|
|
||||||
2.1 of this License shall terminate.
|
|
||||||
|
|
||||||
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
|
|
||||||
end user license agreements (excluding distributors and resellers) which
|
|
||||||
have been validly granted by You or Your distributors under this License
|
|
||||||
prior to termination shall survive termination.
|
|
||||||
|
|
||||||
************************************************************************
|
|
||||||
* *
|
|
||||||
* 6. Disclaimer of Warranty *
|
|
||||||
* ------------------------- *
|
|
||||||
* *
|
|
||||||
* Covered Software is provided under this License on an "as is" *
|
|
||||||
* basis, without warranty of any kind, either expressed, implied, or *
|
|
||||||
* statutory, including, without limitation, warranties that the *
|
|
||||||
* Covered Software is free of defects, merchantable, fit for a *
|
|
||||||
* particular purpose or non-infringing. The entire risk as to the *
|
|
||||||
* quality and performance of the Covered Software is with You. *
|
|
||||||
* Should any Covered Software prove defective in any respect, You *
|
|
||||||
* (not any Contributor) assume the cost of any necessary servicing, *
|
|
||||||
* repair, or correction. This disclaimer of warranty constitutes an *
|
|
||||||
* essential part of this License. No use of any Covered Software is *
|
|
||||||
* authorized under this License except under this disclaimer. *
|
|
||||||
* *
|
|
||||||
************************************************************************
|
|
||||||
|
|
||||||
************************************************************************
|
|
||||||
* *
|
|
||||||
* 7. Limitation of Liability *
|
|
||||||
* -------------------------- *
|
|
||||||
* *
|
|
||||||
* Under no circumstances and under no legal theory, whether tort *
|
|
||||||
* (including negligence), contract, or otherwise, shall any *
|
|
||||||
* Contributor, or anyone who distributes Covered Software as *
|
|
||||||
* permitted above, be liable to You for any direct, indirect, *
|
|
||||||
* special, incidental, or consequential damages of any character *
|
|
||||||
* including, without limitation, damages for lost profits, loss of *
|
|
||||||
* goodwill, work stoppage, computer failure or malfunction, or any *
|
|
||||||
* and all other commercial damages or losses, even if such party *
|
|
||||||
* shall have been informed of the possibility of such damages. This *
|
|
||||||
* limitation of liability shall not apply to liability for death or *
|
|
||||||
* personal injury resulting from such party's negligence to the *
|
|
||||||
* extent applicable law prohibits such limitation. Some *
|
|
||||||
* jurisdictions do not allow the exclusion or limitation of *
|
|
||||||
* incidental or consequential damages, so this exclusion and *
|
|
||||||
* limitation may not apply to You. *
|
|
||||||
* *
|
|
||||||
************************************************************************
|
|
||||||
|
|
||||||
8. Litigation
|
|
||||||
-------------
|
|
||||||
|
|
||||||
Any litigation relating to this License may be brought only in the
|
|
||||||
courts of a jurisdiction where the defendant maintains its principal
|
|
||||||
place of business and such litigation shall be governed by laws of that
|
|
||||||
jurisdiction, without reference to its conflict-of-law provisions.
|
|
||||||
Nothing in this Section shall prevent a party's ability to bring
|
|
||||||
cross-claims or counter-claims.
|
|
||||||
|
|
||||||
9. Miscellaneous
|
|
||||||
----------------
|
|
||||||
|
|
||||||
This License represents the complete agreement concerning the subject
|
|
||||||
matter hereof. If any provision of this License is held to be
|
|
||||||
unenforceable, such provision shall be reformed only to the extent
|
|
||||||
necessary to make it enforceable. Any law or regulation which provides
|
|
||||||
that the language of a contract shall be construed against the drafter
|
|
||||||
shall not be used to construe this License against a Contributor.
|
|
||||||
|
|
||||||
10. Versions of the License
|
|
||||||
---------------------------
|
|
||||||
|
|
||||||
10.1. New Versions
|
|
||||||
|
|
||||||
Mozilla Foundation is the license steward. Except as provided in Section
|
|
||||||
10.3, no one other than the license steward has the right to modify or
|
|
||||||
publish new versions of this License. Each version will be given a
|
|
||||||
distinguishing version number.
|
|
||||||
|
|
||||||
10.2. Effect of New Versions
|
|
||||||
|
|
||||||
You may distribute the Covered Software under the terms of the version
|
|
||||||
of the License under which You originally received the Covered Software,
|
|
||||||
or under the terms of any subsequent version published by the license
|
|
||||||
steward.
|
|
||||||
|
|
||||||
10.3. Modified Versions
|
|
||||||
|
|
||||||
If you create software not governed by this License, and you want to
|
|
||||||
create a new license for such software, you may create and use a
|
|
||||||
modified version of this License if you rename the license and remove
|
|
||||||
any references to the name of the license steward (except to note that
|
|
||||||
such modified license differs from this License).
|
|
||||||
|
|
||||||
10.4. Distributing Source Code Form that is Incompatible With Secondary
|
|
||||||
Licenses
|
|
||||||
|
|
||||||
If You choose to distribute Source Code Form that is Incompatible With
|
|
||||||
Secondary Licenses under the terms of this version of the License, the
|
|
||||||
notice described in Exhibit B of this License must be attached.
|
|
||||||
|
|
||||||
Exhibit A - Source Code Form License Notice
|
|
||||||
-------------------------------------------
|
|
||||||
|
|
||||||
This Source Code Form is subject to the terms of the Mozilla Public
|
|
||||||
License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
||||||
file, You can obtain one at https://mozilla.org/MPL/2.0/.
|
|
||||||
|
|
||||||
If it is not possible or desirable to put the notice in a particular
|
|
||||||
file, then You may include the notice in a location (such as a LICENSE
|
|
||||||
file in a relevant directory) where a recipient would be likely to look
|
|
||||||
for such a notice.
|
|
||||||
|
|
||||||
You may add additional accurate notices of copyright ownership.
|
|
||||||
|
|
||||||
Exhibit B - "Incompatible With Secondary Licenses" Notice
|
|
||||||
---------------------------------------------------------
|
|
||||||
|
|
||||||
This Source Code Form is "Incompatible With Secondary Licenses", as
|
|
||||||
defined by the Mozilla Public License, v. 2.0.
|
|
||||||
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: ead5f2201e9c95549acb5631aad16b67
|
guid: d98555a675e8e5e879de17db950b55fe
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
19
LinearAlgebra/.editorconfig
Normal file
19
LinearAlgebra/.editorconfig
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
# EditorConfig is awesome: https://EditorConfig.org
|
||||||
|
|
||||||
|
# top-most EditorConfig file
|
||||||
|
root = true
|
||||||
|
|
||||||
|
[*]
|
||||||
|
indent_style = space
|
||||||
|
indent_size = 4
|
||||||
|
end_of_line = crlf
|
||||||
|
charset = utf-8
|
||||||
|
trim_trailing_whitespace = false
|
||||||
|
insert_final_newline = false
|
||||||
|
max_line_length = 80
|
||||||
|
|
||||||
|
[*.cs]
|
||||||
|
csharp_new_line_before_open_brace = none
|
||||||
|
# Suppress warnings everywhere
|
||||||
|
dotnet_diagnostic.IDE1006.severity = none
|
||||||
|
dotnet_diagnostic.IDE0130.severity = none
|
||||||
37
LinearAlgebra/.gitea/workflows/unit_tests.yaml
Normal file
37
LinearAlgebra/.gitea/workflows/unit_tests.yaml
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
name: Build and Run C# Unit Tests
|
||||||
|
|
||||||
|
on:
|
||||||
|
push:
|
||||||
|
branches:
|
||||||
|
- '**'
|
||||||
|
pull_request:
|
||||||
|
branches:
|
||||||
|
- '**'
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build-and-test:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Checkout code
|
||||||
|
uses: actions/checkout@v2
|
||||||
|
|
||||||
|
- name: Setup .NET
|
||||||
|
uses: actions/setup-dotnet@v1
|
||||||
|
with:
|
||||||
|
dotnet-version: '8.0.x' # Specify the .NET SDK version
|
||||||
|
|
||||||
|
- name: Check Current Directory
|
||||||
|
run: pwd # Logs the current working directory
|
||||||
|
|
||||||
|
- name: List Files
|
||||||
|
run: ls -la # Lists all files in the current directory
|
||||||
|
|
||||||
|
- name: Restore Dependencies
|
||||||
|
run: dotnet restore ./LinearAlgebra-csharp.sln # Restore NuGet packages
|
||||||
|
|
||||||
|
- name: Build the Project
|
||||||
|
run: dotnet build ./LinearAlgebra-csharp.sln --configuration Release # Build the C# project
|
||||||
|
|
||||||
|
- name: Run Unit Tests
|
||||||
|
run: dotnet test ./test/LinearAlgebra_Test.csproj --configuration Release # Execute unit tests
|
||||||
5
LinearAlgebra/.gitignore
vendored
Normal file
5
LinearAlgebra/.gitignore
vendored
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
DoxyGen/DoxyWarnLogfile.txt
|
||||||
|
.vscode/settings.json
|
||||||
|
**bin
|
||||||
|
**obj
|
||||||
|
**.meta
|
||||||
30
LinearAlgebra/LinearAlgebra-csharp.sln
Normal file
30
LinearAlgebra/LinearAlgebra-csharp.sln
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
|
# Visual Studio Version 17
|
||||||
|
VisualStudioVersion = 17.5.2.0
|
||||||
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LinearAlgebra", "src\LinearAlgebra.csproj", "{ECB58727-0354-924D-AE7B-22F6B21097EB}"
|
||||||
|
EndProject
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LinearAlgebra_Test", "test\LinearAlgebra_Test.csproj", "{715BB399-5FC4-2AC9-3757-177CA0C80774}"
|
||||||
|
EndProject
|
||||||
|
Global
|
||||||
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
|
Debug|Any CPU = Debug|Any CPU
|
||||||
|
Release|Any CPU = Release|Any CPU
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
|
{ECB58727-0354-924D-AE7B-22F6B21097EB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{ECB58727-0354-924D-AE7B-22F6B21097EB}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{ECB58727-0354-924D-AE7B-22F6B21097EB}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{ECB58727-0354-924D-AE7B-22F6B21097EB}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
{715BB399-5FC4-2AC9-3757-177CA0C80774}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{715BB399-5FC4-2AC9-3757-177CA0C80774}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{715BB399-5FC4-2AC9-3757-177CA0C80774}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{715BB399-5FC4-2AC9-3757-177CA0C80774}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
|
HideSolutionNode = FALSE
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||||
|
SolutionGuid = {E93B8294-87D4-4887-83B7-182A623D5833}
|
||||||
|
EndGlobalSection
|
||||||
|
EndGlobal
|
||||||
341
LinearAlgebra/src/Angle.cs
Normal file
341
LinearAlgebra/src/Angle.cs
Normal file
@ -0,0 +1,341 @@
|
|||||||
|
using System;
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
|
||||||
|
public struct AngleFloat {
|
||||||
|
public const float Rad2Deg = 360.0f / ((float)Math.PI * 2); //0.0174532924F;
|
||||||
|
public const float Deg2Rad = (float)Math.PI * 2 / 360.0f; //57.29578F;
|
||||||
|
|
||||||
|
private AngleFloat(float degrees) {
|
||||||
|
this.value = degrees;
|
||||||
|
}
|
||||||
|
private readonly float value;
|
||||||
|
|
||||||
|
public static AngleFloat Degrees(float degrees) {
|
||||||
|
// Reduce it to (-180..180]
|
||||||
|
if (float.IsFinite(degrees)) {
|
||||||
|
while (degrees < -180)
|
||||||
|
degrees += 360;
|
||||||
|
while (degrees >= 180)
|
||||||
|
degrees -= 360;
|
||||||
|
}
|
||||||
|
return new AngleFloat(degrees);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static AngleFloat Radians(float radians) {
|
||||||
|
// Reduce it to (-pi..pi]
|
||||||
|
if (float.IsFinite(radians)) {
|
||||||
|
while (radians <= -Math.PI)
|
||||||
|
radians += 2 * (float)Math.PI;
|
||||||
|
while (radians > Math.PI)
|
||||||
|
radians -= 2 * (float)Math.PI;
|
||||||
|
}
|
||||||
|
|
||||||
|
return new AngleFloat(radians * Rad2Deg);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static AngleFloat Revolutions(float revolutions) {
|
||||||
|
// reduce it to (-0.5 .. 0.5]
|
||||||
|
if (float.IsFinite(revolutions)) {
|
||||||
|
// Get the integer part
|
||||||
|
int integerPart = (int)revolutions;
|
||||||
|
|
||||||
|
// Get the decimal part
|
||||||
|
revolutions -= integerPart;
|
||||||
|
if (revolutions < -0.5)
|
||||||
|
revolutions += 1;
|
||||||
|
if (revolutions >= 0.5)
|
||||||
|
revolutions -= 1;
|
||||||
|
}
|
||||||
|
return new AngleFloat(revolutions * 360);
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly float inDegrees => this.value;
|
||||||
|
|
||||||
|
public readonly float inRadians => this.value * Deg2Rad;
|
||||||
|
|
||||||
|
public readonly float inRevolutions => this.value / 360.0f;
|
||||||
|
|
||||||
|
public override string ToString() {
|
||||||
|
return $"{this.inDegrees}\u00B0";
|
||||||
|
}
|
||||||
|
|
||||||
|
public static readonly AngleFloat zero = Degrees(0);
|
||||||
|
public static readonly AngleFloat deg90 = Degrees(90);
|
||||||
|
public static readonly AngleFloat deg180 = Degrees(180);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Get the sign of the angle
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a">The angle</param>
|
||||||
|
/// <returns>-1 when the angle is negative, 1 when it is positive and 0 in all other cases</returns>
|
||||||
|
public static int Sign(AngleFloat a) {
|
||||||
|
if (a.value < 0)
|
||||||
|
return -1;
|
||||||
|
if (a.value > 0)
|
||||||
|
return 1;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the magnitude of the angle
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a">The angle</param>
|
||||||
|
/// <returns>The positive magnitude of the angle</returns>
|
||||||
|
/// Negative values are negated to get a positive result
|
||||||
|
public static AngleFloat Abs(AngleFloat a) {
|
||||||
|
if (Sign(a) < 0)
|
||||||
|
return -a;
|
||||||
|
else
|
||||||
|
return a;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests the equality of two angles
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a1"></param>
|
||||||
|
/// <param name="a2"></param>
|
||||||
|
/// <returns>True when the angles are equal, false otherwise</returns>
|
||||||
|
/// <remarks>The equality is determine within the limits of precision of a float</remarks>
|
||||||
|
public static bool operator ==(AngleFloat a1, AngleFloat a2) {
|
||||||
|
return a1.value == a2.value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests the inequality of two angles
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a1"></param>
|
||||||
|
/// <param name="a2"></param>
|
||||||
|
/// <returns>True when the angles are not equal, false otherwise</returns>
|
||||||
|
/// <remarks>The equality is determine within the limits of precision of a float</remarks>
|
||||||
|
public static bool operator !=(AngleFloat a1, AngleFloat a2) {
|
||||||
|
return a1.value != a2.value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override readonly bool Equals(object obj) {
|
||||||
|
if (obj is AngleFloat other) {
|
||||||
|
return this == other;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override readonly int GetHashCode() {
|
||||||
|
return this.value.GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the first angle is greater than the second
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a1"></param>
|
||||||
|
/// <param name="a2"></param>
|
||||||
|
/// <returns>True when a1 is greater than a2, False otherwise</returns>
|
||||||
|
public static bool operator >(AngleFloat a1, AngleFloat a2) {
|
||||||
|
return a1.value > a2.value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the first angle is greater than or equal to the second
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a1"></param>
|
||||||
|
/// <param name="a2"></param>
|
||||||
|
/// <returns>True when a1 is greater than or equal to a2, False otherwise</returns>
|
||||||
|
public static bool operator >=(AngleFloat a1, AngleFloat a2) {
|
||||||
|
return a1.value >= a2.value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the first angle is less than the second
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a1"></param>
|
||||||
|
/// <param name="a2"></param>
|
||||||
|
/// <returns>True when a1 is less than a2, False otherwise</returns>
|
||||||
|
public static bool operator <(AngleFloat a1, AngleFloat a2) {
|
||||||
|
return a1.value < a2.value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the first angle is less than or equal to the second
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a1"></param>
|
||||||
|
/// <param name="a2"></param>
|
||||||
|
/// <returns>True when a1 is less than or equal to a2, False otherwise</returns>
|
||||||
|
public static bool operator <=(AngleFloat a1, AngleFloat a2) {
|
||||||
|
return a1.value <= a2.value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Negate the angle
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a">The angle</param>
|
||||||
|
/// <returns>The negated angle</returns>
|
||||||
|
/// The negation of -180 is still -180 because the range is (-180..180]
|
||||||
|
public static AngleFloat operator -(AngleFloat a) {
|
||||||
|
AngleFloat r = new(-a.value);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Subtract two angles
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a1">Angle 1</param>
|
||||||
|
/// <param name="a2">Angle 2</param>
|
||||||
|
/// <returns>The result of the subtraction</returns>
|
||||||
|
public static AngleFloat operator -(AngleFloat a1, AngleFloat a2) {
|
||||||
|
AngleFloat r = new(a1.value - a2.value);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Add two angles
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a1">Angle 1</param>
|
||||||
|
/// <param name="a2">Angle 2</param>
|
||||||
|
/// <returns>The result of the addition</returns>
|
||||||
|
public static AngleFloat operator +(AngleFloat a1, AngleFloat a2) {
|
||||||
|
AngleFloat r = new(a1.value + a2.value);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Multiplies the angle
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a">The angle to multiply</param>
|
||||||
|
/// <param name="factor">The factor by which the angle is multiplied</param>
|
||||||
|
/// <returns>The multiplied angle</returns>
|
||||||
|
public static AngleFloat operator *(AngleFloat a, float factor) {
|
||||||
|
return Degrees(a.inDegrees * factor);
|
||||||
|
}
|
||||||
|
public static AngleFloat operator *(float factor, AngleFloat a) {
|
||||||
|
return Degrees(factor * a.inDegrees);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Clamp the angle between the given min and max values
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="angle">The angle to clamp</param>
|
||||||
|
/// <param name="min">The minimum angle</param>
|
||||||
|
/// <param name="max">The maximum angle</param>
|
||||||
|
/// <returns>The clamped angle</returns>
|
||||||
|
/// Angles are normalized
|
||||||
|
public static float Clamp(AngleFloat angle, AngleFloat min, AngleFloat max) {
|
||||||
|
return Float.Clamp(angle.inDegrees, min.inDegrees, max.inDegrees);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Calculates the cosine of an angle
|
||||||
|
/// @param angle The given angle
|
||||||
|
/// @return The cosine of the angle
|
||||||
|
public static float Cos(AngleFloat angle) {
|
||||||
|
return MathF.Cos(angle.inRadians);
|
||||||
|
}
|
||||||
|
/// @brief Calculates the sine of an angle
|
||||||
|
/// @param angle The given angle
|
||||||
|
/// @return The sine of the angle
|
||||||
|
public static float Sin(AngleFloat angle) {
|
||||||
|
return MathF.Sin(angle.inRadians);
|
||||||
|
}
|
||||||
|
/// @brief Calculates the tangent of an angle
|
||||||
|
/// @param angle The given angle
|
||||||
|
/// @return The tangent of the angle
|
||||||
|
public static float Tan(AngleFloat angle) {
|
||||||
|
return MathF.Tan(angle.inRadians);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Calculates the arc cosine angle
|
||||||
|
/// @param f The value
|
||||||
|
/// @return The arc cosine for the given value
|
||||||
|
public static AngleFloat Acos(float f) {
|
||||||
|
return Radians(MathF.Acos(f));
|
||||||
|
}
|
||||||
|
/// @brief Calculates the arc sine angle
|
||||||
|
/// @param f The value
|
||||||
|
/// @return The arc sine for the given value
|
||||||
|
public static AngleFloat Asin(float f) {
|
||||||
|
return Radians(MathF.Asin(f));
|
||||||
|
}
|
||||||
|
/// @brief Calculates the arc tangent angle
|
||||||
|
/// @param f The value
|
||||||
|
/// @return The arc tangent for the given value
|
||||||
|
public static AngleFloat Atan(float f) {
|
||||||
|
return Radians(MathF.Atan(f));
|
||||||
|
}
|
||||||
|
/// @brief Calculates the tangent for the given values
|
||||||
|
/// @param y The vertical value
|
||||||
|
/// @param x The horizontal value
|
||||||
|
/// @return The tanget for the given values
|
||||||
|
/// Uses the y and x signs to compute the quadrant
|
||||||
|
public static AngleFloat Atan2(float y, float x) {
|
||||||
|
return Radians(MathF.Atan2(y, x));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Rotate from one angle to the other with a maximum degrees
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="fromAngle">Starting angle</param>
|
||||||
|
/// <param name="toAngle">Target angle</param>
|
||||||
|
/// <param name="maxAngle">Maximum angle to rotate</param>
|
||||||
|
/// <returns>The resulting angle</returns>
|
||||||
|
/// This function is compatible with radian and degrees angles
|
||||||
|
public static AngleFloat MoveTowards(AngleFloat fromAngle, AngleFloat toAngle, float maxDegrees) {
|
||||||
|
maxDegrees = Math.Max(0, maxDegrees); // filter out negative distances
|
||||||
|
AngleFloat d = toAngle - fromAngle;
|
||||||
|
float dDegrees = Abs(d).inDegrees;
|
||||||
|
d = Degrees(Float.Clamp(dDegrees, 0, maxDegrees));
|
||||||
|
if (Sign(d) < 0)
|
||||||
|
d = -d;
|
||||||
|
return fromAngle + d;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// %Angle utilities
|
||||||
|
/// </summary>
|
||||||
|
public static class Angles {
|
||||||
|
public const float pi = 3.1415927410125732421875F;
|
||||||
|
// public static float Rad2Deg = 360.0f / ((float)Math.PI * 2);
|
||||||
|
// public static float Deg2Rad = ((float)Math.PI * 2) / 360.0f;
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Determine the angle difference, result is a normalized angle
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a">First first angle</param>
|
||||||
|
/// <param name="b">The second angle</param>
|
||||||
|
/// <returns>the angle between the two angles</returns>
|
||||||
|
/// Angle values should be degrees
|
||||||
|
public static float Difference(float a, float b) {
|
||||||
|
float r = Normalize(b - a);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Normalize an angle to the range -180 < angle <= 180
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="angle">The angle to normalize</param>
|
||||||
|
/// <returns>The normalized angle in interval (-180..180] </returns>
|
||||||
|
/// Angle values should be in degrees
|
||||||
|
public static float Normalize(float angle) {
|
||||||
|
if (float.IsInfinity(angle))
|
||||||
|
return angle;
|
||||||
|
|
||||||
|
while (angle <= -180) angle += 360;
|
||||||
|
while (angle > 180) angle -= 360;
|
||||||
|
return angle;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Map interval of angles between vectors [0..Pi] to interval [0..1]
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns>The resulting factor in interval [0..1]</returns>
|
||||||
|
/// Vectors a and b must be normalized
|
||||||
|
/// \deprecated Please use Vector2.ToFactor instead.
|
||||||
|
// [Obsolete("Please use Vector2.ToFactor instead.")]
|
||||||
|
// public static float ToFactor(Vector2Float v1, Vector2Float v2) {
|
||||||
|
// return (1 - Vector2Float.Dot(v1, v2)) / 2;
|
||||||
|
// }
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
287
LinearAlgebra/src/Decomposition.cs
Normal file
287
LinearAlgebra/src/Decomposition.cs
Normal file
@ -0,0 +1,287 @@
|
|||||||
|
using System;
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
class QR {
|
||||||
|
// QR Decomposition of a matrix A
|
||||||
|
public static (Matrix2 Q, Matrix2 R) Decomposition(Matrix2 A) {
|
||||||
|
int nRows = A.nRows;
|
||||||
|
int nCols = A.nCols;
|
||||||
|
|
||||||
|
float[,] Q = new float[nRows, nCols];
|
||||||
|
float[,] R = new float[nCols, nCols];
|
||||||
|
|
||||||
|
// Perform Gram-Schmidt orthogonalization
|
||||||
|
for (uint colIx = 0; colIx < nCols; colIx++) {
|
||||||
|
|
||||||
|
// Step 1: v = column(ix) of A
|
||||||
|
float[] v = new float[nRows];
|
||||||
|
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||||
|
v[rowIx] = A.data[rowIx, colIx];
|
||||||
|
|
||||||
|
// Step 2: Subtract projections of v onto previous q's (orthogonalize)
|
||||||
|
for (uint colIx2 = 0; colIx2 < colIx; colIx2++) {
|
||||||
|
float dotProd = 0;
|
||||||
|
for (int i = 0; i < nRows; i++)
|
||||||
|
dotProd += Q[i, colIx2] * v[i];
|
||||||
|
for (int i = 0; i < nRows; i++)
|
||||||
|
v[i] -= dotProd * Q[i, colIx2];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 3: Normalize v to get column(ix) of Q
|
||||||
|
float norm = 0;
|
||||||
|
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||||
|
norm += v[rowIx] * v[rowIx];
|
||||||
|
norm = (float)Math.Sqrt(norm);
|
||||||
|
|
||||||
|
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||||
|
Q[rowIx, colIx] = v[rowIx] / norm;
|
||||||
|
|
||||||
|
// Store the coefficients of R
|
||||||
|
for (int colIx2 = 0; colIx2 <= colIx; colIx2++) {
|
||||||
|
R[colIx2, colIx] = 0;
|
||||||
|
for (int k = 0; k < nRows; k++)
|
||||||
|
R[colIx2, colIx] += Q[k, colIx2] * A.data[k, colIx];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return (new Matrix2(Q), new Matrix2(R));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reduced QR Decomposition of a matrix A
|
||||||
|
public static (Matrix2 Q, Matrix2 R) ReducedDecomposition(Matrix2 A) {
|
||||||
|
int nRows = A.nRows;
|
||||||
|
int nCols = A.nCols;
|
||||||
|
|
||||||
|
float[,] Q = new float[nRows, nCols];
|
||||||
|
float[,] R = new float[nCols, nCols];
|
||||||
|
|
||||||
|
// Perform Gram-Schmidt orthogonalization
|
||||||
|
for (int colIx = 0; colIx < nCols; colIx++) {
|
||||||
|
|
||||||
|
// Step 1: v = column(colIx) of A
|
||||||
|
float[] columnIx = new float[nRows];
|
||||||
|
bool isZeroColumn = true;
|
||||||
|
for (int rowIx = 0; rowIx < nRows; rowIx++) {
|
||||||
|
columnIx[rowIx] = A.data[rowIx, colIx];
|
||||||
|
if (columnIx[rowIx] != 0)
|
||||||
|
isZeroColumn = false;
|
||||||
|
}
|
||||||
|
if (isZeroColumn) {
|
||||||
|
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||||
|
Q[rowIx, colIx] = 0;
|
||||||
|
// Set corresponding R element to 0
|
||||||
|
R[colIx, colIx] = 0;
|
||||||
|
|
||||||
|
Console.WriteLine($"zero column {colIx}");
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 2: Subtract projections of v onto previous q's (orthogonalize)
|
||||||
|
for (int colIx2 = 0; colIx2 < colIx; colIx2++) {
|
||||||
|
// Compute the dot product of v and column(colIx2) of Q
|
||||||
|
float dotProduct = 0;
|
||||||
|
for (int rowIx2 = 0; rowIx2 < nRows; rowIx2++)
|
||||||
|
dotProduct += columnIx[rowIx2] * Q[rowIx2, colIx2];
|
||||||
|
// Subtract the projection from v
|
||||||
|
for (int rowIx2 = 0; rowIx2 < nRows; rowIx2++)
|
||||||
|
columnIx[rowIx2] -= dotProduct * Q[rowIx2, colIx2];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 3: Normalize v to get column(colIx) of Q
|
||||||
|
float norm = 0;
|
||||||
|
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||||
|
norm += columnIx[rowIx] * columnIx[rowIx];
|
||||||
|
if (norm == 0)
|
||||||
|
throw new Exception("invalid value");
|
||||||
|
|
||||||
|
norm = (float)Math.Sqrt(norm);
|
||||||
|
|
||||||
|
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||||
|
Q[rowIx, colIx] = columnIx[rowIx] / norm;
|
||||||
|
|
||||||
|
// Here is where it deviates from the Full QR Decomposition !
|
||||||
|
|
||||||
|
// Step 4: Compute the row(colIx) of R
|
||||||
|
for (int colIx2 = colIx; colIx2 < nCols; colIx2++) {
|
||||||
|
float dotProduct = 0;
|
||||||
|
for (int rowIx2 = 0; rowIx2 < nRows; rowIx2++)
|
||||||
|
dotProduct += Q[rowIx2, colIx] * A.data[rowIx2, colIx2];
|
||||||
|
R[colIx, colIx2] = dotProduct;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!float.IsFinite(R[0, 0]))
|
||||||
|
throw new Exception("invalid value");
|
||||||
|
|
||||||
|
return (new Matrix2(Q), new Matrix2(R));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SVD {
|
||||||
|
// According to ChatGPT, Mathnet uses Golub-Reinsch SVD algorithm
|
||||||
|
// 1. Bidiagonalization: The input matrix AA is reduced to a bidiagonal form using Golub-Kahan bidiagonalization.
|
||||||
|
// This process involves applying a sequence of Householder reflections to AA to create a bidiagonal matrix.
|
||||||
|
// This step reduces the complexity by making the matrix simpler while retaining the essential structure needed for SVD.
|
||||||
|
//
|
||||||
|
// 2. Diagonalization: Once the matrix is in bidiagonal form,
|
||||||
|
// the singular values are computed using an iterative process
|
||||||
|
// (typically involving QR factorization or Jacobi rotations) until convergence.
|
||||||
|
// This process diagonalizes the bidiagonal matrix and allows extraction of the singular values.
|
||||||
|
//
|
||||||
|
// 3. Computing UU and VTVT: After obtaining the singular values,
|
||||||
|
// the left singular vectors UU and right singular vectors VTVT are computed
|
||||||
|
// using the accumulated transformations (such as Householder reflections) from the bidiagonalization step.
|
||||||
|
|
||||||
|
// Bidiagnolizations through Householder transformations
|
||||||
|
public static (Matrix2 U1, Matrix2 B, Matrix2 V1) Bidiagonalization(Matrix2 A) {
|
||||||
|
int m = A.nRows; // Rows of A
|
||||||
|
int n = A.nCols; // Columns of A
|
||||||
|
float[,] U1 = new float[m, m]; // Left orthogonal matrix
|
||||||
|
float[,] V1 = new float[n, n]; // Right orthogonal matrix
|
||||||
|
float[,] B = A.Clone().data; // Copy A to B for transformation
|
||||||
|
|
||||||
|
// Initialize U1 and V1 as identity matrices
|
||||||
|
for (int i = 0; i < m; i++)
|
||||||
|
U1[i, i] = 1;
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
V1[i, i] = 1;
|
||||||
|
|
||||||
|
// Perform Householder reflections to create a bidiagonal matrix B
|
||||||
|
for (int j = 0; j < n; j++) {
|
||||||
|
// Step 1: Construct the Householder vector y
|
||||||
|
float[] y = new float[m - j];
|
||||||
|
for (int i = j; i < m; i++)
|
||||||
|
y[i - j] = B[i, j];
|
||||||
|
|
||||||
|
// Step 2: Compute the norm and scalar alpha
|
||||||
|
float norm = 0;
|
||||||
|
for (int i = 0; i < y.Length; i++)
|
||||||
|
norm += y[i] * y[i];
|
||||||
|
norm = (float)Math.Sqrt(norm);
|
||||||
|
|
||||||
|
if (B[j, j] > 0)
|
||||||
|
norm = -norm;
|
||||||
|
|
||||||
|
float alpha = (float)Math.Sqrt(0.5 * (norm * (norm - B[j, j])));
|
||||||
|
float r = (float)Math.Sqrt(0.5 * (norm * (norm + B[j, j])));
|
||||||
|
|
||||||
|
// Step 3: Apply the reflection to zero out below diagonal
|
||||||
|
for (int k = j; k < n; k++) {
|
||||||
|
float dot = 0;
|
||||||
|
for (int i = j; i < m; i++)
|
||||||
|
dot += y[i - j] * B[i, k];
|
||||||
|
dot /= r;
|
||||||
|
|
||||||
|
for (int i = j; i < m; i++)
|
||||||
|
B[i, k] -= 2 * dot * y[i - j];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 4: Update U1 with the Householder reflection (U1 * Householder)
|
||||||
|
for (int i = j; i < m; i++)
|
||||||
|
U1[i, j] = y[i - j] / alpha;
|
||||||
|
|
||||||
|
// Step 5: Update V1 (storing the Householder vector y)
|
||||||
|
// Correct indexing: we only need to store part of y in V1 from index j to n
|
||||||
|
for (int i = j; i < n; i++)
|
||||||
|
V1[j, i] = B[j, i];
|
||||||
|
|
||||||
|
// Repeat steps for further columns if necessary
|
||||||
|
}
|
||||||
|
return (new Matrix2(U1), new Matrix2(B), new Matrix2(V1));
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 Bidiagonalize(Matrix2 A) {
|
||||||
|
int m = A.nRows; // Rows of A
|
||||||
|
int n = A.nCols; // Columns of A
|
||||||
|
float[,] B = A.Clone().data; // Copy A to B for transformation
|
||||||
|
|
||||||
|
// Perform Householder reflections to create a bidiagonal matrix B
|
||||||
|
for (int j = 0; j < n; j++) {
|
||||||
|
// Step 1: Construct the Householder vector y
|
||||||
|
float[] y = new float[m - j];
|
||||||
|
for (int i = j; i < m; i++)
|
||||||
|
y[i - j] = B[i, j];
|
||||||
|
|
||||||
|
// Step 2: Compute the norm and scalar alpha
|
||||||
|
float norm = 0;
|
||||||
|
for (int i = 0; i < y.Length; i++)
|
||||||
|
norm += y[i] * y[i];
|
||||||
|
norm = (float)Math.Sqrt(norm);
|
||||||
|
|
||||||
|
if (B[j, j] > 0)
|
||||||
|
norm = -norm;
|
||||||
|
|
||||||
|
float r = (float)Math.Sqrt(0.5 * (norm * (norm + B[j, j])));
|
||||||
|
|
||||||
|
// Step 3: Apply the reflection to zero out below diagonal
|
||||||
|
for (int k = j; k < n; k++) {
|
||||||
|
float dot = 0;
|
||||||
|
for (int i = j; i < m; i++)
|
||||||
|
dot += y[i - j] * B[i, k];
|
||||||
|
dot /= r;
|
||||||
|
|
||||||
|
for (int i = j; i < m; i++)
|
||||||
|
B[i, k] -= 2 * dot * y[i - j];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Repeat steps for further columns if necessary
|
||||||
|
}
|
||||||
|
return new Matrix2(B);
|
||||||
|
}
|
||||||
|
|
||||||
|
// QR Iteration for diagonalization of a bidiagonal matrix B
|
||||||
|
public static (Matrix1 singularValues, Matrix2 U, Matrix2 Vt) QRIteration(Matrix2 B) {
|
||||||
|
int m = B.nRows;
|
||||||
|
int n = B.nCols;
|
||||||
|
|
||||||
|
Matrix2 U = new(m, m); // Left singular vectors (U)
|
||||||
|
Matrix2 Vt = new(n, n); // Right singular vectors (V^T)
|
||||||
|
float[] singularValues = new float[Math.Min(m, n)]; // Singular values
|
||||||
|
|
||||||
|
// Initialize U and Vt as identity matrices
|
||||||
|
for (int i = 0; i < m; i++)
|
||||||
|
U.data[i, i] = 1;
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
Vt.data[i, i] = 1;
|
||||||
|
|
||||||
|
// Perform QR iterations
|
||||||
|
float tolerance = 1e-7f; //1e-12f; for double
|
||||||
|
bool converged = false;
|
||||||
|
while (!converged) {
|
||||||
|
// Perform QR decomposition on the matrix B
|
||||||
|
(Matrix2 Q, Matrix2 R) = QR.Decomposition(B);
|
||||||
|
|
||||||
|
// Update B to be the product Q * R //R * Q
|
||||||
|
B = R * Q;
|
||||||
|
|
||||||
|
// Accumulate the transformations in U and Vt
|
||||||
|
U *= Q;
|
||||||
|
Vt *= R;
|
||||||
|
|
||||||
|
// Check convergence by looking at the off-diagonal elements of B
|
||||||
|
converged = true;
|
||||||
|
for (int i = 0; i < m - 1; i++) {
|
||||||
|
for (int j = i + 1; j < n; j++) {
|
||||||
|
if (Math.Abs(B.data[i, j]) > tolerance) {
|
||||||
|
converged = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Extract singular values (diagonal elements of B)
|
||||||
|
for (int i = 0; i < Math.Min(m, n); i++)
|
||||||
|
singularValues[i] = B.data[i, i];
|
||||||
|
|
||||||
|
return (new Matrix1(singularValues), U, Vt);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static (Matrix2 U, Matrix1 S, Matrix2 Vt) Decomposition(Matrix2 A) {
|
||||||
|
if (A.nRows != A.nCols)
|
||||||
|
throw new ArgumentException("SVD: matrix A has to be square.");
|
||||||
|
|
||||||
|
Matrix2 B = Bidiagonalize(A);
|
||||||
|
(Matrix1 S, Matrix2 U, Matrix2 Vt) = QRIteration(B);
|
||||||
|
return (U, S, Vt);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
261
LinearAlgebra/src/Direction.cs
Normal file
261
LinearAlgebra/src/Direction.cs
Normal file
@ -0,0 +1,261 @@
|
|||||||
|
using System;
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
using Vector3Float = UnityEngine.Vector3;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace LinearAlgebra
|
||||||
|
{
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A direction in 3D space
|
||||||
|
/// </summary>
|
||||||
|
/// A direction is represented using two angles:
|
||||||
|
/// * The horizontal angle ranging from -180 (inclusive) to 180 (exclusive)
|
||||||
|
/// degrees which is a rotation in the horizontal plane
|
||||||
|
/// * A vertical angle ranging from -90 (inclusive) to 90 (exclusive) degrees
|
||||||
|
/// which is the rotation in the up/down direction applied after the horizontal
|
||||||
|
/// rotation has been applied.
|
||||||
|
/// The angles are automatically normalized to stay within the abovenmentioned
|
||||||
|
/// ranges.
|
||||||
|
public struct Direction
|
||||||
|
{
|
||||||
|
/// @brief horizontal angle, range = (-180..180] degrees
|
||||||
|
public AngleFloat horizontal;
|
||||||
|
/// @brief vertical angle, range in degrees = (-90..90] degrees
|
||||||
|
public AngleFloat vertical;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a new direction
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="horizontal">The horizontal angle</param>
|
||||||
|
/// <param name="vertical">The vertical angle</param>
|
||||||
|
/// <remarks>The direction will be normalized automatically
|
||||||
|
/// to ensure the angles are within the allowed ranges</remarks>
|
||||||
|
public Direction(AngleFloat horizontal, AngleFloat vertical)
|
||||||
|
{
|
||||||
|
this.horizontal = horizontal;
|
||||||
|
this.vertical = vertical;
|
||||||
|
this.Normalize();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a direction using angle values in degrees
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="horizontal">The horizontal angle in degrees</param>
|
||||||
|
/// <param name="vertical">The vertical angle in degrees</param>
|
||||||
|
/// <returns>The direction</returns>
|
||||||
|
/// <remarks>The direction will be normalized automatically
|
||||||
|
/// to ensure the angles are within the allowed ranges</remarks>
|
||||||
|
public static Direction Degrees(float horizontal, float vertical)
|
||||||
|
{
|
||||||
|
Direction d = new()
|
||||||
|
{
|
||||||
|
horizontal = AngleFloat.Degrees(horizontal),
|
||||||
|
vertical = AngleFloat.Degrees(vertical)
|
||||||
|
};
|
||||||
|
d.Normalize();
|
||||||
|
return d;
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Create a direction using angle values in radians
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="horizontal">The horizontal angle in radians</param>
|
||||||
|
/// <param name="vertical">The vertical angle in radians</param>
|
||||||
|
/// <returns>The direction</returns>
|
||||||
|
public static Direction Radians(float horizontal, float vertical)
|
||||||
|
{
|
||||||
|
Direction d = new()
|
||||||
|
{
|
||||||
|
horizontal = AngleFloat.Radians(horizontal),
|
||||||
|
vertical = AngleFloat.Radians(vertical)
|
||||||
|
};
|
||||||
|
d.Normalize();
|
||||||
|
return d;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override readonly string ToString() {
|
||||||
|
return $"Direction(h: {this.horizontal}, v: {this.vertical})";
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A forward direction with zero for both angles
|
||||||
|
/// </summary>
|
||||||
|
public readonly static Direction forward = Degrees(0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A backward direction with horizontal angle -180 and zero vertical
|
||||||
|
/// angle
|
||||||
|
/// </summary>
|
||||||
|
public readonly static Direction backward = Degrees(-180, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A upward direction with zero horizontal angle and vertical angle 90
|
||||||
|
/// </summary>
|
||||||
|
public readonly static Direction up = Degrees(0, 90);
|
||||||
|
/// <summary>
|
||||||
|
/// A downward direction with zero horizontal angle and vertical angle
|
||||||
|
/// -90
|
||||||
|
/// </summary>
|
||||||
|
public readonly static Direction down = Degrees(0, -90);
|
||||||
|
/// <summary>
|
||||||
|
/// A left-pointing direction with horizontal angle -90 and zero
|
||||||
|
/// vertical angle
|
||||||
|
/// </summary>
|
||||||
|
public readonly static Direction left = Degrees(-90, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A right-pointing direction with horizontal angle 90 and zero
|
||||||
|
/// vertical angle
|
||||||
|
/// </summary>
|
||||||
|
public readonly static Direction right = Degrees(90, 0);
|
||||||
|
|
||||||
|
private void Normalize()
|
||||||
|
{
|
||||||
|
if (this.vertical > AngleFloat.deg90 || this.vertical < -AngleFloat.deg90)
|
||||||
|
{
|
||||||
|
this.horizontal += AngleFloat.deg180;
|
||||||
|
this.vertical = AngleFloat.Degrees(180 - this.vertical.inDegrees);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
/// <summary>
|
||||||
|
/// Convert the direction into a carthesian vector
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The carthesian vector corresponding to this direction.</returns>
|
||||||
|
public readonly UnityEngine.Vector3 ToVector3() {
|
||||||
|
// Convert degrees to radians
|
||||||
|
float radH = this.horizontal.inRadians;
|
||||||
|
float radV = this.vertical.inRadians;
|
||||||
|
|
||||||
|
// Calculate Vector
|
||||||
|
float cosV = MathF.Cos(radV);
|
||||||
|
float sinV = MathF.Sin(radV);
|
||||||
|
|
||||||
|
float x = cosV * MathF.Sin(radH);
|
||||||
|
float y = sinV;
|
||||||
|
float z = cosV * MathF.Cos(radH);
|
||||||
|
|
||||||
|
return new UnityEngine.Vector3(x, y, z);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert a carthesian vector into a direction
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v">The carthesian vector</param>
|
||||||
|
/// <returns>The direction</returns>
|
||||||
|
/// <remarks>Information about the length of the carthesian vector is not
|
||||||
|
/// included in this transformation</remarks>
|
||||||
|
public static Direction FromVector3(UnityEngine.Vector3 v) {
|
||||||
|
AngleFloat horizontal = AngleFloat.Atan2(v.x, v.z);
|
||||||
|
AngleFloat vertical = AngleFloat.deg90 - AngleFloat.Acos(v.y);
|
||||||
|
Direction d = new(horizontal, vertical);
|
||||||
|
return d;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
/// <summary>
|
||||||
|
/// Convert the direction into a carthesian vector
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The carthesian vector corresponding to this direction.</returns>
|
||||||
|
public readonly Vector3Float ToVector3() {
|
||||||
|
// Quaternion q = Quaternion.Euler(90 - this.vertical.inDegrees, this.horizontal.inDegrees, 0);
|
||||||
|
// Vector3Float v = q * Vector3Float.forward;
|
||||||
|
// return v;
|
||||||
|
|
||||||
|
float radH = this.horizontal.inRadians;
|
||||||
|
float radV = this.vertical.inRadians;
|
||||||
|
|
||||||
|
float cosV = MathF.Cos(radV);
|
||||||
|
float sinV = MathF.Sin(radV);
|
||||||
|
|
||||||
|
float horizontal = cosV * MathF.Sin(radH);
|
||||||
|
float vertical = sinV;
|
||||||
|
float depth = cosV * MathF.Cos(radH);
|
||||||
|
|
||||||
|
return new Vector3Float(horizontal, vertical, depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert a carthesian vector into a direction
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v">The carthesian vector</param>
|
||||||
|
/// <returns>The direction</returns>
|
||||||
|
/// <remarks>Information about the length of the carthesian vector is not
|
||||||
|
/// included in this transformation</remarks>
|
||||||
|
public static Direction FromVector3(Vector3Float v)
|
||||||
|
{
|
||||||
|
AngleFloat horizontal = AngleFloat.Atan2(v.horizontal, v.depth);
|
||||||
|
AngleFloat vertical = AngleFloat.deg90 - AngleFloat.Acos(v.vertical);
|
||||||
|
Direction d = new(horizontal, vertical);
|
||||||
|
return d;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
public static Direction operator -(Direction d) {
|
||||||
|
AngleFloat horizontal = d.horizontal + AngleFloat.deg180;
|
||||||
|
AngleFloat vertical = -d.vertical;
|
||||||
|
return new Direction(horizontal, vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests the equality of two directions
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="d1"></param>
|
||||||
|
/// <param name="d2"></param>
|
||||||
|
/// <returns>True when the direction angles are equal, false otherwise.</returns>
|
||||||
|
public static bool operator ==(Direction d1, Direction d2)
|
||||||
|
{
|
||||||
|
bool horizontalEq = d1.horizontal == d2.horizontal;
|
||||||
|
bool verticalEq = d1.vertical == d2.vertical;
|
||||||
|
return horizontalEq && verticalEq;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests the inequality of two directions
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="d1"></param>
|
||||||
|
/// <param name="d2"></param>
|
||||||
|
/// <returns>True when the direction angles are not equal, false otherwise.</returns>
|
||||||
|
public static bool operator !=(Direction d1, Direction d2)
|
||||||
|
{
|
||||||
|
bool horizontalNEq = d1.horizontal != d2.horizontal;
|
||||||
|
bool verticalNEq = d1.vertical != d2.vertical;
|
||||||
|
return horizontalNEq || verticalNEq;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override readonly bool Equals(object obj)
|
||||||
|
{
|
||||||
|
if (obj is not Direction d)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
bool horizontalEq = this.horizontal == d.horizontal;
|
||||||
|
bool verticalEq = this.vertical == d.vertical;
|
||||||
|
return horizontalEq && verticalEq;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public override readonly int GetHashCode()
|
||||||
|
{
|
||||||
|
return HashCode.Combine(horizontal, vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static AngleFloat UnsignedAngle(Direction d1, Direction d2) {
|
||||||
|
// Convert angles from degrees to radians
|
||||||
|
float horizontal1Rad = d1.horizontal.inRadians;
|
||||||
|
float vertical1Rad = d1.vertical.inRadians;
|
||||||
|
|
||||||
|
float horizontal2Rad = d2.horizontal.inRadians;
|
||||||
|
float vertical2Rad = d2.vertical.inRadians;
|
||||||
|
|
||||||
|
// Calculate the cosine of the angle using the spherical law of cosines
|
||||||
|
float cosTheta = MathF.Sin(vertical1Rad) * MathF.Sin(vertical2Rad) +
|
||||||
|
MathF.Cos(vertical1Rad) * MathF.Cos(vertical2Rad) *
|
||||||
|
MathF.Cos(horizontal1Rad - horizontal2Rad);
|
||||||
|
|
||||||
|
// Clip cosTheta to the valid range for acos
|
||||||
|
cosTheta = Float.Clamp(cosTheta, -1.0f, 1.0f);
|
||||||
|
|
||||||
|
// Calculate the angle
|
||||||
|
AngleFloat angle = AngleFloat.Acos(cosTheta);
|
||||||
|
return angle;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
41
LinearAlgebra/src/Float.cs
Normal file
41
LinearAlgebra/src/Float.cs
Normal file
@ -0,0 +1,41 @@
|
|||||||
|
namespace LinearAlgebra {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Float number utilities
|
||||||
|
/// </summary>
|
||||||
|
public class Float {
|
||||||
|
/// <summary>
|
||||||
|
/// The precision of float numbers
|
||||||
|
/// </summary>
|
||||||
|
public const float epsilon = 1E-05f;
|
||||||
|
/// <summary>
|
||||||
|
/// The square of the float number precision
|
||||||
|
/// </summary>
|
||||||
|
public const float sqrEpsilon = 1e-10f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Clamp the value between the given minimum and maximum values
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="f">The value to clamp</param>
|
||||||
|
/// <param name="min">The minimum value</param>
|
||||||
|
/// <param name="max">The maximum value</param>
|
||||||
|
/// <returns>The clamped value</returns>
|
||||||
|
public static float Clamp(float f, float min, float max) {
|
||||||
|
if (f < min)
|
||||||
|
return min;
|
||||||
|
if (f > max)
|
||||||
|
return max;
|
||||||
|
return f;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Clamp the value between to the interval [0..1]
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="f">The value to clamp</param>
|
||||||
|
/// <returns>The clamped value</returns>
|
||||||
|
public static float Clamp01(float f) {
|
||||||
|
return Clamp(f, 0, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
14
LinearAlgebra/src/LinearAlgebra.csproj
Normal file
14
LinearAlgebra/src/LinearAlgebra.csproj
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
|
||||||
|
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
|
||||||
|
<TargetFramework>net8.0</TargetFramework>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
|
||||||
|
<PackageReference Include="NUnit" Version="3.13.2" />
|
||||||
|
</ItemGroup>
|
||||||
|
|
||||||
|
</Project>
|
||||||
689
LinearAlgebra/src/Matrix.cs
Normal file
689
LinearAlgebra/src/Matrix.cs
Normal file
@ -0,0 +1,689 @@
|
|||||||
|
using System;
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
using Vector3Float = UnityEngine.Vector3;
|
||||||
|
using Vector2Float = UnityEngine.Vector2;
|
||||||
|
using Quaternion = UnityEngine.Quaternion;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
|
||||||
|
public readonly struct Slice
|
||||||
|
{
|
||||||
|
public int start { get; }
|
||||||
|
public int stop { get; }
|
||||||
|
public Slice(int start, int stop)
|
||||||
|
{
|
||||||
|
this.start = start;
|
||||||
|
this.stop = stop;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public class Matrix2 {
|
||||||
|
public float[,] data { get; }
|
||||||
|
|
||||||
|
public int nRows => data.GetLength(0);
|
||||||
|
public int nCols => data.GetLength(1);
|
||||||
|
|
||||||
|
public Matrix2(int nRows, int nCols)
|
||||||
|
{
|
||||||
|
this.data = new float[nRows, nCols];
|
||||||
|
}
|
||||||
|
public Matrix2(float[,] data) {
|
||||||
|
this.data = data;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix2 Clone() {
|
||||||
|
float[,] data = new float[this.nRows, nCols];
|
||||||
|
for (int rowIx = 0; rowIx < this.nRows; rowIx++) {
|
||||||
|
for (int colIx = 0; colIx < this.nCols; colIx++)
|
||||||
|
data[rowIx, colIx] = this.data[rowIx, colIx];
|
||||||
|
}
|
||||||
|
return new Matrix2(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 Zero(int nRows, int nCols)
|
||||||
|
{
|
||||||
|
return new Matrix2(nRows, nCols);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 FromVector3(Vector3Float v) {
|
||||||
|
float[,] result = new float[3, 1];
|
||||||
|
result[0, 0] = v.horizontal;
|
||||||
|
result[1, 0] = v.vertical;
|
||||||
|
result[2, 0] = v.depth;
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 Identity(int size)
|
||||||
|
{
|
||||||
|
return Diagonal(1, size);
|
||||||
|
}
|
||||||
|
public static Matrix2 Identity(int nRows, int nCols)
|
||||||
|
{
|
||||||
|
Matrix2 m = Zero(nRows, nCols);
|
||||||
|
m.FillDiagonal(1);
|
||||||
|
return m;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 Diagonal(Matrix1 v) {
|
||||||
|
float[,] resultData = new float[v.size, v.size];
|
||||||
|
for (int ix = 0; ix < v.size; ix++)
|
||||||
|
resultData[ix, ix] = v.data[ix];
|
||||||
|
return new Matrix2(resultData);
|
||||||
|
}
|
||||||
|
public static Matrix2 Diagonal(float f, int size)
|
||||||
|
{
|
||||||
|
float[,] resultData = new float[size, size];
|
||||||
|
for (int ix = 0; ix < size; ix++)
|
||||||
|
resultData[ix, ix] = f;
|
||||||
|
return new Matrix2(resultData);
|
||||||
|
}
|
||||||
|
public void FillDiagonal(Matrix1 v)
|
||||||
|
{
|
||||||
|
int n = (int)Math.Min(Math.Min(this.nRows, this.nCols), v.size);
|
||||||
|
for (int ix = 0; ix < n; ix++)
|
||||||
|
this.data[ix, ix] = v.data[ix];
|
||||||
|
}
|
||||||
|
public void FillDiagonal(float f)
|
||||||
|
{
|
||||||
|
int n = Math.Min(this.nRows, this.nCols);
|
||||||
|
for (int ix = 0; ix < n; ix++)
|
||||||
|
this.data[ix, ix] = f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 SkewMatrix(Vector3Float v) {
|
||||||
|
float[,] result = new float[3, 3] {
|
||||||
|
{0, -v.depth, v.vertical},
|
||||||
|
{v.depth, 0, -v.horizontal},
|
||||||
|
{-v.vertical, v.horizontal, 0}
|
||||||
|
};
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix1 GetRow(int rowIx) {
|
||||||
|
float[] row = new float[this.nCols];
|
||||||
|
for (int colIx = 0; colIx < this.nCols; colIx++) {
|
||||||
|
row[colIx] = this.data[rowIx, colIx];
|
||||||
|
}
|
||||||
|
return new Matrix1(row);
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
public UnityEngine.Vector3 GetRow3(int rowIx) {
|
||||||
|
int cols = this.nCols;
|
||||||
|
UnityEngine.Vector3 row = new() {
|
||||||
|
x = this.data[rowIx, 0],
|
||||||
|
y = this.data[rowIx, 1],
|
||||||
|
z = this.data[rowIx, 2]
|
||||||
|
};
|
||||||
|
return row;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
public void SetRow(int rowIx, Matrix1 v) {
|
||||||
|
for (uint ix = 0; ix < v.size; ix++)
|
||||||
|
this.data[rowIx, ix] = v.data[ix];
|
||||||
|
}
|
||||||
|
public void SetRow3(int rowIx, Vector3Float v) {
|
||||||
|
this.data[rowIx, 0] = v.horizontal;
|
||||||
|
this.data[rowIx, 1] = v.vertical;
|
||||||
|
this.data[rowIx, 2] = v.depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SwapRows(int row1, int row2) {
|
||||||
|
for (uint ix = 0; ix < this.nCols; ix++) {
|
||||||
|
float temp = this.data[row1, ix];
|
||||||
|
this.data[row1, ix] = this.data[row2, ix];
|
||||||
|
this.data[row2, ix] = temp;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix1 GetColumn(int colIx)
|
||||||
|
{
|
||||||
|
float[] column = new float[this.nRows];
|
||||||
|
for (int i = 0; i < this.nRows; i++) {
|
||||||
|
column[i] = this.data[i, colIx];
|
||||||
|
}
|
||||||
|
return new Matrix1(column);
|
||||||
|
}
|
||||||
|
public void SetColumn(int colIx, Matrix1 v) {
|
||||||
|
for (uint ix = 0; ix < v.size; ix++)
|
||||||
|
this.data[ix, colIx] = v.data[ix];
|
||||||
|
}
|
||||||
|
public void SetColumn(int colIx, Vector3Float v) {
|
||||||
|
this.data[0, colIx] = v.horizontal;
|
||||||
|
this.data[1, colIx] = v.vertical;
|
||||||
|
this.data[2, colIx] = v.depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool AllClose(Matrix2 A, Matrix2 B, float atol = 1e-08f) {
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
for (int j = 0; j < A.nCols; j++) {
|
||||||
|
float d = MathF.Abs(A.data[i, j] - B.data[i, j]);
|
||||||
|
if (d > atol)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix2 Transpose() {
|
||||||
|
float[,] resultData = new float[this.nCols, this.nRows];
|
||||||
|
for (uint rowIx = 0; rowIx < this.nRows; rowIx++) {
|
||||||
|
for (uint colIx = 0; colIx < this.nCols; colIx++)
|
||||||
|
resultData[colIx, rowIx] = this.data[rowIx, colIx];
|
||||||
|
}
|
||||||
|
return new Matrix2(resultData);
|
||||||
|
// double checked code
|
||||||
|
}
|
||||||
|
public Matrix2 transposed {
|
||||||
|
get => Transpose();
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 operator -(Matrix2 m) {
|
||||||
|
float[,] result = new float[m.nRows, m.nCols];
|
||||||
|
|
||||||
|
for (int i = 0; i < m.nRows; i++) {
|
||||||
|
for (int j = 0; j < m.nCols; j++)
|
||||||
|
result[i, j] = -m.data[i, j];
|
||||||
|
}
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 operator -(Matrix2 A, Matrix2 B) {
|
||||||
|
if (A.nRows != B.nRows || A.nCols != B.nCols)
|
||||||
|
throw new System.ArgumentException("Size of A must match size of B.");
|
||||||
|
|
||||||
|
float[,] result = new float[A.nRows, B.nCols];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
for (int j = 0; j < A.nCols; j++)
|
||||||
|
result[i, j] = A.data[i, j] - B.data[i, j];
|
||||||
|
}
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 operator +(Matrix2 A, Matrix2 B) {
|
||||||
|
if (A.nRows != B.nRows || A.nCols != B.nCols)
|
||||||
|
throw new System.ArgumentException("Size of A must match size of B.");
|
||||||
|
|
||||||
|
float[,] result = new float[A.nRows, B.nCols];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
for (int j = 0; j < A.nCols; j++)
|
||||||
|
result[i, j] = A.data[i, j] + B.data[i, j];
|
||||||
|
}
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 operator *(Matrix2 A, Matrix2 B) {
|
||||||
|
if (A.nCols != B.nRows)
|
||||||
|
throw new System.ArgumentException("Number of columns in A must match number of rows in B.");
|
||||||
|
|
||||||
|
float[,] result = new float[A.nRows, B.nCols];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
for (int j = 0; j < B.nCols; j++) {
|
||||||
|
float sum = 0.0f;
|
||||||
|
for (int k = 0; k < A.nCols; k++)
|
||||||
|
sum += A.data[i, k] * B.data[k, j];
|
||||||
|
|
||||||
|
result[i, j] = sum;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Matrix2(result);
|
||||||
|
// double checked code
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix1 operator *(Matrix2 A, Matrix1 v) {
|
||||||
|
float[] result = new float[A.nRows];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
for (int j = 0; j < A.nCols; j++) {
|
||||||
|
result[i] += A.data[i, j] * v.data[j];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3Float operator *(Matrix2 A, Vector3Float v) {
|
||||||
|
return new Vector3Float(
|
||||||
|
A.data[0, 0] * v.horizontal + A.data[0, 1] * v.vertical + A.data[0, 2] * v.depth,
|
||||||
|
A.data[1, 0] * v.horizontal + A.data[1, 1] * v.vertical + A.data[1, 2] * v.depth,
|
||||||
|
A.data[2, 0] * v.horizontal + A.data[2, 1] * v.vertical + A.data[2, 2] * v.depth
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 operator *(Matrix2 A, float s) {
|
||||||
|
float[,] result = new float[A.nRows, A.nCols];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
for (int j = 0; j < A.nCols; j++)
|
||||||
|
result[i, j] = A.data[i, j] * s;
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
public static Matrix2 operator *(float s, Matrix2 A) {
|
||||||
|
return A * s;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 operator /(Matrix2 A, float s) {
|
||||||
|
float[,] result = new float[A.nRows, A.nCols];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
for (int j = 0; j < A.nCols; j++)
|
||||||
|
result[i, j] = A.data[i, j] / s;
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
public static Matrix2 operator /(float s, Matrix2 A) {
|
||||||
|
float[,] result = new float[A.nRows, A.nCols];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
for (int j = 0; j < A.nCols; j++)
|
||||||
|
result[i, j] = s / A.data[i, j];
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix2 GetRows(Slice slice) {
|
||||||
|
return GetRows(slice.start, slice.stop);
|
||||||
|
}
|
||||||
|
public Matrix2 GetRows(int from, int to) {
|
||||||
|
if (from < 0 || to >= this.nRows)
|
||||||
|
throw new System.ArgumentException("Slice index out of range.");
|
||||||
|
|
||||||
|
float[,] result = new float[to - from, this.nCols];
|
||||||
|
int resultRowIx = 0;
|
||||||
|
for (int rowIx = from; rowIx < to; rowIx++) {
|
||||||
|
for (int colIx = 0; colIx < this.nCols; colIx++)
|
||||||
|
result[resultRowIx, colIx] = this.data[rowIx, colIx];
|
||||||
|
|
||||||
|
resultRowIx++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix2 Slice(Slice slice)
|
||||||
|
{
|
||||||
|
return Slice(slice.start, slice.stop);
|
||||||
|
}
|
||||||
|
public Matrix2 Slice(int from, int to)
|
||||||
|
{
|
||||||
|
if (from < 0 || to >= this.nRows)
|
||||||
|
throw new System.ArgumentException("Slice index out of range.");
|
||||||
|
|
||||||
|
float[,] result = new float[to - from, this.nCols];
|
||||||
|
int resultRowIx = 0;
|
||||||
|
for (int rowIx = from; rowIx < to; rowIx++)
|
||||||
|
{
|
||||||
|
for (int colIx = 0; colIx < this.nCols; colIx++)
|
||||||
|
{
|
||||||
|
result[resultRowIx, colIx] = this.data[rowIx, colIx];
|
||||||
|
}
|
||||||
|
resultRowIx++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
public Matrix2 Slice(Slice rowRange, Slice colRange) {
|
||||||
|
return Slice((rowRange.start, rowRange.stop), (colRange.start, colRange.stop));
|
||||||
|
}
|
||||||
|
public Matrix2 Slice((int start, int stop) rowRange, (int start, int stop) colRange)
|
||||||
|
{
|
||||||
|
float[,] result = new float[rowRange.stop - rowRange.start, colRange.stop - colRange.start];
|
||||||
|
|
||||||
|
int resultRowIx = 0;
|
||||||
|
int resultColIx = 0;
|
||||||
|
for (int i = rowRange.start; i < rowRange.stop; i++)
|
||||||
|
{
|
||||||
|
for (int j = colRange.start; j < colRange.stop; j++)
|
||||||
|
result[resultRowIx, resultColIx] = this.data[i, j];
|
||||||
|
}
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateSlice(Slice slice, Matrix2 m) {
|
||||||
|
UpdateSlice((slice.start, slice.stop), m);
|
||||||
|
}
|
||||||
|
public void UpdateSlice((int start, int stop) slice, Matrix2 m) {
|
||||||
|
// if (slice.start == slice.stop)
|
||||||
|
// Console.WriteLine("WARNING: no data is updates when start equals stop in a slice!");
|
||||||
|
int mRowIx = 0;
|
||||||
|
for (int rowIx = slice.start; rowIx < slice.stop; rowIx++, mRowIx++) {
|
||||||
|
for (int colIx = 0; colIx < this.nCols; colIx++)
|
||||||
|
this.data[rowIx, colIx] = m.data[mRowIx, colIx];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateSlice(Slice rowRange, Slice colRange, Matrix2 m)
|
||||||
|
{
|
||||||
|
UpdateSlice((rowRange.start, rowRange.stop), (colRange.start, colRange.stop), m);
|
||||||
|
}
|
||||||
|
public void UpdateSlice((int start, int stop) rowRange, (int start, int stop) colRange, Matrix2 m)
|
||||||
|
{
|
||||||
|
for (int i = rowRange.start; i < rowRange.stop; i++)
|
||||||
|
{
|
||||||
|
for (int j = colRange.start; j < colRange.stop; j++)
|
||||||
|
this.data[i, j] = m.data[i - rowRange.start, j - colRange.start];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix2 Inverse() {
|
||||||
|
Matrix2 A = this;
|
||||||
|
// unchecked
|
||||||
|
int n = A.nRows;
|
||||||
|
|
||||||
|
// Create an identity matrix of the same size as the original matrix
|
||||||
|
float[,] augmentedMatrix = new float[n, 2 * n];
|
||||||
|
for (int i = 0; i < n; i++) {
|
||||||
|
for (int j = 0; j < n; j++) {
|
||||||
|
augmentedMatrix[i, j] = A.data[i, j];
|
||||||
|
augmentedMatrix[i, j + n] = (i == j) ? 1 : 0; // Identity matrix
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Perform Gaussian elimination
|
||||||
|
for (int i = 0; i < n; i++) {
|
||||||
|
// Find the pivot row
|
||||||
|
float pivot = augmentedMatrix[i, i];
|
||||||
|
if (Math.Abs(pivot) < 1e-10) // Check for singular matrix
|
||||||
|
throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
|
||||||
|
|
||||||
|
// Normalize the pivot row
|
||||||
|
for (int j = 0; j < 2 * n; j++)
|
||||||
|
augmentedMatrix[i, j] /= pivot;
|
||||||
|
|
||||||
|
// Eliminate the column below the pivot
|
||||||
|
for (int j = i + 1; j < n; j++) {
|
||||||
|
float factor = augmentedMatrix[j, i];
|
||||||
|
for (int k = 0; k < 2 * n; k++)
|
||||||
|
augmentedMatrix[j, k] -= factor * augmentedMatrix[i, k];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Back substitution
|
||||||
|
for (int i = n - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
// Eliminate the column above the pivot
|
||||||
|
for (int j = i - 1; j >= 0; j--)
|
||||||
|
{
|
||||||
|
float factor = augmentedMatrix[j, i];
|
||||||
|
for (int k = 0; k < 2 * n; k++)
|
||||||
|
augmentedMatrix[j, k] -= factor * augmentedMatrix[i, k];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Extract the inverse matrix from the augmented matrix
|
||||||
|
float[,] inverse = new float[n, n];
|
||||||
|
for (int i = 0; i < n; i++) {
|
||||||
|
for (int j = 0; j < n; j++)
|
||||||
|
inverse[i, j] = augmentedMatrix[i, j + n];
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Matrix2(inverse);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float Determinant()
|
||||||
|
{
|
||||||
|
int n = this.nRows;
|
||||||
|
if (n != this.nCols)
|
||||||
|
throw new System.ArgumentException("Matrix must be square.");
|
||||||
|
|
||||||
|
if (n == 1)
|
||||||
|
return this.data[0, 0]; // Base case for 1x1 matrix
|
||||||
|
|
||||||
|
if (n == 2) // Base case for 2x2 matrix
|
||||||
|
return this.data[0, 0] * this.data[1, 1] - this.data[0, 1] * this.data[1, 0];
|
||||||
|
|
||||||
|
float det = 0;
|
||||||
|
for (int col = 0; col < n; col++)
|
||||||
|
det += (col % 2 == 0 ? 1 : -1) * this.data[0, col] * this.Minor(0, col).Determinant();
|
||||||
|
|
||||||
|
return det;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Helper function to compute the minor of a matrix
|
||||||
|
private Matrix2 Minor(int rowToRemove, int colToRemove)
|
||||||
|
{
|
||||||
|
int n = this.nRows;
|
||||||
|
float[,] minor = new float[n - 1, n - 1];
|
||||||
|
|
||||||
|
int r = 0, c = 0;
|
||||||
|
for (int i = 0; i < n; i++) {
|
||||||
|
if (i == rowToRemove) continue;
|
||||||
|
|
||||||
|
c = 0;
|
||||||
|
for (int j = 0; j < n; j++) {
|
||||||
|
if (j == colToRemove) continue;
|
||||||
|
|
||||||
|
minor[r, c] = this.data[i, j];
|
||||||
|
c++;
|
||||||
|
}
|
||||||
|
r++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Matrix2(minor);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 DeleteRows(Matrix2 A, Slice rowRange) {
|
||||||
|
float[,] result = new float[A.nRows - (rowRange.stop - rowRange.start), A.nCols];
|
||||||
|
|
||||||
|
int resultRowIx = 0;
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
if (i >= rowRange.start && i < rowRange.stop)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
for (int j = 0; j < A.nCols; j++)
|
||||||
|
result[resultRowIx, j] = A.data[i, j];
|
||||||
|
|
||||||
|
resultRowIx++;
|
||||||
|
}
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static Matrix2 DeleteColumns(Matrix2 A, Slice colRange) {
|
||||||
|
float[,] result = new float[A.nRows, A.nCols - (colRange.stop - colRange.start)];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.nRows; i++) {
|
||||||
|
int resultColIx = 0;
|
||||||
|
for (int j = 0; j < A.nCols; j++) {
|
||||||
|
if (j >= colRange.start && j < colRange.stop)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
result[i, resultColIx++] = A.data[i, j];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public class Matrix1
|
||||||
|
{
|
||||||
|
public float[] data { get; }
|
||||||
|
|
||||||
|
public int size => data.GetLength(0);
|
||||||
|
|
||||||
|
public Matrix1(int size)
|
||||||
|
{
|
||||||
|
this.data = new float[size];
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix1(float[] data) {
|
||||||
|
this.data = data;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix1 Zero(int size)
|
||||||
|
{
|
||||||
|
return new Matrix1(size);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix1 FromVector2(Vector2Float v) {
|
||||||
|
float[] result = new float[2];
|
||||||
|
result[0] = v.horizontal;
|
||||||
|
result[1] = v.vertical;
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix1 FromVector3(Vector3Float v) {
|
||||||
|
float[] result = new float[3];
|
||||||
|
result[0] = v.horizontal;
|
||||||
|
result[1] = v.vertical;
|
||||||
|
result[2] = v.depth;
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
public static Matrix1 FromQuaternion(Quaternion q) {
|
||||||
|
float[] result = new float[4];
|
||||||
|
result[0] = q.x;
|
||||||
|
result[1] = q.y;
|
||||||
|
result[2] = q.z;
|
||||||
|
result[3] = q.w;
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
public Vector2Float vector2 {
|
||||||
|
get {
|
||||||
|
if (this.size != 2)
|
||||||
|
throw new System.ArgumentException("Matrix1 must be of size 2");
|
||||||
|
return new Vector2Float(this.data[0], this.data[1]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public Vector3Float vector3 {
|
||||||
|
get {
|
||||||
|
if (this.size != 3)
|
||||||
|
throw new System.ArgumentException("Matrix1 must be of size 3");
|
||||||
|
return new Vector3Float(this.data[0], this.data[1], this.data[2]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
public Quaternion quaternion {
|
||||||
|
get {
|
||||||
|
if (this.size != 4)
|
||||||
|
throw new System.ArgumentException("Matrix1 must be of size 4");
|
||||||
|
return new Quaternion(this.data[0], this.data[1], this.data[2], this.data[3]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
public Matrix1 Clone() {
|
||||||
|
float[] data = new float[this.size];
|
||||||
|
for (int rowIx = 0; rowIx < this.size; rowIx++)
|
||||||
|
data[rowIx] = this.data[rowIx];
|
||||||
|
return new Matrix1(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public float magnitude {
|
||||||
|
get {
|
||||||
|
float sum = 0;
|
||||||
|
foreach (var elm in data)
|
||||||
|
sum += elm;
|
||||||
|
return sum / data.Length;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public static Matrix1 operator +(Matrix1 A, Matrix1 B) {
|
||||||
|
if (A.size != B.size)
|
||||||
|
throw new System.ArgumentException("Size of A must match size of B.");
|
||||||
|
|
||||||
|
float[] result = new float[A.size];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.size; i++) {
|
||||||
|
result[i] = A.data[i] + B.data[i];
|
||||||
|
}
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix2 Transpose() {
|
||||||
|
float[,] r = new float[1, this.size];
|
||||||
|
for (uint colIx = 0; colIx < this.size; colIx++)
|
||||||
|
r[1, colIx] = this.data[colIx];
|
||||||
|
|
||||||
|
return new Matrix2(r);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float Dot(Matrix1 a, Matrix1 b) {
|
||||||
|
if (a.size != b.size)
|
||||||
|
throw new System.ArgumentException("Vectors must be of the same length.");
|
||||||
|
|
||||||
|
float result = 0.0f;
|
||||||
|
for (int i = 0; i < a.size; i++) {
|
||||||
|
result += a.data[i] * b.data[i];
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix1 operator -(Matrix1 A, Matrix1 B) {
|
||||||
|
if (A.size != B.size)
|
||||||
|
throw new System.ArgumentException("Size of A must match size of B.");
|
||||||
|
|
||||||
|
float[] result = new float[A.size];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.size; i++) {
|
||||||
|
result[i] = A.data[i] - B.data[i];
|
||||||
|
}
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix1 operator *(Matrix1 A, float f)
|
||||||
|
{
|
||||||
|
float[] result = new float[A.size];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.size; i++)
|
||||||
|
result[i] += A.data[i] * f;
|
||||||
|
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
public static Matrix1 operator *(float f, Matrix1 A) {
|
||||||
|
return A * f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix1 operator /(Matrix1 A, float f) {
|
||||||
|
float[] result = new float[A.size];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.size; i++)
|
||||||
|
result[i] = A.data[i] / f;
|
||||||
|
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
public static Matrix1 operator /(float f, Matrix1 A) {
|
||||||
|
float[] result = new float[A.size];
|
||||||
|
|
||||||
|
for (int i = 0; i < A.size; i++)
|
||||||
|
result[i] = f / A.data[i];
|
||||||
|
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix1 Slice(Slice range)
|
||||||
|
{
|
||||||
|
return Slice(range.start, range.stop);
|
||||||
|
}
|
||||||
|
public Matrix1 Slice(int from, int to)
|
||||||
|
{
|
||||||
|
if (from < 0 || to >= this.size)
|
||||||
|
throw new System.ArgumentException("Slice index out of range.");
|
||||||
|
|
||||||
|
float[] result = new float[to - from];
|
||||||
|
int resultIx = 0;
|
||||||
|
for (int ix = from; ix < to; ix++)
|
||||||
|
result[resultIx++] = this.data[ix];
|
||||||
|
|
||||||
|
return new Matrix1(result);
|
||||||
|
}
|
||||||
|
public void UpdateSlice(Slice slice, Matrix1 v) {
|
||||||
|
int vIx = 0;
|
||||||
|
for (int ix = slice.start; ix < slice.stop; ix++, vIx++)
|
||||||
|
this.data[ix] = v.data[vIx];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
87
LinearAlgebra/src/Quat32.cs
Normal file
87
LinearAlgebra/src/Quat32.cs
Normal file
@ -0,0 +1,87 @@
|
|||||||
|
using System;
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
public class Quat32 {
|
||||||
|
public float x;
|
||||||
|
public float y;
|
||||||
|
public float z;
|
||||||
|
public float w;
|
||||||
|
|
||||||
|
public Quat32() {
|
||||||
|
this.x = 0;
|
||||||
|
this.y = 0;
|
||||||
|
this.z = 0;
|
||||||
|
this.w = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Quat32(float x, float y, float z, float w) {
|
||||||
|
this.x = x;
|
||||||
|
this.y = y;
|
||||||
|
this.z = z;
|
||||||
|
this.w = w;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Quat32 FromSwingTwist(SwingTwist s) {
|
||||||
|
Quat32 q32 = Quat32.Euler(-s.swing.vertical.inDegrees, s.swing.horizontal.inDegrees, s.twist.inDegrees);
|
||||||
|
return q32;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Quat32 Euler(float yaw, float pitch, float roll) {
|
||||||
|
float rollOver2 = roll * AngleFloat.Deg2Rad * 0.5f;
|
||||||
|
float sinRollOver2 = (float)Math.Sin((float)rollOver2);
|
||||||
|
float cosRollOver2 = (float)Math.Cos((float)rollOver2);
|
||||||
|
float pitchOver2 = pitch * 0.5f;
|
||||||
|
float sinPitchOver2 = (float)Math.Sin((float)pitchOver2);
|
||||||
|
float cosPitchOver2 = (float)Math.Cos((float)pitchOver2);
|
||||||
|
float yawOver2 = yaw * 0.5f;
|
||||||
|
float sinYawOver2 = (float)Math.Sin((float)yawOver2);
|
||||||
|
float cosYawOver2 = (float)Math.Cos((float)yawOver2);
|
||||||
|
Quat32 result = new Quat32() {
|
||||||
|
w = cosYawOver2 * cosPitchOver2 * cosRollOver2 +
|
||||||
|
sinYawOver2 * sinPitchOver2 * sinRollOver2,
|
||||||
|
x = sinYawOver2 * cosPitchOver2 * cosRollOver2 +
|
||||||
|
cosYawOver2 * sinPitchOver2 * sinRollOver2,
|
||||||
|
y = cosYawOver2 * sinPitchOver2 * cosRollOver2 -
|
||||||
|
sinYawOver2 * cosPitchOver2 * sinRollOver2,
|
||||||
|
z = cosYawOver2 * cosPitchOver2 * sinRollOver2 -
|
||||||
|
sinYawOver2 * sinPitchOver2 * cosRollOver2
|
||||||
|
};
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ToAngles(out float right, out float up, out float forward) {
|
||||||
|
float test = this.x * this.y + this.z * this.w;
|
||||||
|
if (test > 0.499f) { // singularity at north pole
|
||||||
|
right = 0;
|
||||||
|
up = 2 * (float)Math.Atan2(this.x, this.w) * AngleFloat.Rad2Deg;
|
||||||
|
forward = 90;
|
||||||
|
return;
|
||||||
|
//return Vector3(0, 2 * (float)atan2(this.x, this.w) * Angle.Rad2Deg, 90);
|
||||||
|
}
|
||||||
|
else if (test < -0.499f) { // singularity at south pole
|
||||||
|
right = 0;
|
||||||
|
up = -2 * (float)Math.Atan2(this.x, this.w) * AngleFloat.Rad2Deg;
|
||||||
|
forward = -90;
|
||||||
|
return;
|
||||||
|
//return Vector3(0, -2 * (float)atan2(this.x, this.w) * Angle.Rad2Deg, -90);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
float sqx = this.x * this.x;
|
||||||
|
float sqy = this.y * this.y;
|
||||||
|
float sqz = this.z * this.z;
|
||||||
|
|
||||||
|
right = (float)Math.Atan2(2 * this.x * this.w - 2 * this.y * this.z, 1 - 2 * sqx - 2 * sqz) * AngleFloat.Rad2Deg;
|
||||||
|
up = (float)Math.Atan2(2 * this.y * this.w - 2 * this.x * this.z, 1 - 2 * sqy - 2 * sqz) * AngleFloat.Rad2Deg;
|
||||||
|
forward = (float)Math.Asin(2 * test) * AngleFloat.Rad2Deg;
|
||||||
|
return;
|
||||||
|
// return Vector3(
|
||||||
|
// atan2f(2 * this.x * this.w - 2 * this.y * this.z, 1 - 2 * sqx - 2 * sqz) *
|
||||||
|
// Rad2Deg,
|
||||||
|
// atan2f(2 * this.y * this.w - 2 * this.x * this.z, 1 - 2 * sqy - 2 * sqz) *
|
||||||
|
// Rad2Deg,
|
||||||
|
// asinf(2 * test) * Angle.Rad2Deg);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
582
LinearAlgebra/src/Quaternion.cs
Normal file
582
LinearAlgebra/src/Quaternion.cs
Normal file
@ -0,0 +1,582 @@
|
|||||||
|
using System;
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
using Quaternion = UnityEngine.Quaternion;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
public class QuaternionExtensions {
|
||||||
|
public static Quaternion Reflect(Quaternion q) {
|
||||||
|
return new(-q.x, -q.y, -q.z, q.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2 ToRotationMatrix(Quaternion q) {
|
||||||
|
float w = q.x, x = q.y, y = q.z, z = q.w;
|
||||||
|
|
||||||
|
float[,] result = new float[,]
|
||||||
|
{
|
||||||
|
{ 1 - 2 * (y * y + z * z), 2 * (x * y - w * z), 2 * (x * z + w * y) },
|
||||||
|
{ 2 * (x * y + w * z), 1 - 2 * (x * x + z * z), 2 * (y * z - w * x) },
|
||||||
|
{ 2 * (x * z - w * y), 2 * (y * z + w * x), 1 - 2 * (x * x + y * y) }
|
||||||
|
};
|
||||||
|
return new Matrix2(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Quaternion FromRotationMatrix(Matrix2 m) {
|
||||||
|
float trace = m.data[0, 0] + m.data[1, 1] + m.data[2, 2];
|
||||||
|
float w, x, y, z;
|
||||||
|
|
||||||
|
if (trace > 0) {
|
||||||
|
float s = 0.5f / (float)Math.Sqrt(trace + 1.0f);
|
||||||
|
w = 0.25f / s;
|
||||||
|
x = (m.data[2, 1] - m.data[1, 2]) * s;
|
||||||
|
y = (m.data[0, 2] - m.data[2, 0]) * s;
|
||||||
|
z = (m.data[1, 0] - m.data[0, 1]) * s;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
if (m.data[0, 0] > m.data[1, 1] && m.data[0, 0] > m.data[2, 2]) {
|
||||||
|
float s = 2.0f * (float)Math.Sqrt(1.0f + m.data[0, 0] - m.data[1, 1] - m.data[2, 2]);
|
||||||
|
w = (m.data[2, 1] - m.data[1, 2]) / s;
|
||||||
|
x = 0.25f * s;
|
||||||
|
y = (m.data[0, 1] + m.data[1, 0]) / s;
|
||||||
|
z = (m.data[0, 2] + m.data[2, 0]) / s;
|
||||||
|
}
|
||||||
|
else if (m.data[1, 1] > m.data[2, 2]) {
|
||||||
|
float s = 2.0f * (float)Math.Sqrt(1.0f + m.data[1, 1] - m.data[0, 0] - m.data[2, 2]);
|
||||||
|
w = (m.data[0, 2] - m.data[2, 0]) / s;
|
||||||
|
x = (m.data[0, 1] + m.data[1, 0]) / s;
|
||||||
|
y = 0.25f * s;
|
||||||
|
z = (m.data[1, 2] + m.data[2, 1]) / s;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
float s = 2.0f * (float)Math.Sqrt(1.0f + m.data[2, 2] - m.data[0, 0] - m.data[1, 1]);
|
||||||
|
w = (m.data[1, 0] - m.data[0, 1]) / s;
|
||||||
|
x = (m.data[0, 2] + m.data[2, 0]) / s;
|
||||||
|
y = (m.data[1, 2] + m.data[2, 1]) / s;
|
||||||
|
z = 0.25f * s;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return new Quaternion(x, y, z, w);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
public struct Quaternion {
|
||||||
|
public float x;
|
||||||
|
public float y;
|
||||||
|
public float z;
|
||||||
|
public float w;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// create a new quaternion with the given values
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="x">x component</param>
|
||||||
|
/// <param name="y">y component</param>
|
||||||
|
/// <param name="z">z component</param>
|
||||||
|
/// <param name="w">w component</param>
|
||||||
|
public Quaternion(float x, float y, float z, float w) {
|
||||||
|
this.x = x;
|
||||||
|
this.y = y;
|
||||||
|
this.z = z;
|
||||||
|
this.w = w;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// An identity quaternion
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Quaternion identity = new(0, 0, 0, 1);
|
||||||
|
|
||||||
|
private readonly Vector3Float xyz => new(x, y, z);
|
||||||
|
|
||||||
|
private readonly float magnitude => MathF.Sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
|
||||||
|
|
||||||
|
private readonly float sqrMagnitude => x * x + y * y + z * z + w * w;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert to unit quaternion
|
||||||
|
/// </summary>
|
||||||
|
/// This will preserve the orientation,
|
||||||
|
/// but ensures that it is a unit quaternion.
|
||||||
|
public readonly Quaternion normalized {
|
||||||
|
get {
|
||||||
|
float length = this.magnitude;
|
||||||
|
Quaternion q = new(this.x / length, this.y / length, this.z / length, this.w / length);
|
||||||
|
return q;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert to unity quaternion
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="q">The quaternion to convert</param>
|
||||||
|
/// <returns>A unit quaternion</returns>
|
||||||
|
/// This will preserve the orientation,
|
||||||
|
/// but ensures that it is a unit quaternion.
|
||||||
|
public static Quaternion Normalize(Quaternion q) {
|
||||||
|
return q.normalized;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert to euler angles
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="q">The quaternion to convert</param>
|
||||||
|
/// <returns>A vector containing euler angles</returns>
|
||||||
|
/// The euler angles performed in the order: Z, X, Y
|
||||||
|
public static Vector3Float ToAngles(Quaternion q) {
|
||||||
|
// Extract Euler angles in Unity order (X = pitch, Y = yaw, Z = roll), returned in degrees as (x,pitch),(y,yaw),(z,roll)
|
||||||
|
// Handle singularities/gimbal lock
|
||||||
|
float test = 2f * (q.w * q.x - q.y * q.z);
|
||||||
|
// clamp
|
||||||
|
if (test >= 1f) test = 1f;
|
||||||
|
if (test <= -1f) test = -1f;
|
||||||
|
|
||||||
|
float pitch = MathF.Asin(test); // X
|
||||||
|
|
||||||
|
float roll = MathF.Atan2(2f * (q.w * q.z + q.x * q.y),
|
||||||
|
1f - 2f * (q.x * q.x + q.z * q.z)); // Z
|
||||||
|
|
||||||
|
float yaw = MathF.Atan2(2f * (q.w * q.y + q.x * q.z),
|
||||||
|
1f - 2f * (q.y * q.y + q.x * q.x)); // Y
|
||||||
|
|
||||||
|
const float rad2deg = 180f / MathF.PI;
|
||||||
|
return new Vector3Float(pitch * rad2deg, yaw * rad2deg, roll * rad2deg);
|
||||||
|
// float test = q.x * q.y + q.z * q.w;
|
||||||
|
// if (test > 0.499f) // singularity at north pole
|
||||||
|
// return new Vector3Float(0, 2 * MathF.Atan2(q.x, q.w) * AngleFloat.Rad2Deg, 90);
|
||||||
|
|
||||||
|
// else if (test < -0.499f) // singularity at south pole
|
||||||
|
// return new Vector3Float(0, -2 * MathF.Atan2(q.x, q.w) * AngleFloat.Rad2Deg, -90);
|
||||||
|
|
||||||
|
// else {
|
||||||
|
// float sqx = q.x * q.x;
|
||||||
|
// float sqy = q.y * q.y;
|
||||||
|
// float sqz = q.z * q.z;
|
||||||
|
|
||||||
|
// return new Vector3Float(
|
||||||
|
// MathF.Atan2(2 * q.x * q.w - 2 * q.y * q.z, 1 - 2 * sqx - 2 * sqz) *
|
||||||
|
// AngleFloat.Rad2Deg,
|
||||||
|
// MathF.Atan2(2 * q.y * q.w - 2 * q.x * q.z, 1 - 2 * sqy - 2 * sqz) *
|
||||||
|
// AngleFloat.Rad2Deg,
|
||||||
|
// MathF.Asin(2 * test) * AngleFloat.Rad2Deg);
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a rotation from euler angles
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="x">The angle around the right axis</param>
|
||||||
|
/// <param name="y">The angle around the upward axis</param>
|
||||||
|
/// <param name="z">The angle around the forward axis</param>
|
||||||
|
/// <returns>The resulting quaternion</returns>
|
||||||
|
/// Rotation are appied in the order Z, X, Y.
|
||||||
|
public static Quaternion Euler(float x, float y, float z) {
|
||||||
|
return Quaternion.Euler(new Vector3Float(x, y, z));
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Create a rotation from a vector containing euler angles
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="eulerAngles">Vector with the euler angles</param>
|
||||||
|
/// <returns>The resulting quaternion</returns>
|
||||||
|
/// Rotation are appied in the order Z, X, Y.
|
||||||
|
public static Quaternion Euler(Vector3Float angles) {
|
||||||
|
Vector3Float euler = angles * AngleFloat.Deg2Rad;
|
||||||
|
float cx = MathF.Cos(euler.horizontal * 0.5f);
|
||||||
|
float sx = MathF.Sin(euler.horizontal * 0.5f);
|
||||||
|
float cy = MathF.Cos(euler.vertical * 0.5f);
|
||||||
|
float sy = MathF.Sin(euler.vertical * 0.5f);
|
||||||
|
float cz = MathF.Cos(euler.depth * 0.5f);
|
||||||
|
float sz = MathF.Sin(euler.depth * 0.5f);
|
||||||
|
|
||||||
|
// Unity uses intrinsic Z, then X, then Y -> q = Qy * Qx * Qz
|
||||||
|
Quaternion q;
|
||||||
|
q.w = cy * cx * cz + sy * sx * sz;
|
||||||
|
q.x = cy * sx * cz + sy * cx * sz;
|
||||||
|
q.y = sy * cx * cz - cy * sx * sz;
|
||||||
|
q.z = cy * cx * sz - sy * sx * cz;
|
||||||
|
return q;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Multiply two quaternions
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="q1"></param>
|
||||||
|
/// <param name="q2"></param>
|
||||||
|
/// <returns>The resulting rotation</returns>
|
||||||
|
public static Quaternion operator *(Quaternion q1, Quaternion q2) {
|
||||||
|
return new Quaternion(
|
||||||
|
q1.x * q2.w + q1.y * q2.z - q1.z * q2.y + q1.w * q2.x,
|
||||||
|
-q1.x * q2.z + q1.y * q2.w + q1.z * q2.x + q1.w * q2.y,
|
||||||
|
q1.x * q2.y - q1.y * q2.x + q1.z * q2.w + q1.w * q2.z,
|
||||||
|
-q1.x * q2.x - q1.y * q2.y - q1.z * q2.z + q1.w * q2.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Rotate a vector using this quaterion
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="q">The rotation</param>
|
||||||
|
/// <param name="v">The vector to rotate</param>
|
||||||
|
/// <returns>The rotated vector</returns>
|
||||||
|
public static Vector3Float operator *(Quaternion q, Vector3Float v) {
|
||||||
|
float num = q.x * 2;
|
||||||
|
float num2 = q.y * 2;
|
||||||
|
float num3 = q.z * 2;
|
||||||
|
float num4 = q.x * num;
|
||||||
|
float num5 = q.y * num2;
|
||||||
|
float num6 = q.z * num3;
|
||||||
|
float num7 = q.x * num2;
|
||||||
|
float num8 = q.x * num3;
|
||||||
|
float num9 = q.y * num3;
|
||||||
|
float num10 = q.w * num;
|
||||||
|
float num11 = q.w * num2;
|
||||||
|
float num12 = q.w * num3;
|
||||||
|
|
||||||
|
float px = v.horizontal;
|
||||||
|
float py = v.vertical;
|
||||||
|
float pz = v.depth;
|
||||||
|
float rx =
|
||||||
|
(1 - (num5 + num6)) * px + (num7 - num12) * py + (num8 + num11) * pz;
|
||||||
|
float ry =
|
||||||
|
(num7 + num12) * px + (1 - (num4 + num6)) * py + (num9 - num10) * pz;
|
||||||
|
float rz =
|
||||||
|
(num8 - num11) * px + (num9 + num10) * py + (1 - (num4 + num5)) * pz;
|
||||||
|
Vector3Float result = new(rx, ry, rz);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The inverse of quaterion
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="quaternion">The quaternion for which the inverse is
|
||||||
|
/// needed</param> <returns>The inverted quaternion</returns>
|
||||||
|
public static Quaternion Inverse(Quaternion q) {
|
||||||
|
float n = MathF.Sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
|
||||||
|
return new Quaternion(-q.x / n, -q.y / n, -q.z / n, q.w / n);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A rotation which looks in the given direction
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="forward">The look direction</param>
|
||||||
|
/// <param name="upwards">The up direction</param>
|
||||||
|
/// <returns>The look rotation</returns>
|
||||||
|
public static Quaternion LookRotation(Vector3Float forward, Vector3Float up) {
|
||||||
|
Vector3Float nForward = forward.normalized;
|
||||||
|
Vector3Float nRight = Vector3Float.Normalize(Vector3Float.Cross(up, nForward));
|
||||||
|
Vector3Float nUp = Vector3Float.Cross(nForward, nRight);
|
||||||
|
float m00 = nRight.horizontal; // x;
|
||||||
|
float m01 = nRight.vertical; // y;
|
||||||
|
float m02 = nRight.depth; // z;
|
||||||
|
float m10 = nUp.horizontal; // x;
|
||||||
|
float m11 = nUp.vertical; // y;
|
||||||
|
float m12 = nUp.depth; // z;
|
||||||
|
float m20 = nForward.horizontal; // x;
|
||||||
|
float m21 = nForward.vertical; // y;
|
||||||
|
float m22 = nForward.depth; // z;
|
||||||
|
|
||||||
|
float num8 = (m00 + m11) + m22;
|
||||||
|
float x, y, z, w;
|
||||||
|
if (num8 > 0) {
|
||||||
|
float num = MathF.Sqrt(num8 + 1);
|
||||||
|
w = num * 0.5f;
|
||||||
|
num = 0.5f / num;
|
||||||
|
x = (m12 - m21) * num;
|
||||||
|
y = (m20 - m02) * num;
|
||||||
|
z = (m01 - m10) * num;
|
||||||
|
return new Quaternion(x, y, z, w);
|
||||||
|
}
|
||||||
|
if ((m00 >= m11) && (m00 >= m22)) {
|
||||||
|
float num7 = MathF.Sqrt(((1 + m00) - m11) - m22);
|
||||||
|
float num4 = 0.5F / num7;
|
||||||
|
x = 0.5f * num7;
|
||||||
|
y = (m01 + m10) * num4;
|
||||||
|
z = (m02 + m20) * num4;
|
||||||
|
w = (m12 - m21) * num4;
|
||||||
|
return new Quaternion(x, y, z, w);
|
||||||
|
}
|
||||||
|
if (m11 > m22) {
|
||||||
|
float num6 = MathF.Sqrt(((1 + m11) - m00) - m22);
|
||||||
|
float num3 = 0.5F / num6;
|
||||||
|
x = (m10 + m01) * num3;
|
||||||
|
y = 0.5F * num6;
|
||||||
|
z = (m21 + m12) * num3;
|
||||||
|
w = (m20 - m02) * num3;
|
||||||
|
return new Quaternion(x, y, z, w);
|
||||||
|
}
|
||||||
|
float num5 = MathF.Sqrt(((1 + m22) - m00) - m11);
|
||||||
|
float num2 = 0.5F / num5;
|
||||||
|
x = (m20 + m02) * num2;
|
||||||
|
y = (m21 + m12) * num2;
|
||||||
|
z = 0.5F * num5;
|
||||||
|
w = (m01 - m10) * num2;
|
||||||
|
return new Quaternion(x, y, z, w);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a quaternion with the given forward direction with up =
|
||||||
|
/// Vector3::up
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="forward">The look direction</param>
|
||||||
|
/// <returns>The rotation for this direction</returns>
|
||||||
|
/// For the rotation, Vector::up is used for the up direction.
|
||||||
|
/// Note: if the forward direction == Vector3::up, the result is
|
||||||
|
/// Quaternion::identity
|
||||||
|
public static Quaternion LookRotation(Vector3Float forward) {
|
||||||
|
Vector3Float up = new(0, 1, 0);
|
||||||
|
return LookRotation(forward, up);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Calculat the rotation from on vector to another
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="fromDirection">The from direction</param>
|
||||||
|
/// <param name="toDirection">The to direction</param>
|
||||||
|
/// <returns>The rotation from the first to the second vector</returns>
|
||||||
|
public static Quaternion FromToRotation(Vector3Float fromDirection, Vector3Float toDirection) {
|
||||||
|
Vector3Float axis = Vector3Float.Cross(fromDirection, toDirection);
|
||||||
|
axis = axis.normalized;
|
||||||
|
AngleFloat angle = Vector3Float.SignedAngle(fromDirection, toDirection, axis);
|
||||||
|
Quaternion rotation = AngleAxis(angle, axis);
|
||||||
|
return rotation;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Rotate form one orientation to anther with a maximum amount of degrees
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="from">The from rotation</param>
|
||||||
|
/// <param name="to">The destination rotation</param>
|
||||||
|
/// <param name="maxDegreesDelta">The maximum amount of degrees to
|
||||||
|
/// rotate</param> <returns>The possibly limited rotation</returns>
|
||||||
|
public static Quaternion RotateTowards(Quaternion from, Quaternion to,
|
||||||
|
float maxDegreesDelta) {
|
||||||
|
float num = Quaternion.UnsignedAngle(from, to);
|
||||||
|
if (num == 0) {
|
||||||
|
return to;
|
||||||
|
}
|
||||||
|
float t = MathF.Min(1, maxDegreesDelta / num);
|
||||||
|
return SlerpUnclamped(from, to, t);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert an angle/axis representation to a quaternion
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="angle">The angle</param>
|
||||||
|
/// <param name="axis">The axis</param>
|
||||||
|
/// <returns>The resulting quaternion</returns>
|
||||||
|
public static Quaternion AngleAxis(AngleFloat angle, Vector3Float axis) {
|
||||||
|
if (axis.sqrMagnitude == 0.0f)
|
||||||
|
return Quaternion.identity;
|
||||||
|
|
||||||
|
float radians = angle.inRadians;
|
||||||
|
radians *= 0.5f;
|
||||||
|
|
||||||
|
Vector3Float axis2 = axis * MathF.Sin(radians);
|
||||||
|
float x = axis2.horizontal; // x;
|
||||||
|
float y = axis2.vertical; // y;
|
||||||
|
float z = axis2.depth; // z;
|
||||||
|
float w = MathF.Cos(radians);
|
||||||
|
|
||||||
|
return new Quaternion(x, y, z, w).normalized;
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Convert this quaternion to angle/axis representation
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="angle">A pointer to the angle for the result</param>
|
||||||
|
/// <param name="axis">A pointer to the axis for the result</param>
|
||||||
|
public readonly void ToAngleAxis(out AngleFloat angle, out Vector3Float axis) {
|
||||||
|
Quaternion q1 = (MathF.Abs(this.w) > 1.0f) ? this.normalized : this;
|
||||||
|
angle = AngleFloat.Radians(2.0f * MathF.Acos(q1.w)); // angle
|
||||||
|
float den = MathF.Sqrt(1.0F - q1.w * q1.w);
|
||||||
|
if (den > 0.0001f) {
|
||||||
|
axis = Vector3Float.Normalize(q1.xyz / den);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// This occurs when the angle is zero.
|
||||||
|
// Not a problem: just set an arbitrary normalized axis.
|
||||||
|
axis = Vector3Float.right;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Get the angle between two orientations
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="orientation1">The first orientation</param>
|
||||||
|
/// <param name="orientation2">The second orientation</param>
|
||||||
|
/// <returns>The smallest angle in degrees between the two
|
||||||
|
/// orientations</returns>
|
||||||
|
public static float UnsignedAngle(Quaternion q1, Quaternion q2) {
|
||||||
|
// float f = Dot(q1, q2);
|
||||||
|
// return MathF.Acos(MathF.Min(MathF.Abs(f), 1)) * 2 * AngleFloat.Rad2Deg;
|
||||||
|
|
||||||
|
float dot = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
|
||||||
|
dot = MathF.Min(MathF.Max(dot, -1f), 1f);
|
||||||
|
return 2f * MathF.Acos(MathF.Abs(dot)) * (180f / MathF.PI);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sherical lerp between two rotations
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="rotation1">The first rotation</param>
|
||||||
|
/// <param name="rotation2">The second rotation</param>
|
||||||
|
/// <param name="factor">The factor between 0 and 1.</param>
|
||||||
|
/// <returns>The resulting rotation</returns>
|
||||||
|
/// A factor 0 returns rotation1, factor1 returns rotation2.
|
||||||
|
public static Quaternion Slerp(Quaternion a,
|
||||||
|
Quaternion b, float t) {
|
||||||
|
if (t > 1)
|
||||||
|
t = 1;
|
||||||
|
if (t < 0)
|
||||||
|
t = 0;
|
||||||
|
return SlerpUnclamped(a, b, t);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Unclamped sherical lerp between two rotations
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="rotation1">The first rotation</param>
|
||||||
|
/// <param name="rotation2">The second rotation</param>
|
||||||
|
/// <param name="factor">The factor</param>
|
||||||
|
/// <returns>The resulting rotation</returns>
|
||||||
|
/// A factor 0 returns rotation1, factor1 returns rotation2.
|
||||||
|
/// Values outside the 0..1 range will result in extrapolated rotations
|
||||||
|
public static Quaternion SlerpUnclamped(Quaternion a,
|
||||||
|
Quaternion b, float t) {
|
||||||
|
// if either input is zero, return the other.
|
||||||
|
if (a.sqrMagnitude == 0.0f) {
|
||||||
|
if (b.sqrMagnitude == 0.0f) {
|
||||||
|
return identity;
|
||||||
|
}
|
||||||
|
return b;
|
||||||
|
}
|
||||||
|
else if (b.sqrMagnitude == 0.0f) {
|
||||||
|
return a;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3Float axyz = a.xyz;
|
||||||
|
Vector3Float bxyz = b.xyz;
|
||||||
|
float cosHalfAngle = a.w * b.w + Vector3Float.Dot(axyz, bxyz);
|
||||||
|
|
||||||
|
Quaternion b2 = b;
|
||||||
|
if (cosHalfAngle >= 1.0f || cosHalfAngle <= -1.0f) {
|
||||||
|
// angle = 0.0f, so just return one input.
|
||||||
|
return a;
|
||||||
|
}
|
||||||
|
else if (cosHalfAngle < 0.0f) {
|
||||||
|
b2.x = -b.x;
|
||||||
|
b2.y = -b.y;
|
||||||
|
b2.z = -b.z;
|
||||||
|
b2.w = -b.w;
|
||||||
|
cosHalfAngle = -cosHalfAngle;
|
||||||
|
}
|
||||||
|
|
||||||
|
float blendA;
|
||||||
|
float blendB;
|
||||||
|
if (cosHalfAngle < 0.99f) {
|
||||||
|
// do proper slerp for big angles
|
||||||
|
float halfAngle = MathF.Acos(cosHalfAngle);
|
||||||
|
float sinHalfAngle = MathF.Sin(halfAngle);
|
||||||
|
float oneOverSinHalfAngle = 1.0F / sinHalfAngle;
|
||||||
|
blendA = MathF.Sin(halfAngle * (1.0F - t)) * oneOverSinHalfAngle;
|
||||||
|
blendB = MathF.Sin(halfAngle * t) * oneOverSinHalfAngle;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// do lerp if angle is really small.
|
||||||
|
blendA = 1.0f - t;
|
||||||
|
blendB = t;
|
||||||
|
}
|
||||||
|
Vector3Float v = axyz * blendA + b2.xyz * blendB;
|
||||||
|
Quaternion result =
|
||||||
|
new(v.horizontal, v.vertical, v.depth, blendA * a.w + blendB * b2.w);
|
||||||
|
if (result.sqrMagnitude > 0.0f)
|
||||||
|
return result.normalized;
|
||||||
|
else
|
||||||
|
return Quaternion.identity;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert this quaternion to angle/axis representation
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="angle">A pointer to the angle for the result</param>
|
||||||
|
/// <param name="axis">A pointer to the axis for the result</param>
|
||||||
|
public readonly void ToAngleAxis(out float angle, out Vector3Float axis) {
|
||||||
|
ToAxisAngleRad(this, out axis, out angle);
|
||||||
|
angle *= AngleFloat.Rad2Deg;
|
||||||
|
}
|
||||||
|
private static void ToAxisAngleRad(Quaternion q,
|
||||||
|
out Vector3Float axis,
|
||||||
|
out float angle) {
|
||||||
|
Quaternion q1 = (MathF.Abs(q.w) > 1.0f) ? Quaternion.Normalize(q) : q;
|
||||||
|
angle = 2.0f * MathF.Acos(q1.w); // angle
|
||||||
|
float den = MathF.Sqrt(1.0F - q1.w * q1.w);
|
||||||
|
if (den > 0.0001f) {
|
||||||
|
axis = (q1.xyz / den).normalized;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// This occurs when the angle is zero.
|
||||||
|
// Not a problem: just set an arbitrary normalized axis.
|
||||||
|
axis = new Vector3Float(1, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the angle of around the give axis for a rotation
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="axis">The axis around which the angle should be
|
||||||
|
/// computed</param> <param name="rotation">The source rotation</param>
|
||||||
|
/// <returns>The signed angle around the axis</returns>
|
||||||
|
public static float GetAngleAround(Vector3Float axis, Quaternion rotation) {
|
||||||
|
Quaternion secondaryRotation = GetRotationAround(axis, rotation);
|
||||||
|
secondaryRotation.ToAngleAxis(out float rotationAngle, out Vector3Float rotationAxis);
|
||||||
|
|
||||||
|
// Do the axis point in opposite directions?
|
||||||
|
if (Vector3Float.Dot(axis, rotationAxis) < 0)
|
||||||
|
rotationAngle = -rotationAngle;
|
||||||
|
|
||||||
|
return rotationAngle;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the rotation limited around the given axis
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="axis">The axis which which the rotation should be
|
||||||
|
/// limited</param> <param name="rotation">The source rotation</param>
|
||||||
|
/// <returns>The rotation around the given axis</returns>
|
||||||
|
public static Quaternion GetRotationAround(Vector3Float axis, Quaternion rotation) {
|
||||||
|
Vector3Float ra = new(rotation.x, rotation.y, rotation.z); // rotation axis
|
||||||
|
Vector3Float p = Vector3Float.Project(
|
||||||
|
ra, axis); // return projection ra on to axis (parallel component)
|
||||||
|
Quaternion twist = new(p.horizontal, p.vertical, p.depth, rotation.w);
|
||||||
|
twist = Normalize(twist);
|
||||||
|
return twist;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Swing-twist decomposition of a rotation
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="axis">The base direction for the decomposition</param>
|
||||||
|
/// <param name="q">The source rotation</param>
|
||||||
|
/// <param name="swing">A pointer to the quaternion for the swing
|
||||||
|
/// result</param> <param name="twist">A pointer to the quaternion for the
|
||||||
|
/// twist result</param>
|
||||||
|
static void GetSwingTwist(Vector3Float axis, Quaternion q,
|
||||||
|
out Quaternion swing, out Quaternion twist) {
|
||||||
|
twist = GetRotationAround(axis, q);
|
||||||
|
swing = q * Inverse(twist);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Calculate the dot product of two quaternions
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="rotation1">The first rotation</param>
|
||||||
|
/// <param name="rotation2">The second rotation</param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static float Dot(Quaternion q1, Quaternion q2) {
|
||||||
|
return q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
}
|
||||||
279
LinearAlgebra/src/Spherical.cs
Normal file
279
LinearAlgebra/src/Spherical.cs
Normal file
@ -0,0 +1,279 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
using Vector3 = UnityEngine.Vector3;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
/// <summary>
|
||||||
|
/// A spherical vector
|
||||||
|
/// </summary>
|
||||||
|
/// <remark>This is a struct such that it is a value type and cannot be null
|
||||||
|
public struct Spherical {
|
||||||
|
/// <summary>
|
||||||
|
/// Create a spherical vector
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="distance">The distance in meters</param>
|
||||||
|
/// <param name="direction">The direction of the vector</param>
|
||||||
|
public Spherical(float distance, Direction direction) {
|
||||||
|
if (distance > 0) {
|
||||||
|
this.distance = distance;
|
||||||
|
this.direction = direction;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this.distance = -distance;
|
||||||
|
this.direction = -direction;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create spherical vector. All given angles are in degrees
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="distance">The distance in meters</param>
|
||||||
|
/// <param name="horizontal">The horizontal angle in degrees</param>
|
||||||
|
/// <param name="vertical">The vertical angle in degrees</param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static Spherical Degrees(float distance, float horizontal, float vertical) {
|
||||||
|
Direction direction = Direction.Degrees(horizontal, vertical);
|
||||||
|
Spherical s = new(distance, direction);
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Spherical Radians(float distance, float horizontal, float vertical) {
|
||||||
|
Direction direction = Direction.Radians(horizontal, vertical);
|
||||||
|
Spherical s = new(distance, direction);
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The distance in meters
|
||||||
|
/// </summary>
|
||||||
|
/// @remark The distance should never be negative
|
||||||
|
public float distance;
|
||||||
|
/// <summary>
|
||||||
|
/// The direction of the vector
|
||||||
|
/// </summary>
|
||||||
|
public Direction direction;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A spherical vector with zero degree angles and distance
|
||||||
|
/// </summary>
|
||||||
|
public readonly static Spherical zero = new(0, Direction.forward);
|
||||||
|
/// <summary>
|
||||||
|
/// A normalized forward-oriented vector
|
||||||
|
/// </summary>
|
||||||
|
public readonly static Spherical forward = new(1, Direction.forward);
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
public static Spherical FromVector3(Vector3 v) {
|
||||||
|
float distance = v.magnitude;
|
||||||
|
Direction direction = Direction.FromVector3(v / distance);
|
||||||
|
return new Spherical(distance, direction);
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly Vector3 ToVector3() {
|
||||||
|
Vector3 v = this.direction.ToVector3();
|
||||||
|
v *= this.distance;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
public static Spherical FromVector3(Vector3Float v) {
|
||||||
|
float distance = v.magnitude;
|
||||||
|
if (distance == 0.0f)
|
||||||
|
return Spherical.zero;
|
||||||
|
else {
|
||||||
|
float verticalAngle = (float)(Math.PI / 2 - Math.Acos(v.vertical / distance)) * AngleFloat.Rad2Deg;
|
||||||
|
float horizontalAngle = (float)Math.Atan2(v.horizontal, v.depth) * AngleFloat.Rad2Deg;
|
||||||
|
return Degrees(distance, horizontalAngle, verticalAngle);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly Vector3Float ToVector3() {
|
||||||
|
// float verticalRad = (AngleFloat.deg90 - this.direction.vertical).inRadians;
|
||||||
|
// float horizontalRad = this.direction.horizontal.inRadians;
|
||||||
|
// float cosVertical = (float)Math.Cos(verticalRad);
|
||||||
|
// float sinVertical = (float)Math.Sin(verticalRad);
|
||||||
|
// float cosHorizontal = (float)Math.Cos(horizontalRad);
|
||||||
|
// float sinHorizontal = (float)Math.Sin(horizontalRad);
|
||||||
|
|
||||||
|
// float x = this.distance * sinVertical * sinHorizontal;
|
||||||
|
// float y = this.distance * cosVertical;
|
||||||
|
// float z = this.distance * sinVertical * cosHorizontal;
|
||||||
|
|
||||||
|
// Vector3Float v = new(x, y, z);
|
||||||
|
Vector3Float v = this.direction.ToVector3();
|
||||||
|
v *= this.distance;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
public override readonly string ToString() {
|
||||||
|
return $"Spherical({this.distance}, h: {this.direction.horizontal}, v: {this.direction.vertical})";
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public readonly float magnitude => this.distance;
|
||||||
|
|
||||||
|
public Spherical normalized {
|
||||||
|
get {
|
||||||
|
Spherical r = new() {
|
||||||
|
distance = 1,
|
||||||
|
direction = this.direction
|
||||||
|
};
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Spherical operator +(Spherical s1, Spherical s2) {
|
||||||
|
// let's do it the easy way...
|
||||||
|
// using vars to be compatible with both unity (Vector3) and native (Vector3Float)
|
||||||
|
var v1 = s1.ToVector3();
|
||||||
|
var v2 = s2.ToVector3();
|
||||||
|
var v = v1 + v2;
|
||||||
|
Spherical r = FromVector3(v);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Spherical operator *(Spherical v, float d) {
|
||||||
|
Spherical r = new(v.distance * d, v.direction);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator ==(Spherical v1, Spherical v2) {
|
||||||
|
return (v1.distance == v2.distance && v1.direction == v2.direction);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator !=(Spherical v1, Spherical v2) {
|
||||||
|
return (v1.distance != v2.distance || v1.direction != v2.direction);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override readonly bool Equals(object o) {
|
||||||
|
if (o is Spherical s)
|
||||||
|
return this == s;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override readonly int GetHashCode() {
|
||||||
|
return HashCode.Combine(this.distance, this.direction);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float Distance(Spherical v1, Spherical v2) {
|
||||||
|
// Convert degrees to radians
|
||||||
|
float thetaARadians = v1.direction.horizontal.inRadians;
|
||||||
|
float phiARadians = v1.direction.vertical.inRadians;// DegreesToRadians(phiA);
|
||||||
|
float thetaBRadians = v2.direction.horizontal.inRadians; // DegreesToRadians(thetaB);
|
||||||
|
float phiBRadians = v2.direction.vertical.inRadians; // DegreesToRadians(phiB);
|
||||||
|
|
||||||
|
// Calculate sine and cosine values
|
||||||
|
float sinPhiA = MathF.Sin(phiARadians);
|
||||||
|
float cosPhiA = MathF.Cos(phiARadians);
|
||||||
|
float sinPhiB = MathF.Sin(phiBRadians);
|
||||||
|
float cosPhiB = MathF.Cos(phiBRadians);
|
||||||
|
|
||||||
|
// Calculate the cosine of the difference in azimuthal angles
|
||||||
|
float cosThetaDifference = MathF.Cos(thetaARadians - thetaBRadians);
|
||||||
|
|
||||||
|
// Apply the spherical law of cosines
|
||||||
|
float distance = MathF.Sqrt(
|
||||||
|
v1.distance * v1.distance +
|
||||||
|
v2.distance * v2.distance -
|
||||||
|
2 * v1.distance * v2.distance * (sinPhiA * sinPhiB * cosThetaDifference + cosPhiA * cosPhiB)
|
||||||
|
);
|
||||||
|
|
||||||
|
return distance;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Spherical Average(Spherical v1, Spherical v2) {
|
||||||
|
const float EPS = 1e-6f;
|
||||||
|
|
||||||
|
// Angles in radians
|
||||||
|
float a1 = v1.direction.horizontal.inRadians;
|
||||||
|
float a2 = v2.direction.horizontal.inRadians;
|
||||||
|
float e1 = v1.direction.vertical.inRadians;
|
||||||
|
float e2 = v2.direction.vertical.inRadians;
|
||||||
|
|
||||||
|
// Fast path: exactly same direction (allowing wrap for azimuth) -> preserve exact angles
|
||||||
|
bool sameAz = MathF.Abs(MathF.IEEERemainder(a1 - a2, MathF.PI * 2f)) < EPS;
|
||||||
|
bool sameEl = MathF.Abs(e1 - e2) < EPS;
|
||||||
|
if (sameAz && sameEl) {
|
||||||
|
// Distances may differ; average distance but keep exact angles from v1
|
||||||
|
float rAvgExact = 0.5f * (v1.distance + v2.distance);
|
||||||
|
return new Spherical(rAvgExact, v1.direction);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Horizontal unit-circle sum
|
||||||
|
float cx = MathF.Cos(a1) + MathF.Cos(a2);
|
||||||
|
float cy = MathF.Sin(a1) + MathF.Sin(a2);
|
||||||
|
|
||||||
|
// Vertical as z = sin(el)
|
||||||
|
float z1 = MathF.Sin(e1);
|
||||||
|
float z2 = MathF.Sin(e2);
|
||||||
|
float cz = z1 + z2;
|
||||||
|
|
||||||
|
// Magnitude of summed unit-direction vectors
|
||||||
|
float sumX = cx;
|
||||||
|
float sumY = cy;
|
||||||
|
float sumZ = cz;
|
||||||
|
float magSum = MathF.Sqrt(sumX * sumX + sumY * sumY + sumZ * sumZ);
|
||||||
|
|
||||||
|
// If the two direction unit-vectors cancel (or nearly), return zero distance.
|
||||||
|
if (magSum < EPS) {
|
||||||
|
return Spherical.Radians(0f, 0f, 0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Normalized averaged direction components
|
||||||
|
float ux = sumX / magSum;
|
||||||
|
float uy = sumY / magSum;
|
||||||
|
float uz = sumZ / magSum;
|
||||||
|
|
||||||
|
// Compute averaged angles from normalized vector
|
||||||
|
float azAvgRad = MathF.Atan2(uy, ux);
|
||||||
|
float elAvgRad = MathF.Asin(Float.Clamp(uz, -1f, 1f));
|
||||||
|
|
||||||
|
// Average distance (arithmetic mean)
|
||||||
|
float rAvg = 0.5f * (v1.distance + v2.distance);
|
||||||
|
|
||||||
|
return Spherical.Radians(rAvg, azAvgRad, elAvgRad);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Spherical Sum(List<Spherical> vectors) {
|
||||||
|
if (vectors == null || vectors.Count == 0)
|
||||||
|
throw new ArgumentException("vectors must contain at least one element", nameof(vectors));
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
Vector3 sum = Vector3.zero;
|
||||||
|
#else
|
||||||
|
Vector3Float sum = Vector3Float.zero;
|
||||||
|
#endif
|
||||||
|
foreach (Spherical v in vectors)
|
||||||
|
sum += v.ToVector3();
|
||||||
|
|
||||||
|
return FromVector3(sum);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public static Spherical Average(List<Spherical> vectors) {
|
||||||
|
if (vectors == null || vectors.Count == 0)
|
||||||
|
throw new ArgumentException("vectors must contain at least one element", nameof(vectors));
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
Vector3 sum = Vector3.zero;
|
||||||
|
#else
|
||||||
|
Vector3Float sum = Vector3Float.zero;
|
||||||
|
#endif
|
||||||
|
int n = 0;
|
||||||
|
foreach (Spherical v in vectors) {
|
||||||
|
sum += v.ToVector3();
|
||||||
|
n++;
|
||||||
|
}
|
||||||
|
var avg = sum / n;
|
||||||
|
|
||||||
|
// if (avg.sqrMagnitude == 0f)
|
||||||
|
// return new Spherical(0f, new Direction(AngleFloat.Radians(0f), AngleFloat.Radians(0f)));
|
||||||
|
// else
|
||||||
|
return FromVector3(avg);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
136
LinearAlgebra/src/SwingTwist.cs
Normal file
136
LinearAlgebra/src/SwingTwist.cs
Normal file
@ -0,0 +1,136 @@
|
|||||||
|
// #if !UNITY_5_3_OR_NEWER
|
||||||
|
// using UnityEngine;
|
||||||
|
// #endif
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// An orientation using swing and twist angles
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="swing">The swing rotation</param>
|
||||||
|
/// <param name="twist">The twist rotation</param>
|
||||||
|
public struct SwingTwist {
|
||||||
|
public Direction swing;
|
||||||
|
public AngleFloat twist;
|
||||||
|
|
||||||
|
public SwingTwist(Direction swing, AngleFloat twist) {
|
||||||
|
this.swing = swing;
|
||||||
|
this.twist = twist;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a swing/twist rotation using angles in degrees
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="horizontalSwing">The swing angle in the horizontal plane in degrees</param>
|
||||||
|
/// <param name="verticalSwing">The swing angle in the vertical plan in degrees</param>
|
||||||
|
/// <param name="twist">The twist angle in degrees</param>
|
||||||
|
/// <returns>The swing/twist rotation</returns>
|
||||||
|
public static SwingTwist Degrees(float horizontalSwing, float verticalSwing, float twist) {
|
||||||
|
Direction swing = Direction.Degrees(horizontalSwing, verticalSwing);
|
||||||
|
AngleFloat twistAngle = AngleFloat.Degrees(twist);
|
||||||
|
SwingTwist s = new(swing, twistAngle);
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a swing/twist rotation using angles in degrees
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="horizontalSwing">The swing angle in the horizontal plane in degrees</param>
|
||||||
|
/// <param name="verticalSwing">The swing angle in the vertical plan in degrees</param>
|
||||||
|
/// <param name="twist">The twist angle in degrees</param>
|
||||||
|
/// <returns>The swing/twist rotation</returns>
|
||||||
|
public static SwingTwist Radians(float horizontalSwing, float verticalSwing, float twist) {
|
||||||
|
Direction swing = Direction.Radians(horizontalSwing, verticalSwing);
|
||||||
|
AngleFloat twistAngle = AngleFloat.Radians(twist);
|
||||||
|
SwingTwist s = new(swing, twistAngle);
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
/// <summary>
|
||||||
|
/// A zero angle rotation
|
||||||
|
/// </summary>
|
||||||
|
public static readonly SwingTwist zero = Degrees(0, 0, 0);
|
||||||
|
|
||||||
|
public Spherical ToAngleAxis() {
|
||||||
|
UnityEngine.Quaternion q = this.ToQuaternion();
|
||||||
|
q.ToAngleAxis(out float angle, out UnityEngine.Vector3 axis);
|
||||||
|
Direction direction = Direction.FromVector3(axis);
|
||||||
|
|
||||||
|
Spherical r = new(angle, direction);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static SwingTwist FromAngleAxis(Spherical r) {
|
||||||
|
UnityEngine.Vector3 vectorAxis = r.direction.ToVector3();
|
||||||
|
UnityEngine.Quaternion q = UnityEngine.Quaternion.AngleAxis(r.distance, vectorAxis);
|
||||||
|
return FromQuaternion(q);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert a quaternion in a swing/twist rotation
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="q">The quaternion to convert</param>
|
||||||
|
/// <returns>The swing/twist rotation</returns>
|
||||||
|
public static SwingTwist FromQuaternion(UnityEngine.Quaternion q) {
|
||||||
|
UnityEngine.Vector3 angles = q.eulerAngles;
|
||||||
|
SwingTwist r = Degrees(angles.y, -angles.x, -angles.z);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
public UnityEngine.Quaternion ToQuaternion() {
|
||||||
|
UnityEngine.Quaternion q = UnityEngine.Quaternion.Euler(this.swing.vertical.inDegrees,
|
||||||
|
this.swing.horizontal.inDegrees,
|
||||||
|
this.twist.inDegrees);
|
||||||
|
return q;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
/// <summary>
|
||||||
|
/// A zero angle rotation
|
||||||
|
/// </summary>
|
||||||
|
public static readonly SwingTwist zero = Degrees(0, 0, 0);
|
||||||
|
|
||||||
|
public Spherical ToAngleAxis() {
|
||||||
|
LinearAlgebra.Quaternion q = this.ToQuaternion();
|
||||||
|
q.ToAngleAxis(out float angle, out Vector3Float axis);
|
||||||
|
Direction direction = Direction.FromVector3(axis);
|
||||||
|
|
||||||
|
Spherical r = new(angle, direction);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static SwingTwist FromAngleAxis(Spherical r) {
|
||||||
|
Vector3Float vectorAxis = r.direction.ToVector3();
|
||||||
|
LinearAlgebra.Quaternion q = LinearAlgebra.Quaternion.AngleAxis(AngleFloat.Degrees(r.distance), vectorAxis);
|
||||||
|
return FromQuaternion(q);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert a quaternion in a swing/twist rotation
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="q">The quaternion to convert</param>
|
||||||
|
/// <returns>The swing/twist rotation</returns>
|
||||||
|
public static SwingTwist FromQuaternion(LinearAlgebra.Quaternion q) {
|
||||||
|
Vector3Float v = LinearAlgebra.Quaternion.ToAngles(q);
|
||||||
|
SwingTwist r = Degrees(v.vertical, v.horizontal, v.depth);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
public LinearAlgebra.Quaternion ToQuaternion() {
|
||||||
|
LinearAlgebra.Quaternion q = LinearAlgebra.Quaternion.Euler(this.swing.vertical.inDegrees,
|
||||||
|
this.swing.horizontal.inDegrees,
|
||||||
|
this.twist.inDegrees);
|
||||||
|
return q;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public static SwingTwist FromQuat32(Quat32 q32) {
|
||||||
|
q32.ToAngles(out float right, out float up, out float forward);
|
||||||
|
SwingTwist r = Degrees(up, right, forward);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
479
LinearAlgebra/src/Vector2Float.cs
Normal file
479
LinearAlgebra/src/Vector2Float.cs
Normal file
@ -0,0 +1,479 @@
|
|||||||
|
using System;
|
||||||
|
using System.Numerics;
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
|
||||||
|
/*
|
||||||
|
public struct Vector2Int {
|
||||||
|
public int horizontal;
|
||||||
|
public int vertical;
|
||||||
|
|
||||||
|
public Vector2Int(int horizontal, int vertical) {
|
||||||
|
this.horizontal = horizontal;
|
||||||
|
this.vertical = vertical;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with zero for all axis
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int zero = new(0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (1, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int one = new(1, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int up = new(0, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, -1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int down = new(0, -1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int forward = new(0, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, -1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int back = new(0, -1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector3 with values (-1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int left = new(-1, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int right = new(1, 0);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the vector has equal values as the given vector
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The vector to compare to</param>
|
||||||
|
/// <returns><em>true</em> if the vector values are equal</returns>
|
||||||
|
public readonly bool Equals(Vector2Int v) => this.horizontal == v.horizontal && vertical == v.vertical;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the vector is equal to the given object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="obj">The object to compare to</param>
|
||||||
|
/// <returns><em>false</em> when the object is not a Vector2 or does not have equal values</returns>
|
||||||
|
public override readonly bool Equals(object obj) {
|
||||||
|
if (obj is not Vector2Int v)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return (this.horizontal == v.horizontal && this.vertical == v.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the two vectors have equal values
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns><em>true</em>when the vectors have equal values</returns>
|
||||||
|
/// Note that this uses a Float equality check which cannot be not exact in all cases.
|
||||||
|
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon
|
||||||
|
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||||
|
public static bool operator ==(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical);
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if two vectors have different values
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns><em>true</em>when the vectors have different values</returns>
|
||||||
|
/// Note that this uses a Float equality check which cannot be not exact in all case.
|
||||||
|
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon.
|
||||||
|
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||||
|
public static bool operator !=(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical);
|
||||||
|
}
|
||||||
|
public readonly float magnitude {
|
||||||
|
get {
|
||||||
|
int h = this.horizontal;
|
||||||
|
int v = this.vertical;
|
||||||
|
return MathF.Sqrt(h * h + v * v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float MagnitudeOf(Vector2Int v) {
|
||||||
|
return v.magnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector2Int operator -(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return new Vector2Int(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical);
|
||||||
|
}
|
||||||
|
public static Vector2Int operator +(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return new Vector2Int(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float Distance(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return (v1 - v2).magnitude;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public struct Vector2Float {
|
||||||
|
public float horizontal;
|
||||||
|
public float vertical;
|
||||||
|
|
||||||
|
public Vector2Float(float horizontal, float vertical) {
|
||||||
|
this.horizontal = horizontal;
|
||||||
|
this.vertical = vertical;
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly float magnitude {
|
||||||
|
get {
|
||||||
|
float h = this.horizontal;
|
||||||
|
float v = this.vertical;
|
||||||
|
return MathF.Sqrt(h * h + v * v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector2Float operator -(Vector2Float v1, Vector2Float v2) {
|
||||||
|
return new Vector2Float(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float Distance(Vector2Float v1, Vector2Float v2) {
|
||||||
|
return (v1 - v2).magnitude;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 2-dimensional vectors
|
||||||
|
/// </summary>
|
||||||
|
public struct Vector2Float {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The right axis of the vector
|
||||||
|
/// </summary>
|
||||||
|
public float horizontal; // left/right
|
||||||
|
/// <summary>
|
||||||
|
/// The upward/forward axis of the vector
|
||||||
|
/// </summary>
|
||||||
|
public float vertical; // forward/backward
|
||||||
|
// directions are to be inline with Vector3 as much as possible...
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a new 2-dimensional vector
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="x">x axis value</param>
|
||||||
|
/// <param name="y">y axis value</param>
|
||||||
|
public Vector2Float(float x, float y) {
|
||||||
|
this.horizontal = x;
|
||||||
|
this.vertical = y;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert a Vector2Int into a Vector2Float
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v">The Vector2Int</param>
|
||||||
|
public Vector2Float(Vector2Int v) {
|
||||||
|
this.horizontal = v.horizontal;
|
||||||
|
this.vertical = v.vertical;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with zero for all axis
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Float zero = new Vector2Float(0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (1, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Float one = new Vector2Float(1, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Float up = new Vector2Float(0, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, -1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Float down = new Vector2Float(0, -1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Float forward = new Vector2Float(0, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, -1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Float back = new Vector2Float(0, -1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector3 with values (-1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Float left = new Vector2Float(-1, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Float right = new Vector2Float(1, 0);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The squared length of this vector
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The squared length</returns>
|
||||||
|
/// The squared length is computationally simpler than the real length.
|
||||||
|
/// Think of Pythagoras A^2 + B^2 = C^2.
|
||||||
|
/// This leaves out the calculation of the squared root of C.
|
||||||
|
public readonly float sqrMagnitude => horizontal * horizontal + vertical * vertical;
|
||||||
|
public static float SqrMagnitudeOf(Vector2Float v) {
|
||||||
|
return v.sqrMagnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The length of this vector
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The length of this vector</returns>
|
||||||
|
public readonly float magnitude => MathF.Sqrt(horizontal * horizontal + vertical * vertical);
|
||||||
|
public static float MagnitudeOf(Vector2Float v) {
|
||||||
|
return v.magnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert the vector to a length of a 1
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The vector with length 1</returns>
|
||||||
|
public Vector2Float normalized {
|
||||||
|
get {
|
||||||
|
float l = magnitude;
|
||||||
|
Vector2Float v = zero;
|
||||||
|
if (l > Float.epsilon)
|
||||||
|
v = this / l;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public static Vector2Float Normalize(Vector2Float v) {
|
||||||
|
return v.normalized;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Add two vectors
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns>The result of adding the two vectors</returns>
|
||||||
|
public static Vector2Float operator +(Vector2Float v1, Vector2Float v2) {
|
||||||
|
Vector2Float v = new Vector2Float(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Subtract two vectors
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns>The result of adding the two vectors</returns>
|
||||||
|
public static Vector2Float operator -(Vector2Float v1, Vector2Float v2) {
|
||||||
|
Vector2Float v = new Vector2Float(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Negate the vector
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The vector to negate</param>
|
||||||
|
/// <returns>The negated vector</returns>
|
||||||
|
/// This will result in a vector pointing in the opposite direction
|
||||||
|
public static Vector2Float operator -(Vector2Float v1) {
|
||||||
|
Vector2Float v = new Vector2Float(-v1.horizontal, -v1.vertical);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Scale a vector uniformly down
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v">The vector to scale</param>
|
||||||
|
/// <param name="f">The scaling factor</param>
|
||||||
|
/// <returns>The scaled vector</returns>
|
||||||
|
/// Each component of the vector will be devided by the same factor.
|
||||||
|
public static Vector2Float operator /(Vector2Float v, float f) {
|
||||||
|
Vector2Float r = new(v.horizontal / f, v.vertical / f);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Scale a vector uniformly up
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The vector to scale</param>
|
||||||
|
/// <param name="f">The scaling factor</param>
|
||||||
|
/// <returns>The scaled vector</returns>
|
||||||
|
/// Each component of the vector will be multipled with the same factor.
|
||||||
|
public static Vector2Float operator *(Vector2Float v1, float f) {
|
||||||
|
Vector2Float v = new Vector2Float(v1.horizontal * f, v1.vertical * f);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Scale a vector uniformly up
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="f">The scaling factor</param>
|
||||||
|
/// <param name="v1">The vector to scale</param>
|
||||||
|
/// <returns>The scaled vector</returns>
|
||||||
|
/// Each component of the vector will be multipled with the same factor.
|
||||||
|
public static Vector2Float operator *(float f, Vector2Float v1) {
|
||||||
|
Vector2Float v = new Vector2Float(f * v1.horizontal, f * v1.vertical);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Scale the vector using another vector
|
||||||
|
/// @param v1 The vector to scale
|
||||||
|
/// @param v2 A vector with the scaling factors
|
||||||
|
/// @return The scaled vector
|
||||||
|
/// @remark Each component of the vector v1 will be multiplied with the
|
||||||
|
/// matching component from the scaling vector v2.
|
||||||
|
public static Vector2Float Scale(Vector2Float v1, Vector2Float v2) {
|
||||||
|
return new Vector2Float(v1.horizontal * v2.horizontal, v1.vertical * v2.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the vector has equal values as the given vector
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The vector to compare to</param>
|
||||||
|
/// <returns><em>true</em> if the vector values are equal</returns>
|
||||||
|
//public readonly bool Equals(Vector2Float v1) => horizontal == v1.horizontal && vertical == v1.vertical;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the two vectors have equal values
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns><em>true</em>when the vectors have equal values</returns>
|
||||||
|
/// Note that this uses a Float equality check which cannot be not exact in all cases.
|
||||||
|
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon
|
||||||
|
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||||
|
public static bool operator ==(Vector2Float v1, Vector2Float v2) {
|
||||||
|
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if two vectors have different values
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns><em>true</em>when the vectors have different values</returns>
|
||||||
|
/// Note that this uses a Float equality check which cannot be not exact in all case.
|
||||||
|
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon.
|
||||||
|
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||||
|
public static bool operator !=(Vector2Float v1, Vector2Float v2) {
|
||||||
|
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the vector is equal to the given object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="obj">The object to compare to</param>
|
||||||
|
/// <returns><em>false</em> when the object is not a Vector2 or does not have equal values</returns>
|
||||||
|
public override readonly bool Equals(object obj) {
|
||||||
|
if (obj is not Vector2Float v)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return (horizontal == v.horizontal && vertical == v.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Get an hash code for the vector
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The hash code</returns>
|
||||||
|
public override readonly int GetHashCode() {
|
||||||
|
return HashCode.Combine(horizontal, vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Get the distance between two vectors
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns>The distance between the two vectors</returns>
|
||||||
|
public static float Distance(Vector2Float v1, Vector2Float v2) {
|
||||||
|
float x = v1.horizontal - v2.horizontal;
|
||||||
|
float y = v1.vertical - v2.vertical;
|
||||||
|
float d = (float)Math.Sqrt(x * x + y * y);
|
||||||
|
return d;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The dot product of two vectors
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns>The dot product of the two vectors</returns>
|
||||||
|
public static float Dot(Vector2Float v1, Vector2Float v2) {
|
||||||
|
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Calculate the signed angle between two vectors.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="from">The starting vector</param>
|
||||||
|
/// <param name="to">The ending vector</param>
|
||||||
|
/// <param name="axis">The axis to rotate around</param>
|
||||||
|
/// <returns>The signed angle in degrees</returns>
|
||||||
|
public static float SignedAngle(Vector2Float from, Vector2Float to) {
|
||||||
|
//float sign = Math.Sign(v1.y * v2.x - v1.x * v2.y);
|
||||||
|
//return Vector2.Angle(v1, v2) * sign;
|
||||||
|
|
||||||
|
float sqrMagFrom = from.sqrMagnitude;
|
||||||
|
float sqrMagTo = to.sqrMagnitude;
|
||||||
|
|
||||||
|
if (sqrMagFrom == 0 || sqrMagTo == 0)
|
||||||
|
return 0;
|
||||||
|
//if (!isfinite(sqrMagFrom) || !isfinite(sqrMagTo))
|
||||||
|
// return nanf("");
|
||||||
|
|
||||||
|
float angleFrom = (float)Math.Atan2(from.vertical, from.horizontal);
|
||||||
|
float angleTo = (float)Math.Atan2(to.vertical, to.horizontal);
|
||||||
|
return -(angleTo - angleFrom) * AngleFloat.Rad2Deg;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float UnsignedAngle(Vector2Float from, Vector2Float to) {
|
||||||
|
return MathF.Abs(SignedAngle(from, to));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Rotates the vector with the given angle
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The vector to rotate</param>
|
||||||
|
/// <param name="angle">The angle in degrees</param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static Vector2Float Rotate(Vector2Float v1, AngleFloat angle) {
|
||||||
|
float sin = (float)Math.Sin(angle.inRadians);
|
||||||
|
float cos = (float)Math.Cos(angle.inRadians);
|
||||||
|
// float sin = AngleFloat.Sin(angle);
|
||||||
|
// float cos = AngleFloat.Cos(angle);
|
||||||
|
|
||||||
|
float tx = v1.horizontal;
|
||||||
|
float ty = v1.vertical;
|
||||||
|
Vector2Float v = new Vector2Float() {
|
||||||
|
horizontal = (cos * tx) - (sin * ty),
|
||||||
|
vertical = (sin * tx) + (cos * ty)
|
||||||
|
};
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Lerp between two vectors
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The from vector</param>
|
||||||
|
/// <param name="v2">The to vector</param>
|
||||||
|
/// <param name="f">The interpolation distance [0..1]</param>
|
||||||
|
/// <returns>The lerped vector</returns>
|
||||||
|
/// The factor f is unclamped. Value 0 matches the *v1* vector, Value 1
|
||||||
|
/// matches the *v2* vector Value -1 is *v1* vector minus the difference
|
||||||
|
/// between *v1* and *v2* etc.
|
||||||
|
public static Vector2Float Lerp(Vector2Float v1, Vector2Float v2, float f) {
|
||||||
|
Vector2Float v = v1 + (v2 - v1) * f;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Map interval of angles between vectors [0..Pi] to interval [0..1]
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns>The resulting factor in interval [0..1]</returns>
|
||||||
|
/// Vectors a and b must be normalized
|
||||||
|
public static float ToFactor(Vector2Float v1, Vector2Float v2) {
|
||||||
|
return (1 - Vector2Float.Dot(v1, v2)) / 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
185
LinearAlgebra/src/Vector2Int.cs
Normal file
185
LinearAlgebra/src/Vector2Int.cs
Normal file
@ -0,0 +1,185 @@
|
|||||||
|
using System;
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
|
||||||
|
public struct Vector2Int {
|
||||||
|
public int horizontal;
|
||||||
|
public int vertical;
|
||||||
|
|
||||||
|
public Vector2Int(int horizontal, int vertical) {
|
||||||
|
this.horizontal = horizontal;
|
||||||
|
this.vertical = vertical;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with zero for all axis
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int zero = new(0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (1, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int one = new(1, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int up = new(0, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, -1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int down = new(0, -1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int forward = new(0, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, -1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int back = new(0, -1);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector3 with values (-1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int left = new(-1, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector2Int right = new(1, 0);
|
||||||
|
|
||||||
|
/*
|
||||||
|
/// <summary>
|
||||||
|
/// Get an hash code for the vector
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The hash code</returns>
|
||||||
|
public override int GetHashCode() {
|
||||||
|
return (this.horizontal, this.vertical).GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the vector has equal values as the given vector
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The vector to compare to</param>
|
||||||
|
/// <returns><em>true</em> if the vector values are equal</returns>
|
||||||
|
public readonly bool Equals(Vector2Int v) => this.horizontal == v.horizontal && vertical == v.vertical;
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the two vectors have equal values
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns><em>true</em>when the vectors have equal values</returns>
|
||||||
|
/// Note that this uses a Float equality check which cannot be not exact in all cases.
|
||||||
|
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon
|
||||||
|
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||||
|
public static bool operator ==(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical);
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if two vectors have different values
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1">The first vector</param>
|
||||||
|
/// <param name="v2">The second vector</param>
|
||||||
|
/// <returns><em>true</em>when the vectors have different values</returns>
|
||||||
|
/// Note that this uses a Float equality check which cannot be not exact in all case.
|
||||||
|
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon.
|
||||||
|
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||||
|
public static bool operator !=(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tests if the vector is equal to the given object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="obj">The object to compare to</param>
|
||||||
|
/// <returns><em>false</em> when the object is not a Vector2 or does not have equal values</returns>
|
||||||
|
public override readonly bool Equals(object obj) {
|
||||||
|
if (obj is not Vector2Int v)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return (this.horizontal == v.horizontal && this.vertical == v.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Get an hash code for the vector
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The hash code</returns>
|
||||||
|
public override readonly int GetHashCode() {
|
||||||
|
return HashCode.Combine(horizontal, vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly float sqrMagnitude => this.horizontal * this.horizontal + this.vertical * this.vertical;
|
||||||
|
|
||||||
|
public static float SqrMagnitudeOf(Vector2Int v) {
|
||||||
|
return v.sqrMagnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly float magnitude =>
|
||||||
|
MathF.Sqrt(this.horizontal * this.horizontal + this.vertical * this.vertical);
|
||||||
|
|
||||||
|
public static float MagnitudeOf(Vector2Int v) {
|
||||||
|
return v.magnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Convert the vector to a length of 1
|
||||||
|
/// @return The vector normalized to a length of 1
|
||||||
|
public readonly Vector2Float normalized {
|
||||||
|
get {
|
||||||
|
float l = magnitude;
|
||||||
|
Vector2Float v = Vector2Float.zero;
|
||||||
|
if (l > Float.epsilon)
|
||||||
|
v = new Vector2Float(this) / l;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/// @brief Convert the vector to a length of 1
|
||||||
|
/// @param v The vector to convert
|
||||||
|
/// @return The vector normalized to a length of 1
|
||||||
|
public static Vector2Float Normalize(Vector2Int v) {
|
||||||
|
float num = v.magnitude;
|
||||||
|
Vector2Float result = Vector2Float.zero;
|
||||||
|
if (num > Float.epsilon)
|
||||||
|
result = new Vector2Float(v) / num;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector2Int operator -(Vector2Int v) {
|
||||||
|
return new Vector2Int(-v.horizontal, -v.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector2Int operator -(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return new Vector2Int(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical);
|
||||||
|
}
|
||||||
|
public static Vector2Int operator +(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return new Vector2Int(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector2Int operator /(Vector2Int v, int f) {
|
||||||
|
return new Vector2Int(v.horizontal / f, v.vertical / f);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector2Int operator *(Vector2Int v1, int d) {
|
||||||
|
return new Vector2Int(v1.horizontal * d, v1.vertical * d);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector2Int operator *(int d, Vector2Int v1) {
|
||||||
|
return new Vector2Int(d * v1.horizontal, d * v1.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector2Int Scale(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return new Vector2Int(v1.horizontal * v2.horizontal, v1.vertical * v2.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The dot product of two vectors
|
||||||
|
/// @param v1 The first vector
|
||||||
|
/// @param v2 The second vector
|
||||||
|
/// @return The dot product of the two vectors
|
||||||
|
public static int Dot(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float Distance(Vector2Int v1, Vector2Int v2) {
|
||||||
|
return (v1 - v2).magnitude;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
402
LinearAlgebra/src/Vector3Float.cs
Normal file
402
LinearAlgebra/src/Vector3Float.cs
Normal file
@ -0,0 +1,402 @@
|
|||||||
|
//#if !UNITY_5_3_OR_NEWER
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
/*
|
||||||
|
public struct Vector3Float {
|
||||||
|
public float horizontal;
|
||||||
|
public float vertical;
|
||||||
|
public float depth;
|
||||||
|
|
||||||
|
public Vector3Float(float horizontal, float vertical, float depth) {
|
||||||
|
this.horizontal = horizontal;
|
||||||
|
this.vertical = vertical;
|
||||||
|
this.depth = depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with zero for all axis
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Float zero = new(0, 0, 0);
|
||||||
|
|
||||||
|
public readonly float magnitude {
|
||||||
|
get => (float)Math.Sqrt(this.horizontal * this.horizontal + this.vertical * this.vertical + this.depth * this.depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Convert the vector to a length of a 1
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The vector with length 1</returns>
|
||||||
|
public readonly Vector3Float normalized {
|
||||||
|
get {
|
||||||
|
float l = magnitude;
|
||||||
|
Vector3Float v = zero;
|
||||||
|
if (l > Float.epsilon)
|
||||||
|
v = this / l;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public static Vector3Float operator *(Vector3Float v, float f) {
|
||||||
|
Vector3Float r = new(v.horizontal * f, v.vertical * f, v.depth * f);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
public static Vector3Float operator /(Vector3Float v, float f) {
|
||||||
|
Vector3Float r = new(v.horizontal / f, v.vertical / f, v.depth / f);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float Dot(Vector3Float v1, Vector3Float v2) {
|
||||||
|
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical +
|
||||||
|
v1.depth * v2.depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
const float epsilon = 1E-05f;
|
||||||
|
public static Vector3Float Project(Vector3Float v, Vector3Float n) {
|
||||||
|
float sqrMagnitude = Dot(n, n);
|
||||||
|
if (sqrMagnitude < epsilon)
|
||||||
|
return zero;
|
||||||
|
else {
|
||||||
|
float dot = Dot(v, n);
|
||||||
|
Vector3Float r = n * dot;
|
||||||
|
r /= sqrMagnitude;
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 3-dimensional vectors
|
||||||
|
/// </summary>
|
||||||
|
/// This uses the right-handed coordinate system.
|
||||||
|
public struct Vector3Float {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The right axis of the vector
|
||||||
|
/// </summary>
|
||||||
|
public float horizontal; //> left/right
|
||||||
|
/// <summary>
|
||||||
|
/// The upward axis of the vector
|
||||||
|
/// </summary>
|
||||||
|
public float vertical; //> up/down
|
||||||
|
/// <summary>
|
||||||
|
/// The forward axis of the vector
|
||||||
|
/// </summary>
|
||||||
|
public float depth; //> forward/backward
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a new 3-dimensional vector
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="horizontal">x axis value</param>
|
||||||
|
/// <param name="vertical">y axis value</param>
|
||||||
|
/// <param name="depth">z axis value</param>
|
||||||
|
public Vector3Float(float horizontal, float vertical, float depth) {
|
||||||
|
this.horizontal = horizontal;
|
||||||
|
this.vertical = vertical;
|
||||||
|
this.depth = depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector3Float(Vector3Int v) {
|
||||||
|
this.horizontal = v.horizontal;
|
||||||
|
this.vertical = v.vertical;
|
||||||
|
this.depth = v.depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3Float FromSpherical(Spherical s) {
|
||||||
|
float verticalRad = (AngleFloat.deg90 - s.direction.vertical).inRadians;
|
||||||
|
float horizontalRad = s.direction.horizontal.inRadians;
|
||||||
|
float cosVertical = MathF.Cos(verticalRad);
|
||||||
|
float sinVertical = MathF.Sin(verticalRad);
|
||||||
|
float cosHorizontal = MathF.Cos(horizontalRad);
|
||||||
|
float sinHorizontal = MathF.Sin(horizontalRad);
|
||||||
|
|
||||||
|
float horizontal = s.distance * sinVertical * sinHorizontal;
|
||||||
|
float vertical = s.distance * cosVertical;
|
||||||
|
float depth = s.distance * sinVertical * cosHorizontal;
|
||||||
|
return new Vector3Float(horizontal, vertical, depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override string ToString() {
|
||||||
|
return $"({this.horizontal}, {this.vertical}, {this.depth})";
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with zero for all axis
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Float zero = new Vector3Float(0, 0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with one for all axis
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Float one = new Vector3Float(1, 1, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A Vector3Float with values (-1, 0, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Float left = new Vector3Float(-1, 0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (1, 0, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Float right = new Vector3Float(1, 0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, -1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Float down = new Vector3Float(0, -1, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Float up = new Vector3Float(0, 1, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 0, -1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Float back = new Vector3Float(0, -1, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 0, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Float forward = new Vector3Float(0, 1, 0);
|
||||||
|
|
||||||
|
/// @brief The vector length
|
||||||
|
/// @return The vector length
|
||||||
|
public readonly float magnitude => MathF.Sqrt(horizontal * horizontal + vertical * vertical + depth * depth);
|
||||||
|
/// <summary>
|
||||||
|
/// The vector length
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v">The vector for which you need the length</param>
|
||||||
|
/// <returns>The vector length</returns>
|
||||||
|
public static float MagnitudeOf(Vector3Float v) {
|
||||||
|
return v.magnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The squared vector length
|
||||||
|
/// @return The squared vector length
|
||||||
|
/// @remark The squared length is computationally simpler than the real
|
||||||
|
/// length. Think of Pythagoras A^2 + B^2 = C^2. This leaves out the
|
||||||
|
/// calculation of the squared root of C.
|
||||||
|
public readonly float sqrMagnitude => (horizontal * horizontal + vertical * vertical + depth * depth);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The squared vector length
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v">The vector for which you need the squared length</param>
|
||||||
|
/// <returns>The squared vector length</returns>
|
||||||
|
/// <remarks>The squared length is computationally simpler than the real
|
||||||
|
/// length. Think of Pythagoras A^2 + B^2 = C^2. This leaves out the
|
||||||
|
/// calculation of the squared root of C.</remarks>
|
||||||
|
public static float SqrMagnitudeOf(Vector3Float v) {
|
||||||
|
return v.sqrMagnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Convert the vector to a length of 1
|
||||||
|
/// @return The vector normalized to a length of 1
|
||||||
|
public readonly Vector3Float normalized {
|
||||||
|
get {
|
||||||
|
float l = magnitude;
|
||||||
|
Vector3Float v = zero;
|
||||||
|
if (l > Float.epsilon)
|
||||||
|
v = this / l;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/// @brief Convert the vector to a length of 1
|
||||||
|
/// @param v The vector to convert
|
||||||
|
/// @return The vector normalized to a length of 1
|
||||||
|
public static Vector3Float Normalize(Vector3Float v) {
|
||||||
|
float num = v.magnitude;
|
||||||
|
Vector3Float result = zero;
|
||||||
|
if (num > Float.epsilon)
|
||||||
|
result = v / num;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Negate te vector such that it points in the opposite direction
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1"></param>
|
||||||
|
/// <returns>The negated vector</returns>
|
||||||
|
public static Vector3Float operator -(Vector3Float v1) {
|
||||||
|
Vector3Float v = new(-v1.horizontal, -v1.vertical, -v1.depth);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Subtract two vectors
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1"></param>
|
||||||
|
/// <param name="v2"></param>
|
||||||
|
/// <returns>The result of the subtraction</returns>
|
||||||
|
public static Vector3Float operator -(Vector3Float v1, Vector3Float v2) {
|
||||||
|
Vector3Float v = new(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical, v1.depth - v2.depth);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Add two vectors
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1"></param>
|
||||||
|
/// <param name="v2"></param>
|
||||||
|
/// <returns>The result of the addition</returns>
|
||||||
|
public static Vector3Float operator +(Vector3Float v1, Vector3Float v2) {
|
||||||
|
Vector3Float v = new(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical, v1.depth + v2.depth);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Scale the vector using another vector
|
||||||
|
/// @param v1 The vector to scale
|
||||||
|
/// @param v2 A vector with the scaling factors
|
||||||
|
/// @return The scaled vector
|
||||||
|
/// @remark Each component of the vector v1 will be multiplied with the
|
||||||
|
/// matching component from the scaling vector v2.
|
||||||
|
public static Vector3Float Scale(Vector3Float v1, Vector3Float v2) {
|
||||||
|
return new Vector3Float(v1.horizontal * v2.horizontal, v1.vertical * v2.vertical, v1.depth * v2.depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public static Vector3Float operator *(Vector3Float v1, float d) {
|
||||||
|
Vector3Float v = new(v1.horizontal * d, v1.vertical * d, v1.depth * d);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3Float operator *(float d, Vector3Float v1) {
|
||||||
|
Vector3Float v = new(d * v1.horizontal, d * v1.vertical, d * v1.depth);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3Float operator /(Vector3Float v1, float d) {
|
||||||
|
Vector3Float v = new(v1.horizontal / d, v1.vertical / d, v1.depth / d);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//public bool Equals(Vector3Float v) => (horizontal == v.horizontal && vertical == v.vertical && depth == v.depth);
|
||||||
|
|
||||||
|
public static bool operator ==(Vector3Float v1, Vector3Float v2) {
|
||||||
|
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical && v1.depth == v2.depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator !=(Vector3Float v1, Vector3Float v2) {
|
||||||
|
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical || v1.depth != v2.depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override readonly bool Equals(object obj) {
|
||||||
|
if (obj is not Vector3Float v)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return (horizontal == v.horizontal && vertical == v.vertical && depth == v.depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override readonly int GetHashCode() {
|
||||||
|
return HashCode.Combine(horizontal, vertical, depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The distance between two vectors
|
||||||
|
/// @param v1 The first vector
|
||||||
|
/// @param v2 The second vector
|
||||||
|
/// @return The distance between the two vectors
|
||||||
|
public static float Distance(Vector3Float v1, Vector3Float v2) {
|
||||||
|
return (v2 - v1).magnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The dot product of two vectors
|
||||||
|
/// @param v1 The first vector
|
||||||
|
/// @param v2 The second vector
|
||||||
|
/// @return The dot product of the two vectors
|
||||||
|
public static float Dot(Vector3Float v1, Vector3Float v2) {
|
||||||
|
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical + v1.depth * v2.depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The cross product of two vectors
|
||||||
|
/// @param v1 The first vector
|
||||||
|
/// @param v2 The second vector
|
||||||
|
/// @return The cross product of the two vectors
|
||||||
|
public static Vector3Float Cross(Vector3Float v1, Vector3Float v2) {
|
||||||
|
return new Vector3Float(v1.vertical * v2.depth - v1.depth * v2.vertical, v1.depth * v2.horizontal - v1.horizontal * v2.depth,
|
||||||
|
v1.horizontal * v2.vertical - v1.vertical * v2.horizontal);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Project the vector on another vector
|
||||||
|
/// @param v The vector to project
|
||||||
|
/// @param n The normal vecto to project on
|
||||||
|
/// @return The projected vector
|
||||||
|
public static Vector3Float Project(Vector3Float v, Vector3Float n) {
|
||||||
|
float sqrMagnitude = Dot(n, n);
|
||||||
|
if (sqrMagnitude < Float.epsilon)
|
||||||
|
return zero;
|
||||||
|
else {
|
||||||
|
float dot = Dot(v, n);
|
||||||
|
Vector3Float r = n * dot / sqrMagnitude;
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Project the vector on a plane defined by a normal orthogonal to the
|
||||||
|
/// plane.
|
||||||
|
/// @param v The vector to project
|
||||||
|
/// @param n The normal of the plane to project on
|
||||||
|
/// @return Teh projected vector
|
||||||
|
public static Vector3Float ProjectOnPlane(Vector3Float v, Vector3Float n) {
|
||||||
|
Vector3Float r = v - Project(v, n);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The angle between two vectors
|
||||||
|
/// @param v1 The first vector
|
||||||
|
/// @param v2 The second vector
|
||||||
|
/// @return The angle between the two vectors
|
||||||
|
/// @remark This reterns an unsigned angle which is the shortest distance
|
||||||
|
/// between the two vectors. Use Vector3::SignedAngle if a signed angle is
|
||||||
|
/// needed.
|
||||||
|
public static AngleFloat UnsignedAngle(Vector3Float v1, Vector3Float v2) {
|
||||||
|
float denominator = MathF.Sqrt(v1.sqrMagnitude * v2.sqrMagnitude);
|
||||||
|
if (denominator < Float.epsilon)
|
||||||
|
return AngleFloat.zero;
|
||||||
|
|
||||||
|
float dot = Dot(v1, v2);
|
||||||
|
float fraction = dot / denominator;
|
||||||
|
if (float.IsNaN(fraction))
|
||||||
|
return AngleFloat.Degrees(
|
||||||
|
fraction); // short cut to returning NaN universally
|
||||||
|
|
||||||
|
float cdot = Float.Clamp(fraction, -1.0f, 1.0f);
|
||||||
|
float r = MathF.Acos(cdot);
|
||||||
|
return AngleFloat.Radians(r);
|
||||||
|
}
|
||||||
|
/// @brief The signed angle between two vectors
|
||||||
|
/// @param v1 The starting vector
|
||||||
|
/// @param v2 The ending vector
|
||||||
|
/// @param axis The axis to rotate around
|
||||||
|
/// @return The signed angle between the two vectors
|
||||||
|
public static AngleFloat SignedAngle(Vector3Float v1, Vector3Float v2,
|
||||||
|
Vector3Float axis) {
|
||||||
|
// angle in [0,180]
|
||||||
|
AngleFloat angle = UnsignedAngle(v1, v2);
|
||||||
|
|
||||||
|
Vector3Float cross = Cross(v1, v2);
|
||||||
|
float b = Dot(axis, cross);
|
||||||
|
float signd = b < 0 ? -1.0F : (b > 0 ? 1.0F : 0.0F);
|
||||||
|
|
||||||
|
// angle in [-179,180]
|
||||||
|
AngleFloat signed_angle = angle * signd;
|
||||||
|
|
||||||
|
return signed_angle;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// @brief Lerp (linear interpolation) between two vectors
|
||||||
|
/// @param v1 The starting vector
|
||||||
|
/// @param v2 The ending vector
|
||||||
|
/// @param f The interpolation distance
|
||||||
|
/// @return The lerped vector
|
||||||
|
/// @remark The factor f is unclamped. Value 0 matches the vector *v1*, Value
|
||||||
|
/// 1 matches vector *v2*. Value -1 is vector *v1* minus the difference
|
||||||
|
/// between *v1* and *v2* etc.
|
||||||
|
public static Vector3Float Lerp(Vector3Float v1, Vector3Float v2, float f) {
|
||||||
|
Vector3Float v = v1 + (v2 - v1) * f;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//#endif
|
||||||
273
LinearAlgebra/src/Vector3Int.cs
Normal file
273
LinearAlgebra/src/Vector3Int.cs
Normal file
@ -0,0 +1,273 @@
|
|||||||
|
//#if !UNITY_5_3_OR_NEWER
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 3-dimensional vectors
|
||||||
|
/// </summary>
|
||||||
|
/// This uses the right-handed coordinate system.
|
||||||
|
/// <remarks>
|
||||||
|
/// Create a new 3-dimensional vector
|
||||||
|
/// </remarks>
|
||||||
|
/// <param name="horizontal">x axis value</param>
|
||||||
|
/// <param name="vertical">y axis value</param>
|
||||||
|
/// <param name="depth">z axis value</param>
|
||||||
|
public struct Vector3Int {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The right axis of the vector
|
||||||
|
/// </summary>
|
||||||
|
public int horizontal; //> left/right
|
||||||
|
/// <summary>
|
||||||
|
/// The upward axis of the vector
|
||||||
|
/// </summary>
|
||||||
|
public int vertical; //> up/down
|
||||||
|
/// <summary>
|
||||||
|
/// The forward axis of the vector
|
||||||
|
/// </summary>
|
||||||
|
public int depth; //> forward/backward
|
||||||
|
|
||||||
|
public Vector3Int(int horizontal, int vertical, int depth) {
|
||||||
|
this.horizontal = horizontal;
|
||||||
|
this.vertical = vertical;
|
||||||
|
this.depth = depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with zero for all axis
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Int zero = new(0, 0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with one for all axis
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Int one = new(1, 1, 1);
|
||||||
|
/// <summary>
|
||||||
|
/// A Vector3Int with values (-1, 0, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Int left = new(-1, 0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (1, 0, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Int right = new(1, 0, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, -1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Int down = new(0, -1, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 1, 0)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Int up = new(0, 1, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 0, -1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Int back = new(0, -1, 0);
|
||||||
|
/// <summary>
|
||||||
|
/// A vector with values (0, 0, 1)
|
||||||
|
/// </summary>
|
||||||
|
public static readonly Vector3Int forward = new(0, 1, 0);
|
||||||
|
|
||||||
|
/// @brief The vector length
|
||||||
|
/// @return The vector length
|
||||||
|
public readonly float magnitude => MathF.Sqrt(horizontal * horizontal + vertical * vertical + depth * depth);
|
||||||
|
/// <summary>
|
||||||
|
/// The vector length
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v">The vector for which you need the length</param>
|
||||||
|
/// <returns>The vector length</returns>
|
||||||
|
public static float MagnitudeOf(Vector3Int v) {
|
||||||
|
return v.magnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The squared vector length
|
||||||
|
/// @return The squared vector length
|
||||||
|
/// @remark The squared length is computationally simpler than the real
|
||||||
|
/// length. Think of Pythagoras A^2 + B^2 = C^2. This leaves out the
|
||||||
|
/// calculation of the squared root of C.
|
||||||
|
public readonly float sqrMagnitude => (horizontal * horizontal + vertical * vertical + depth * depth);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The squared vector length
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v">The vector for which you need the squared length</param>
|
||||||
|
/// <returns>The squared vector length</returns>
|
||||||
|
/// <remarks>The squared length is computationally simpler than the real
|
||||||
|
/// length. Think of Pythagoras A^2 + B^2 = C^2. This leaves out the
|
||||||
|
/// calculation of the squared root of C.</remarks>
|
||||||
|
public static float SqrMagnitudeOf(Vector3Int v) {
|
||||||
|
return v.sqrMagnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Convert the vector to a length of 1
|
||||||
|
/// @return The vector normalized to a length of 1
|
||||||
|
public readonly Vector3Float normalized {
|
||||||
|
get {
|
||||||
|
float l = magnitude;
|
||||||
|
Vector3Float v = Vector3Float.zero;
|
||||||
|
if (l > Float.epsilon)
|
||||||
|
v = new Vector3Float(this) / l;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/// @brief Convert the vector to a length of 1
|
||||||
|
/// @param v The vector to convert
|
||||||
|
/// @return The vector normalized to a length of 1
|
||||||
|
public static Vector3Float Normalize(Vector3Int v) {
|
||||||
|
float num = v.magnitude;
|
||||||
|
Vector3Float result = Vector3Float.zero;
|
||||||
|
if (num > Float.epsilon)
|
||||||
|
result = new Vector3Float(v) / num;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Negate te vector such that it points in the opposite direction
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1"></param>
|
||||||
|
/// <returns>The negated vector</returns>
|
||||||
|
public static Vector3Int operator -(Vector3Int v1) {
|
||||||
|
Vector3Int v = new(-v1.horizontal, -v1.vertical, -v1.depth);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Subtract two vectors
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1"></param>
|
||||||
|
/// <param name="v2"></param>
|
||||||
|
/// <returns>The result of the subtraction</returns>
|
||||||
|
public static Vector3Int operator -(Vector3Int v1, Vector3Int v2) {
|
||||||
|
Vector3Int v = new(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical, v1.depth - v2.depth);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Add two vectors
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="v1"></param>
|
||||||
|
/// <param name="v2"></param>
|
||||||
|
/// <returns>The result of the addition</returns>
|
||||||
|
public static Vector3Int operator +(Vector3Int v1, Vector3Int v2) {
|
||||||
|
Vector3Int v = new(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical, v1.depth + v2.depth);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Scale the vector using another vector
|
||||||
|
/// @param v1 The vector to scale
|
||||||
|
/// @param v2 A vector with the scaling factors
|
||||||
|
/// @return The scaled vector
|
||||||
|
/// @remark Each component of the vector v1 will be multiplied with the
|
||||||
|
/// matching component from the scaling vector v2.
|
||||||
|
public static Vector3Int Scale(Vector3Int v1, Vector3Int v2) {
|
||||||
|
return new Vector3Int(v1.horizontal * v2.horizontal, v1.vertical * v2.vertical, v1.depth * v2.depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public static Vector3Int operator *(Vector3Int v1, int d) {
|
||||||
|
Vector3Int v = new(v1.horizontal * d, v1.vertical * d, v1.depth * d);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3Int operator *(int d, Vector3Int v1) {
|
||||||
|
Vector3Int v = new(d * v1.horizontal, d * v1.vertical, d * v1.depth);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3Int operator /(Vector3Int v1, int d) {
|
||||||
|
Vector3Int v = new(v1.horizontal / d, v1.vertical / d, v1.depth / d);
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Equals(Vector3Int v) => (horizontal == v.horizontal && vertical == v.vertical && depth == v.depth);
|
||||||
|
|
||||||
|
public override bool Equals(object obj) {
|
||||||
|
if (!(obj is Vector3Int v))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return (horizontal == v.horizontal && vertical == v.vertical && depth == v.depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator ==(Vector3Int v1, Vector3Int v2) {
|
||||||
|
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical && v1.depth == v2.depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator !=(Vector3Int v1, Vector3Int v2) {
|
||||||
|
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical || v1.depth != v2.depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int GetHashCode() {
|
||||||
|
return (horizontal, vertical, depth).GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The distance between two vectors
|
||||||
|
/// @param v1 The first vector
|
||||||
|
/// @param v2 The second vector
|
||||||
|
/// @return The distance between the two vectors
|
||||||
|
public static float Distance(Vector3Int v1, Vector3Int v2) {
|
||||||
|
return (v2 - v1).magnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The dot product of two vectors
|
||||||
|
/// @param v1 The first vector
|
||||||
|
/// @param v2 The second vector
|
||||||
|
/// @return The dot product of the two vectors
|
||||||
|
public static float Dot(Vector3Int v1, Vector3Int v2) {
|
||||||
|
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical + v1.depth * v2.depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The cross product of two vectors
|
||||||
|
/// @param v1 The first vector
|
||||||
|
/// @param v2 The second vector
|
||||||
|
/// @return The cross product of the two vectors
|
||||||
|
public static Vector3Int Cross(Vector3Int v1, Vector3Int v2) {
|
||||||
|
return new Vector3Int(v1.vertical * v2.depth - v1.depth * v2.vertical, v1.depth * v2.horizontal - v1.horizontal * v2.depth,
|
||||||
|
v1.horizontal * v2.vertical - v1.vertical * v2.horizontal);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief The angle between two vectors
|
||||||
|
/// @param v1 The first vector
|
||||||
|
/// @param v2 The second vector
|
||||||
|
/// @return The angle between the two vectors
|
||||||
|
/// @remark This reterns an unsigned angle which is the shortest distance
|
||||||
|
/// between the two vectors. Use Vector3::SignedAngle if a signed angle is
|
||||||
|
/// needed.
|
||||||
|
public static AngleFloat UnsignedAngle(Vector3Int v1, Vector3Int v2) {
|
||||||
|
float denominator = MathF.Sqrt(v1.sqrMagnitude * v2.sqrMagnitude);
|
||||||
|
if (denominator < Float.epsilon)
|
||||||
|
return AngleFloat.zero;
|
||||||
|
|
||||||
|
float dot = Dot(v1, v2);
|
||||||
|
float fraction = dot / denominator;
|
||||||
|
if (float.IsNaN(fraction))
|
||||||
|
return AngleFloat.Degrees(
|
||||||
|
fraction); // short cut to returning NaN universally
|
||||||
|
|
||||||
|
float cdot = Float.Clamp(fraction, -1.0f, 1.0f);
|
||||||
|
float r = MathF.Acos(cdot);
|
||||||
|
return AngleFloat.Radians(r);
|
||||||
|
}
|
||||||
|
/// @brief The signed angle between two vectors
|
||||||
|
/// @param v1 The starting vector
|
||||||
|
/// @param v2 The ending vector
|
||||||
|
/// @param axis The axis to rotate around
|
||||||
|
/// @return The signed angle between the two vectors
|
||||||
|
public static AngleFloat SignedAngle(Vector3Int v1, Vector3Int v2,
|
||||||
|
Vector3Int axis) {
|
||||||
|
// angle in [0,180]
|
||||||
|
AngleFloat angle = UnsignedAngle(v1, v2);
|
||||||
|
|
||||||
|
Vector3Int cross = Cross(v1, v2);
|
||||||
|
float b = Dot(axis, cross);
|
||||||
|
float signd = b < 0 ? -1.0F : (b > 0 ? 1.0F : 0.0F);
|
||||||
|
|
||||||
|
// angle in [-179,180]
|
||||||
|
AngleFloat signed_angle = angle * signd;
|
||||||
|
|
||||||
|
return signed_angle;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//#endif
|
||||||
322
LinearAlgebra/src/float16.cs
Normal file
322
LinearAlgebra/src/float16.cs
Normal file
@ -0,0 +1,322 @@
|
|||||||
|
using System;
|
||||||
|
|
||||||
|
namespace LinearAlgebra {
|
||||||
|
|
||||||
|
public class float16 {
|
||||||
|
//
|
||||||
|
// FILE: float16.cpp
|
||||||
|
// AUTHOR: Rob Tillaart
|
||||||
|
// VERSION: 0.1.8
|
||||||
|
// PURPOSE: library for Float16s for Arduino
|
||||||
|
// URL: http://en.wikipedia.org/wiki/Half-precision_floating-point_format
|
||||||
|
|
||||||
|
ushort _value;
|
||||||
|
|
||||||
|
public float16() { _value = 0; }
|
||||||
|
|
||||||
|
public float16(float f) {
|
||||||
|
//_value = f32tof16(f);
|
||||||
|
_value = F32ToF16__(f);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float toFloat() {
|
||||||
|
return f16tof32(_value);
|
||||||
|
}
|
||||||
|
|
||||||
|
public ushort GetBinary() { return _value; }
|
||||||
|
public void SetBinary(ushort value) { _value = value; }
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// EQUALITIES
|
||||||
|
//
|
||||||
|
/*
|
||||||
|
bool float16::operator ==(const float16 &f) { return (_value == f._value); }
|
||||||
|
|
||||||
|
bool float16::operator !=(const float16 &f) { return (_value != f._value); }
|
||||||
|
|
||||||
|
bool float16::operator >(const float16 &f) {
|
||||||
|
if ((_value & 0x8000) && (f._value & 0x8000))
|
||||||
|
return _value < f._value;
|
||||||
|
if (_value & 0x8000)
|
||||||
|
return false;
|
||||||
|
if (f._value & 0x8000)
|
||||||
|
return true;
|
||||||
|
return _value > f._value;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool float16::operator >=(const float16 &f) {
|
||||||
|
if ((_value & 0x8000) && (f._value & 0x8000))
|
||||||
|
return _value <= f._value;
|
||||||
|
if (_value & 0x8000)
|
||||||
|
return false;
|
||||||
|
if (f._value & 0x8000)
|
||||||
|
return true;
|
||||||
|
return _value >= f._value;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool float16::operator <(const float16 &f) {
|
||||||
|
if ((_value & 0x8000) && (f._value & 0x8000))
|
||||||
|
return _value > f._value;
|
||||||
|
if (_value & 0x8000)
|
||||||
|
return true;
|
||||||
|
if (f._value & 0x8000)
|
||||||
|
return false;
|
||||||
|
return _value < f._value;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool float16::operator <=(const float16 &f) {
|
||||||
|
if ((_value & 0x8000) && (f._value & 0x8000))
|
||||||
|
return _value >= f._value;
|
||||||
|
if (_value & 0x8000)
|
||||||
|
return true;
|
||||||
|
if (f._value & 0x8000)
|
||||||
|
return false;
|
||||||
|
return _value <= f._value;
|
||||||
|
}
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// NEGATION
|
||||||
|
//
|
||||||
|
float16 float16::operator -() {
|
||||||
|
float16 f16;
|
||||||
|
f16.setBinary(_value ^ 0x8000);
|
||||||
|
return f16;
|
||||||
|
}
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// MATH
|
||||||
|
//
|
||||||
|
float16 float16::operator +(const float16 &f) {
|
||||||
|
return float16(this->toDouble() + f.toDouble());
|
||||||
|
}
|
||||||
|
|
||||||
|
float16 float16::operator -(const float16 &f) {
|
||||||
|
return float16(this->toDouble() - f.toDouble());
|
||||||
|
}
|
||||||
|
|
||||||
|
float16 float16::operator *(const float16 &f) {
|
||||||
|
return float16(this->toDouble() * f.toDouble());
|
||||||
|
}
|
||||||
|
|
||||||
|
float16 float16::operator /(const float16 &f) {
|
||||||
|
return float16(this->toDouble() / f.toDouble());
|
||||||
|
}
|
||||||
|
|
||||||
|
float16 & float16::operator+=(const float16 &f) {
|
||||||
|
*this = this->toDouble() + f.toDouble();
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
float16 & float16::operator-=(const float16 &f) {
|
||||||
|
*this = this->toDouble() - f.toDouble();
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
float16 & float16::operator*=(const float16 &f) {
|
||||||
|
*this = this->toDouble() * f.toDouble();
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
float16 & float16::operator/=(const float16 &f) {
|
||||||
|
*this = this->toDouble() / f.toDouble();
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// MATH HELPER FUNCTIONS
|
||||||
|
//
|
||||||
|
int float16::sign() {
|
||||||
|
if (_value & 0x8000)
|
||||||
|
return -1;
|
||||||
|
if (_value & 0xFFFF)
|
||||||
|
return 1;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool float16::isZero() { return ((_value & 0x7FFF) == 0x0000); }
|
||||||
|
|
||||||
|
bool float16::isNaN() {
|
||||||
|
if ((_value & 0x7C00) != 0x7C00)
|
||||||
|
return false;
|
||||||
|
if ((_value & 0x03FF) == 0x0000)
|
||||||
|
return false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool float16::isInf() { return ((_value == 0x7C00) || (_value == 0xFC00)); }
|
||||||
|
*/
|
||||||
|
//////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// CORE CONVERSION
|
||||||
|
//
|
||||||
|
float f16tof32(ushort _value) {
|
||||||
|
//ushort sgn;
|
||||||
|
ushort man;
|
||||||
|
int exp;
|
||||||
|
float f;
|
||||||
|
|
||||||
|
//Debug.Log($"{_value}");
|
||||||
|
|
||||||
|
bool sgn = (_value & 0x8000) > 0;
|
||||||
|
exp = (_value & 0x7C00) >> 10;
|
||||||
|
man = (ushort)(_value & 0x03FF);
|
||||||
|
|
||||||
|
//Debug.Log($"{sgn} {exp} {man}");
|
||||||
|
|
||||||
|
// ZERO
|
||||||
|
if ((_value & 0x7FFF) == 0) {
|
||||||
|
return sgn ? -0 : 0;
|
||||||
|
}
|
||||||
|
// NAN & INF
|
||||||
|
if (exp == 0x001F) {
|
||||||
|
if (man == 0)
|
||||||
|
return sgn ? float.NegativeInfinity : float.PositiveInfinity; //-INFINITY : INFINITY;
|
||||||
|
else
|
||||||
|
return float.NaN; // NAN;
|
||||||
|
}
|
||||||
|
|
||||||
|
// SUBNORMAL/NORMAL
|
||||||
|
if (exp == 0)
|
||||||
|
f = 0;
|
||||||
|
else
|
||||||
|
f = 1;
|
||||||
|
|
||||||
|
// PROCESS MANTISSE
|
||||||
|
for (int i = 9; i >= 0; i--) {
|
||||||
|
f *= 2;
|
||||||
|
if ((man & (1 << i)) != 0)
|
||||||
|
f = f + 1;
|
||||||
|
}
|
||||||
|
//Debug.Log($"{f}");
|
||||||
|
f = f * (float)Math.Pow(2.0f, exp - 25);
|
||||||
|
if (exp == 0) {
|
||||||
|
f = f * (float)Math.Pow(2.0f, -13); // 5.96046447754e-8;
|
||||||
|
}
|
||||||
|
//Debug.Log($"{f}");
|
||||||
|
return sgn ? -f : f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static uint SingleToInt32Bits(float value) {
|
||||||
|
byte[] bytes = BitConverter.GetBytes(value);
|
||||||
|
if (BitConverter.IsLittleEndian)
|
||||||
|
Array.Reverse(bytes); // If the system is little-endian, reverse the byte order
|
||||||
|
return BitConverter.ToUInt32(bytes, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public ushort F32ToF16__(float f) {
|
||||||
|
uint t = BitConverter.ToUInt32(BitConverter.GetBytes(f), 0);
|
||||||
|
ushort man = (ushort)((t & 0x007FFFFF) >> 12);
|
||||||
|
int exp = (int)((t & 0x7F800000) >> 23);
|
||||||
|
bool sgn = (t & 0x80000000) != 0;
|
||||||
|
|
||||||
|
// handle 0
|
||||||
|
if ((t & 0x7FFFFFFF) == 0) {
|
||||||
|
return sgn ? (ushort)0x8000 : (ushort)0x0000;
|
||||||
|
}
|
||||||
|
// denormalized float32 does not fit in float16
|
||||||
|
if (exp == 0x00) {
|
||||||
|
return sgn ? (ushort)0x8000 : (ushort)0x0000;
|
||||||
|
}
|
||||||
|
// handle infinity & NAN
|
||||||
|
if (exp == 0x00FF) {
|
||||||
|
if (man != 0)
|
||||||
|
return 0xFE00; // NAN
|
||||||
|
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
|
||||||
|
}
|
||||||
|
|
||||||
|
// normal numbers
|
||||||
|
exp = exp - 127 + 15;
|
||||||
|
// overflow does not fit => INF
|
||||||
|
if (exp > 30) {
|
||||||
|
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
|
||||||
|
}
|
||||||
|
// subnormal numbers
|
||||||
|
if (exp < -38) {
|
||||||
|
return sgn ? (ushort)0x8000 : (ushort)0x0000; // -0 or 0 ? just 0 ?
|
||||||
|
}
|
||||||
|
if (exp <= 0) // subnormal
|
||||||
|
{
|
||||||
|
man >>= (exp + 14);
|
||||||
|
// rounding
|
||||||
|
man++;
|
||||||
|
man >>= 1;
|
||||||
|
if (sgn)
|
||||||
|
return (ushort)(0x8000 | man);
|
||||||
|
return man;
|
||||||
|
}
|
||||||
|
|
||||||
|
// normal
|
||||||
|
// TODO rounding
|
||||||
|
exp <<= 10;
|
||||||
|
man++;
|
||||||
|
man >>= 1;
|
||||||
|
if (sgn)
|
||||||
|
return (ushort)(0x8000 | exp | man);
|
||||||
|
return (ushort)(exp | man);
|
||||||
|
}
|
||||||
|
|
||||||
|
//This function is faulty!!!!
|
||||||
|
ushort f32tof16(float f) {
|
||||||
|
//uint t = *(uint*)&f;
|
||||||
|
//uint t = (uint)BitConverter.SingleToInt32Bits(f);
|
||||||
|
uint t = SingleToInt32Bits(f);
|
||||||
|
// man bits = 10; but we keep 11 for rounding
|
||||||
|
ushort man = (ushort)((t & 0x007FFFFF) >> 12);
|
||||||
|
short exp = (short)((t & 0x7F800000) >> 23);
|
||||||
|
bool sgn = (t & 0x80000000) != 0;
|
||||||
|
|
||||||
|
// handle 0
|
||||||
|
if ((t & 0x7FFFFFFF) == 0) {
|
||||||
|
return sgn ? (ushort)0x8000 : (ushort)0x0000;
|
||||||
|
}
|
||||||
|
// denormalized float32 does not fit in float16
|
||||||
|
if (exp == 0x00) {
|
||||||
|
return sgn ? (ushort)0x8000 : (ushort)0x0000;
|
||||||
|
}
|
||||||
|
// handle infinity & NAN
|
||||||
|
if (exp == 0x00FF) {
|
||||||
|
if (man != 0)
|
||||||
|
return 0xFE00; // NAN
|
||||||
|
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
|
||||||
|
}
|
||||||
|
|
||||||
|
// normal numbers
|
||||||
|
exp = (short)(exp - 127 + 15);
|
||||||
|
// overflow does not fit => INF
|
||||||
|
if (exp > 30) {
|
||||||
|
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
|
||||||
|
}
|
||||||
|
// subnormal numbers
|
||||||
|
if (exp < -38) {
|
||||||
|
return sgn ? (ushort)0x8000 : (ushort)0x0000; // -0 or 0 ? just 0 ?
|
||||||
|
}
|
||||||
|
if (exp <= 0) // subnormal
|
||||||
|
{
|
||||||
|
man >>= (exp + 14);
|
||||||
|
// rounding
|
||||||
|
man++;
|
||||||
|
man >>= 1;
|
||||||
|
if (sgn)
|
||||||
|
return (ushort)(0x8000 | man);
|
||||||
|
return man;
|
||||||
|
}
|
||||||
|
|
||||||
|
// normal
|
||||||
|
// TODO rounding
|
||||||
|
exp <<= 10;
|
||||||
|
man++;
|
||||||
|
man >>= 1;
|
||||||
|
ushort uexp = (ushort)exp;
|
||||||
|
if (sgn)
|
||||||
|
return (ushort)(0x8000 | uexp | man);
|
||||||
|
return (ushort)(uexp | man);
|
||||||
|
}
|
||||||
|
|
||||||
|
// -- END OF FILE --
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
501
LinearAlgebra/test/AngleTest.cs
Normal file
501
LinearAlgebra/test/AngleTest.cs
Normal file
@ -0,0 +1,501 @@
|
|||||||
|
#if !UNITY_5_6_OR_NEWER
|
||||||
|
using System;
|
||||||
|
using System.Formats.Asn1;
|
||||||
|
using NUnit.Framework;
|
||||||
|
|
||||||
|
namespace LinearAlgebra.Test {
|
||||||
|
public class AngleTests {
|
||||||
|
[SetUp]
|
||||||
|
public void Setup() {
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Construct() {
|
||||||
|
// Degrees
|
||||||
|
float angle = 0.0f;
|
||||||
|
AngleFloat a = AngleFloat.Degrees(angle);
|
||||||
|
Assert.AreEqual(angle, a.inDegrees);
|
||||||
|
|
||||||
|
angle = -180.0f;
|
||||||
|
a = AngleFloat.Degrees(angle);
|
||||||
|
Assert.AreEqual(angle, a.inDegrees);
|
||||||
|
|
||||||
|
angle = 270.0f;
|
||||||
|
a = AngleFloat.Degrees(angle);
|
||||||
|
Assert.AreEqual(-90, a.inDegrees);
|
||||||
|
|
||||||
|
angle = -270.0f;
|
||||||
|
a = AngleFloat.Degrees(angle);
|
||||||
|
Assert.AreEqual(90, a.inDegrees);
|
||||||
|
|
||||||
|
// Radians
|
||||||
|
angle = 0.0f;
|
||||||
|
a = AngleFloat.Radians(angle);
|
||||||
|
Assert.AreEqual(angle, a.inRadians);
|
||||||
|
|
||||||
|
angle = (float)-Math.PI;
|
||||||
|
a = AngleFloat.Radians(angle);
|
||||||
|
Assert.AreEqual(angle, a.inRadians);
|
||||||
|
|
||||||
|
angle = (float)Math.PI * 1.5f;
|
||||||
|
a = AngleFloat.Radians(angle);
|
||||||
|
Assert.AreEqual(-Math.PI * 0.5f, a.inRadians, 1.0E-05F);
|
||||||
|
|
||||||
|
// Revolutions
|
||||||
|
angle = 0.0f;
|
||||||
|
a = AngleFloat.Revolutions(angle);
|
||||||
|
Assert.AreEqual(angle, a.inRevolutions);
|
||||||
|
|
||||||
|
angle = -0.5f;
|
||||||
|
a = AngleFloat.Revolutions(angle);
|
||||||
|
Assert.AreEqual(angle, a.inRevolutions);
|
||||||
|
|
||||||
|
angle = 0.75f;
|
||||||
|
a = AngleFloat.Revolutions(angle);
|
||||||
|
Assert.AreEqual(-0.25f, a.inRevolutions);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Revolutions() {
|
||||||
|
AngleFloat a;
|
||||||
|
|
||||||
|
// Test zero
|
||||||
|
a = AngleFloat.Revolutions(0.0f);
|
||||||
|
Assert.AreEqual(0.0f, a.inRevolutions);
|
||||||
|
|
||||||
|
// Test positive values within range
|
||||||
|
a = AngleFloat.Revolutions(0.25f);
|
||||||
|
Assert.AreEqual(0.25f, a.inRevolutions);
|
||||||
|
|
||||||
|
a = AngleFloat.Revolutions(0.5f);
|
||||||
|
Assert.AreEqual(-0.5f, a.inRevolutions);
|
||||||
|
|
||||||
|
// Test negative values within range
|
||||||
|
a = AngleFloat.Revolutions(-0.25f);
|
||||||
|
Assert.AreEqual(-0.25f, a.inRevolutions);
|
||||||
|
|
||||||
|
a = AngleFloat.Revolutions(-0.5f);
|
||||||
|
Assert.AreEqual(-0.5f, a.inRevolutions);
|
||||||
|
|
||||||
|
// Test values outside range (positive)
|
||||||
|
a = AngleFloat.Revolutions(1.0f);
|
||||||
|
Assert.AreEqual(0.0f, a.inRevolutions);
|
||||||
|
|
||||||
|
a = AngleFloat.Revolutions(1.25f);
|
||||||
|
Assert.AreEqual(0.25f, a.inRevolutions);
|
||||||
|
|
||||||
|
a = AngleFloat.Revolutions(1.75f);
|
||||||
|
Assert.AreEqual(-0.25f, a.inRevolutions);
|
||||||
|
|
||||||
|
// Test values outside range (negative)
|
||||||
|
a = AngleFloat.Revolutions(-1.0f);
|
||||||
|
Assert.AreEqual(0.0f, a.inRevolutions);
|
||||||
|
|
||||||
|
a = AngleFloat.Revolutions(-1.25f);
|
||||||
|
Assert.AreEqual(-0.25f, a.inRevolutions);
|
||||||
|
|
||||||
|
a = AngleFloat.Revolutions(-1.75f);
|
||||||
|
Assert.AreEqual(0.25f, a.inRevolutions);
|
||||||
|
|
||||||
|
// Test infinity
|
||||||
|
a = AngleFloat.Revolutions(float.PositiveInfinity);
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, a.inRevolutions);
|
||||||
|
|
||||||
|
a = AngleFloat.Revolutions(float.NegativeInfinity);
|
||||||
|
Assert.AreEqual(float.NegativeInfinity, a.inRevolutions);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Equality() {
|
||||||
|
// Test equality operator
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(90) == AngleFloat.Degrees(90), "90 == 90");
|
||||||
|
Assert.IsFalse(AngleFloat.Degrees(90) == AngleFloat.Degrees(45), "90 == 45");
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(0) == AngleFloat.Degrees(0), "0 == 0");
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(-180) == AngleFloat.Degrees(-180), "-180 == -180");
|
||||||
|
|
||||||
|
// Test inequality operator
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(90) != AngleFloat.Degrees(45), "90 != 45");
|
||||||
|
Assert.IsFalse(AngleFloat.Degrees(90) != AngleFloat.Degrees(90), "90 != 90");
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(0) != AngleFloat.Degrees(1), "0 != 1");
|
||||||
|
|
||||||
|
// Test greater than operator
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(90) > AngleFloat.Degrees(45), "90 > 45");
|
||||||
|
Assert.IsFalse(AngleFloat.Degrees(45) > AngleFloat.Degrees(90), "45 > 90");
|
||||||
|
Assert.IsFalse(AngleFloat.Degrees(90) > AngleFloat.Degrees(90), "90 > 90");
|
||||||
|
|
||||||
|
// Test greater than or equal operator
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(90) >= AngleFloat.Degrees(45), "90 >= 45");
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(90) >= AngleFloat.Degrees(90), "90 >= 90");
|
||||||
|
Assert.IsFalse(AngleFloat.Degrees(45) >= AngleFloat.Degrees(90), "45 >= 90");
|
||||||
|
|
||||||
|
// Test less than operator
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(45) < AngleFloat.Degrees(90), "45 < 90");
|
||||||
|
Assert.IsFalse(AngleFloat.Degrees(90) < AngleFloat.Degrees(45), "90 < 45");
|
||||||
|
Assert.IsFalse(AngleFloat.Degrees(90) < AngleFloat.Degrees(90), "90 < 90");
|
||||||
|
|
||||||
|
// Test less than or equal operator
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(45) <= AngleFloat.Degrees(90), "45 <= 90");
|
||||||
|
Assert.IsTrue(AngleFloat.Degrees(90) <= AngleFloat.Degrees(90), "90 <= 90");
|
||||||
|
Assert.IsFalse(AngleFloat.Degrees(90) <= AngleFloat.Degrees(45), "90 <= 45");
|
||||||
|
}
|
||||||
|
|
||||||
|
// [Test]
|
||||||
|
// public void Normalize() {
|
||||||
|
// float r = 0;
|
||||||
|
|
||||||
|
// r = Angle.Normalize(90);
|
||||||
|
// Assert.AreEqual(r, 90, "Normalize 90");
|
||||||
|
|
||||||
|
// r = Angle.Normalize(-90);
|
||||||
|
// Assert.AreEqual(r, -90, "Normalize -90");
|
||||||
|
|
||||||
|
// r = Angle.Normalize(270);
|
||||||
|
// Assert.AreEqual(r, -90, "Normalize 270");
|
||||||
|
|
||||||
|
// r = Angle.Normalize(270 + 360);
|
||||||
|
// Assert.AreEqual(r, -90, "Normalize 270+360");
|
||||||
|
|
||||||
|
// r = Angle.Normalize(-270);
|
||||||
|
// Assert.AreEqual(r, 90, "Normalize -270");
|
||||||
|
|
||||||
|
// r = Angle.Normalize(-270 - 360);
|
||||||
|
// Assert.AreEqual(r, 90, "Normalize -270-360");
|
||||||
|
|
||||||
|
// r = Angle.Normalize(0);
|
||||||
|
// Assert.AreEqual(r, 0, "Normalize 0");
|
||||||
|
|
||||||
|
// r = Angle.Normalize(float.PositiveInfinity);
|
||||||
|
// Assert.AreEqual(r, float.PositiveInfinity, "Normalize INFINITY");
|
||||||
|
|
||||||
|
// r = Angle.Normalize(float.NegativeInfinity);
|
||||||
|
// Assert.AreEqual(r, float.NegativeInfinity, "Normalize INFINITY");
|
||||||
|
// }
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Clamp() {
|
||||||
|
float r = 0;
|
||||||
|
|
||||||
|
r = AngleFloat.Clamp(AngleFloat.Degrees(1), AngleFloat.Degrees(0), AngleFloat.Degrees(2));
|
||||||
|
Assert.AreEqual(1, r, "Clamp 1 0 2");
|
||||||
|
|
||||||
|
r = AngleFloat.Clamp(AngleFloat.Degrees(-1), AngleFloat.Degrees(0), AngleFloat.Degrees(2));
|
||||||
|
Assert.AreEqual(0, r, "Clamp -1 0 2");
|
||||||
|
|
||||||
|
r = AngleFloat.Clamp(AngleFloat.Degrees(3), AngleFloat.Degrees(0), AngleFloat.Degrees(2));
|
||||||
|
Assert.AreEqual(2, r, "Clamp 3 0 2");
|
||||||
|
|
||||||
|
r = AngleFloat.Clamp(AngleFloat.Degrees(1), AngleFloat.Degrees(0), AngleFloat.Degrees(0));
|
||||||
|
Assert.AreEqual(0, r, "Clamp 1 0 0");
|
||||||
|
|
||||||
|
r = AngleFloat.Clamp(AngleFloat.Degrees(0), AngleFloat.Degrees(0), AngleFloat.Degrees(0));
|
||||||
|
Assert.AreEqual(0, r, "Clamp 0 0 0");
|
||||||
|
|
||||||
|
r = AngleFloat.Clamp(AngleFloat.Degrees(0), AngleFloat.Degrees(1), AngleFloat.Degrees(-1));
|
||||||
|
Assert.AreEqual(1, r, "Clamp 0 1 -1");
|
||||||
|
|
||||||
|
r = AngleFloat.Clamp(AngleFloat.Degrees(1), AngleFloat.Degrees(0), AngleFloat.Degrees(float.PositiveInfinity));
|
||||||
|
Assert.AreEqual(1, r, "Clamp 1 0 INFINITY");
|
||||||
|
|
||||||
|
r = AngleFloat.Clamp(AngleFloat.Degrees(1), AngleFloat.Degrees(float.NegativeInfinity), AngleFloat.Degrees(1));
|
||||||
|
Assert.AreEqual(1, r, "Clamp 1 -INFINITY 1");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Cos() {
|
||||||
|
// Test zero
|
||||||
|
Assert.AreEqual(1.0f, AngleFloat.Cos(AngleFloat.Degrees(0)), 1.0E-05F, "Cos(0°)");
|
||||||
|
|
||||||
|
// Test 90 degrees
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Cos(AngleFloat.Degrees(90)), 1.0E-05F, "Cos(90°)");
|
||||||
|
|
||||||
|
// Test 180 degrees
|
||||||
|
Assert.AreEqual(-1.0f, AngleFloat.Cos(AngleFloat.Degrees(180)), 1.0E-05F, "Cos(180°)");
|
||||||
|
|
||||||
|
// Test 270 degrees
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Cos(AngleFloat.Degrees(270)), 1.0E-05F, "Cos(270°)");
|
||||||
|
|
||||||
|
// Test 45 degrees
|
||||||
|
Assert.AreEqual(MathF.Sqrt(2) / 2, AngleFloat.Cos(AngleFloat.Degrees(45)), 1.0E-05F, "Cos(45°)");
|
||||||
|
|
||||||
|
// Test negative angle
|
||||||
|
Assert.AreEqual(1.0f, AngleFloat.Cos(AngleFloat.Degrees(-360)), 1.0E-05F, "Cos(-360°)");
|
||||||
|
|
||||||
|
// Test using radians
|
||||||
|
Assert.AreEqual(1.0f, AngleFloat.Cos(AngleFloat.Radians(0)), 1.0E-05F, "Cos(0 rad)");
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Cos(AngleFloat.Radians((float)Math.PI / 2)), 1.0E-05F, "Cos(π/2)");
|
||||||
|
Assert.AreEqual(-1.0f, AngleFloat.Cos(AngleFloat.Radians((float)Math.PI)), 1.0E-05F, "Cos(π)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Sin() {
|
||||||
|
// Test zero
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Degrees(0)), 1.0E-05F, "Sin(0°)");
|
||||||
|
|
||||||
|
// Test 90 degrees
|
||||||
|
Assert.AreEqual(1.0f, AngleFloat.Sin(AngleFloat.Degrees(90)), 1.0E-05F, "Sin(90°)");
|
||||||
|
|
||||||
|
// Test 180 degrees
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Degrees(180)), 1.0E-05F, "Sin(180°)");
|
||||||
|
|
||||||
|
// Test 270 degrees
|
||||||
|
Assert.AreEqual(-1.0f, AngleFloat.Sin(AngleFloat.Degrees(270)), 1.0E-05F, "Sin(270°)");
|
||||||
|
|
||||||
|
// Test 45 degrees
|
||||||
|
Assert.AreEqual(MathF.Sqrt(2) / 2, AngleFloat.Sin(AngleFloat.Degrees(45)), 1.0E-05F, "Sin(45°)");
|
||||||
|
|
||||||
|
// Test negative angle
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Degrees(-360)), 1.0E-05F, "Sin(-360°)");
|
||||||
|
|
||||||
|
// Test using radians
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Radians(0)), 1.0E-05F, "Sin(0 rad)");
|
||||||
|
Assert.AreEqual(1.0f, AngleFloat.Sin(AngleFloat.Radians((float)Math.PI / 2)), 1.0E-05F, "Sin(π/2)");
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Radians((float)Math.PI)), 1.0E-05F, "Sin(π)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Tan() {
|
||||||
|
// Test zero
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Tan(AngleFloat.Degrees(0)), 1.0E-05F, "Tan(0°)");
|
||||||
|
|
||||||
|
// Test 45 degrees
|
||||||
|
Assert.AreEqual(1.0f, AngleFloat.Tan(AngleFloat.Degrees(45)), 1.0E-05F, "Tan(45°)");
|
||||||
|
|
||||||
|
// Test -45 degrees
|
||||||
|
Assert.AreEqual(-1.0f, AngleFloat.Tan(AngleFloat.Degrees(-45)), 1.0E-05F, "Tan(-45°)");
|
||||||
|
|
||||||
|
// Test using radians
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Tan(AngleFloat.Radians(0)), 1.0E-05F, "Tan(0 rad)");
|
||||||
|
Assert.AreEqual(1.0f, AngleFloat.Tan(AngleFloat.Radians((float)Math.PI / 4)), 1.0E-05F, "Tan(π/4)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Acos() {
|
||||||
|
// Test 1 (0 degrees)
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Acos(1.0f).inRadians, 1.0E-05F, "Acos(1)");
|
||||||
|
|
||||||
|
// Test 0 (90 degrees or π/2 radians)
|
||||||
|
Assert.AreEqual((float)Math.PI / 2, AngleFloat.Acos(0.0f).inRadians, 1.0E-05F, "Acos(0)");
|
||||||
|
|
||||||
|
// Test -1 (-180 degrees or π radians)
|
||||||
|
Assert.AreEqual((float)-Math.PI, AngleFloat.Acos(-1.0f).inRadians, 1.0E-05F, "Acos(-1)");
|
||||||
|
|
||||||
|
// Test 0.5 (60 degrees or π/3 radians)
|
||||||
|
Assert.AreEqual((float)Math.PI / 3, AngleFloat.Acos(0.5f).inRadians, 1.0E-05F, "Acos(0.5)");
|
||||||
|
|
||||||
|
// Test sqrt(2)/2 (45 degrees or π/4 radians)
|
||||||
|
Assert.AreEqual((float)Math.PI / 4, AngleFloat.Acos(MathF.Sqrt(2) / 2).inRadians, 1.0E-05F, "Acos(√2/2)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Asin() {
|
||||||
|
// Test 0 (0 degrees)
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Asin(0.0f).inRadians, 1.0E-05F, "Asin(0)");
|
||||||
|
|
||||||
|
// Test 1 (90 degrees or π/2 radians)
|
||||||
|
Assert.AreEqual((float)Math.PI / 2, AngleFloat.Asin(1.0f).inRadians, 1.0E-05F, "Asin(1)");
|
||||||
|
|
||||||
|
// Test -1 (-90 degrees or -π/2 radians)
|
||||||
|
Assert.AreEqual(-(float)Math.PI / 2, AngleFloat.Asin(-1.0f).inRadians, 1.0E-05F, "Asin(-1)");
|
||||||
|
|
||||||
|
// Test 0.5 (30 degrees or π/6 radians)
|
||||||
|
Assert.AreEqual((float)Math.PI / 6, AngleFloat.Asin(0.5f).inRadians, 1.0E-05F, "Asin(0.5)");
|
||||||
|
|
||||||
|
// Test sqrt(2)/2 (45 degrees or π/4 radians)
|
||||||
|
Assert.AreEqual((float)Math.PI / 4, AngleFloat.Asin(MathF.Sqrt(2) / 2).inRadians, 1.0E-05F, "Asin(√2/2)");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Atan() {
|
||||||
|
// Test zero
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Atan(0.0f).inRadians, 1.0E-05F, "Atan(0)");
|
||||||
|
|
||||||
|
// Test 1 (45 degrees or π/4 radians)
|
||||||
|
Assert.AreEqual((float)Math.PI / 4, AngleFloat.Atan(1.0f).inRadians, 1.0E-05F, "Atan(1)");
|
||||||
|
|
||||||
|
// Test -1 (-45 degrees or -π/4 radians)
|
||||||
|
Assert.AreEqual(-(float)Math.PI / 4, AngleFloat.Atan(-1.0f).inRadians, 1.0E-05F, "Atan(-1)");
|
||||||
|
|
||||||
|
// Test sqrt(3) (60 degrees or π/3 radians)
|
||||||
|
Assert.AreEqual((float)Math.PI / 3, AngleFloat.Atan(MathF.Sqrt(3)).inRadians, 1.0E-05F, "Atan(√3)");
|
||||||
|
|
||||||
|
// Test 1/sqrt(3) (30 degrees or π/6 radians)
|
||||||
|
Assert.AreEqual((float)Math.PI / 6, AngleFloat.Atan(1.0f / MathF.Sqrt(3)).inRadians, 1.0E-05F, "Atan(1/√3)");
|
||||||
|
|
||||||
|
// Test positive infinity
|
||||||
|
Assert.AreEqual((float)Math.PI / 2, AngleFloat.Atan(float.PositiveInfinity).inRadians, 1.0E-05F, "Atan(+∞)");
|
||||||
|
|
||||||
|
// Test negative infinity
|
||||||
|
Assert.AreEqual(-(float)Math.PI / 2, AngleFloat.Atan(float.NegativeInfinity).inRadians, 1.0E-05F, "Atan(-∞)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Atan2() {
|
||||||
|
// Test basic quadrant I
|
||||||
|
Assert.AreEqual((float)Math.PI / 4, AngleFloat.Atan2(1.0f, 1.0f).inRadians, 1.0E-05F, "Atan2(1, 1)");
|
||||||
|
|
||||||
|
// Test quadrant II
|
||||||
|
Assert.AreEqual(3 * (float)Math.PI / 4, AngleFloat.Atan2(1.0f, -1.0f).inRadians, 1.0E-05F, "Atan2(1, -1)");
|
||||||
|
|
||||||
|
// Test quadrant III
|
||||||
|
Assert.AreEqual(-(float)Math.PI * 0.75f, AngleFloat.Atan2(-1.0f, -1.0f).inRadians, 1.0E-05F, "Atan2(-1, -1)");
|
||||||
|
|
||||||
|
// Test quadrant IV
|
||||||
|
Assert.AreEqual(-(float)Math.PI / 4, AngleFloat.Atan2(-1.0f, 1.0f).inRadians, 1.0E-05F, "Atan2(-1, 1)");
|
||||||
|
|
||||||
|
// Test positive x-axis
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Atan2(0.0f, 1.0f).inRadians, 1.0E-05F, "Atan2(0, 1)");
|
||||||
|
|
||||||
|
// Test positive y-axis
|
||||||
|
Assert.AreEqual((float)Math.PI / 2, AngleFloat.Atan2(1.0f, 0.0f).inRadians, 1.0E-05F, "Atan2(1, 0)");
|
||||||
|
|
||||||
|
// Test negative y-axis
|
||||||
|
Assert.AreEqual(-(float)Math.PI / 2, AngleFloat.Atan2(-1.0f, 0.0f).inRadians, 1.0E-05F, "Atan2(-1, 0)");
|
||||||
|
|
||||||
|
// Test origin
|
||||||
|
Assert.AreEqual(0.0f, AngleFloat.Atan2(0.0f, 0.0f).inRadians, 1.0E-05F, "Atan2(0, 0)");
|
||||||
|
|
||||||
|
// Test with different magnitudes
|
||||||
|
Assert.AreEqual((float)Math.PI / 3, AngleFloat.Atan2(MathF.Sqrt(3), 1.0f).inRadians, 1.0E-05F, "Atan2(√3, 1)");
|
||||||
|
|
||||||
|
// Test negative x-axis
|
||||||
|
Assert.AreEqual((float)-Math.PI, AngleFloat.Atan2(0.0f, -1.0f).inRadians, 1.0E-05F, "Atan2(0, -1)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Multiplication() {
|
||||||
|
AngleFloat r = AngleFloat.zero;
|
||||||
|
|
||||||
|
// Angle * float
|
||||||
|
r = AngleFloat.Degrees(90) * 2;
|
||||||
|
Assert.AreEqual(-180, r.inDegrees, "Multiply 90 * 2");
|
||||||
|
|
||||||
|
r = AngleFloat.Degrees(45) * 0.5f;
|
||||||
|
Assert.AreEqual(22.5f, r.inDegrees, "Multiply 45 * 0.5");
|
||||||
|
|
||||||
|
r = AngleFloat.Degrees(90) * 0;
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "Multiply 90 * 0");
|
||||||
|
|
||||||
|
r = AngleFloat.Degrees(-90) * 2;
|
||||||
|
Assert.AreEqual(-180, r.inDegrees, "Multiply -90 * 2");
|
||||||
|
|
||||||
|
r = AngleFloat.Degrees(270) * 2;
|
||||||
|
Assert.AreEqual(-180, r.inDegrees, "Multiply 270 * 2 (normalized)");
|
||||||
|
|
||||||
|
// float * Angle
|
||||||
|
r = 2 * AngleFloat.Degrees(90);
|
||||||
|
Assert.AreEqual(-180, r.inDegrees, "Multiply 2 * 90");
|
||||||
|
|
||||||
|
r = 0.5f * AngleFloat.Degrees(45);
|
||||||
|
Assert.AreEqual(22.5, r.inDegrees, "Multiply 0.5 * 45");
|
||||||
|
|
||||||
|
r = 0 * AngleFloat.Degrees(90);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "Multiply 0 * 90");
|
||||||
|
|
||||||
|
r = 2 * AngleFloat.Degrees(-90);
|
||||||
|
Assert.AreEqual(-180, r.inDegrees, "Multiply 2 * -90");
|
||||||
|
|
||||||
|
// Negative factor
|
||||||
|
r = AngleFloat.Degrees(90) * -1;
|
||||||
|
Assert.AreEqual(-90, r.inDegrees, "Multiply 90 * -1");
|
||||||
|
|
||||||
|
r = -1 * AngleFloat.Degrees(90);
|
||||||
|
Assert.AreEqual(-90, r.inDegrees, "Multiply -1 * 90");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void MoveTowards() {
|
||||||
|
AngleFloat r = AngleFloat.zero;
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 30);
|
||||||
|
Assert.AreEqual(30, r.inDegrees, "MoveTowards 0 90 30");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 90);
|
||||||
|
Assert.AreEqual(90, r.inDegrees, "MoveTowards 0 90 90");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 180);
|
||||||
|
Assert.AreEqual(90, r.inDegrees, "MoveTowards 0 90 180");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 270);
|
||||||
|
Assert.AreEqual(90, r.inDegrees, "MoveTowrads 0 90 270");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), -30);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 90 -30");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), -30);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 -90 -30");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), -90);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 -90 -90");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), -180);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 -90 -180");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), -270);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowrads 0 -90 -270");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 0);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 90 0");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(0), 0);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 0 0");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(0), 30);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowrads 0 0 30");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), float.PositiveInfinity);
|
||||||
|
Assert.AreEqual(90, r.inDegrees, "MoveTowards 0 90 INFINITY");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(float.PositiveInfinity), 30);
|
||||||
|
Assert.AreEqual(30, r.inDegrees, "MoveTowrads 0 INFINITY 30");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), float.NegativeInfinity);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 -90 -INFINITY");
|
||||||
|
|
||||||
|
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(float.NegativeInfinity), -30);
|
||||||
|
Assert.AreEqual(0, r.inDegrees, "MoveTowrads 0 -INFINITY -30");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Difference() {
|
||||||
|
float r = 0;
|
||||||
|
|
||||||
|
r = Angles.Difference(0, 90);
|
||||||
|
Assert.AreEqual(90, r, "Difference 0 90");
|
||||||
|
|
||||||
|
r = Angles.Difference(0, -90);
|
||||||
|
Assert.AreEqual(-90, r, "Difference 0 -90");
|
||||||
|
|
||||||
|
r = Angles.Difference(0, 270);
|
||||||
|
Assert.AreEqual(-90, r, "Difference 0 270");
|
||||||
|
|
||||||
|
r = Angles.Difference(0, -270);
|
||||||
|
Assert.AreEqual(90, r, "Difference 0 -270");
|
||||||
|
|
||||||
|
r = Angles.Difference(90, 0);
|
||||||
|
Assert.AreEqual(-90, r, "Difference 90 0");
|
||||||
|
|
||||||
|
r = Angles.Difference(-90, 0);
|
||||||
|
Assert.AreEqual(90, r, "Difference -90 0");
|
||||||
|
|
||||||
|
r = Angles.Difference(0, 0);
|
||||||
|
Assert.AreEqual(0, r, "Difference 0 0");
|
||||||
|
|
||||||
|
r = Angles.Difference(90, 90);
|
||||||
|
Assert.AreEqual(0, r, "Difference 90 90");
|
||||||
|
|
||||||
|
r = Angles.Difference(0, float.PositiveInfinity);
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r, "Difference 0 INFINITY");
|
||||||
|
|
||||||
|
r = Angles.Difference(0, float.NegativeInfinity);
|
||||||
|
Assert.AreEqual(float.NegativeInfinity, r, "Difference 0 -INFINITY");
|
||||||
|
|
||||||
|
r = Angles.Difference(float.NegativeInfinity, float.PositiveInfinity);
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r, "Difference -INFINITY INFINITY");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
#endif
|
||||||
226
LinearAlgebra/test/DirectionTest.cs
Normal file
226
LinearAlgebra/test/DirectionTest.cs
Normal file
@ -0,0 +1,226 @@
|
|||||||
|
#if !UNITY_5_6_OR_NEWER
|
||||||
|
using System;
|
||||||
|
using NUnit.Framework;
|
||||||
|
|
||||||
|
namespace LinearAlgebra.Test {
|
||||||
|
public class DirectionTest {
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void RadiansForward() {
|
||||||
|
Direction d = Direction.Radians(0, 0);
|
||||||
|
Assert.AreEqual(0, d.horizontal.inDegrees, 0.0001f);
|
||||||
|
Assert.AreEqual(0, d.vertical.inDegrees, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void RadiansUp() {
|
||||||
|
Direction d = Direction.Radians(0, (float)Math.PI / 2);
|
||||||
|
Assert.AreEqual(0, d.horizontal.inDegrees, 0.0001f);
|
||||||
|
Assert.AreEqual(90, d.vertical.inDegrees, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void RadiansDown() {
|
||||||
|
Direction d = Direction.Radians(0, -(float)Math.PI / 2);
|
||||||
|
Assert.AreEqual(0, d.horizontal.inDegrees, 0.0001f);
|
||||||
|
Assert.AreEqual(-90, d.vertical.inDegrees, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void RadiansArbitrary() {
|
||||||
|
Direction d = Direction.Radians((float)Math.PI / 4, (float)Math.PI / 6);
|
||||||
|
Assert.AreEqual(45, d.horizontal.inDegrees, 0.0001f);
|
||||||
|
Assert.AreEqual(30, d.vertical.inDegrees, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void DegreesNormalize1() {
|
||||||
|
Direction d = Direction.Degrees(112, 91);
|
||||||
|
Assert.AreEqual(-68, d.horizontal.inDegrees, 0.0001f);
|
||||||
|
Assert.AreEqual(89, d.vertical.inDegrees, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void RadiansEquivalentToDegreesConversion() {
|
||||||
|
Direction d1 = Direction.Radians((float)Math.PI / 3, (float)Math.PI / 4);
|
||||||
|
Direction d2 = Direction.Degrees(60, 45);
|
||||||
|
Assert.AreEqual(d1.horizontal.inDegrees, d2.horizontal.inDegrees, 0.0001f);
|
||||||
|
Assert.AreEqual(d1.vertical.inDegrees, d2.vertical.inDegrees, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void ToVector3Forward() {
|
||||||
|
Direction d = Direction.forward;
|
||||||
|
Vector3Float v = d.ToVector3();
|
||||||
|
Assert.AreEqual(0, v.horizontal, 0.0001f);
|
||||||
|
Assert.AreEqual(0, v.vertical, 0.0001f);
|
||||||
|
Assert.AreEqual(1, v.depth, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void ToVector3Up() {
|
||||||
|
Direction d = Direction.up;
|
||||||
|
Vector3Float v = d.ToVector3();
|
||||||
|
Assert.AreEqual(0, v.horizontal, 0.0001f);
|
||||||
|
Assert.AreEqual(1, v.vertical, 0.0001f);
|
||||||
|
Assert.AreEqual(0, v.depth, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void ToVector3Down() {
|
||||||
|
Direction d = Direction.down;
|
||||||
|
Vector3Float v = d.ToVector3();
|
||||||
|
Assert.AreEqual(0, v.horizontal, 0.0001f);
|
||||||
|
Assert.AreEqual(-1, v.vertical, 0.0001f);
|
||||||
|
Assert.AreEqual(0, v.depth, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void ToVector3Left() {
|
||||||
|
Direction d = Direction.left;
|
||||||
|
Vector3Float v = d.ToVector3();
|
||||||
|
Assert.AreEqual(-1, v.horizontal, 0.0001f);
|
||||||
|
Assert.AreEqual(0, v.vertical, 0.0001f);
|
||||||
|
Assert.AreEqual(0, v.depth, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void FromVector3Forward() {
|
||||||
|
Vector3Float v = new(0, 0, 1);
|
||||||
|
Direction d = Direction.FromVector3(v);
|
||||||
|
Assert.AreEqual(0, d.horizontal.inDegrees, 0.0001f);
|
||||||
|
Assert.AreEqual(0, d.vertical.inDegrees, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void ToVector3AndBack() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Vector3Float v = d1.ToVector3();
|
||||||
|
Direction d2 = Direction.FromVector3(v);
|
||||||
|
Assert.AreEqual(d1.horizontal.inDegrees, d2.horizontal.inDegrees, 0.0001f);
|
||||||
|
Assert.AreEqual(d1.vertical.inDegrees, d2.vertical.inDegrees, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void ToVector3AndBack2() {
|
||||||
|
Direction d1 = Direction.Degrees(-135, 85);
|
||||||
|
Vector3Float v = d1.ToVector3();
|
||||||
|
Direction d2 = Direction.FromVector3(v);
|
||||||
|
Assert.AreEqual(d1.horizontal.inDegrees, d2.horizontal.inDegrees, 0.0001f);
|
||||||
|
Assert.AreEqual(d1.vertical.inDegrees, d2.vertical.inDegrees, 0.0001f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Compare() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 135);
|
||||||
|
Direction d2 = new(AngleFloat.Degrees(45), AngleFloat.Degrees(135));
|
||||||
|
bool r;
|
||||||
|
r = d1 == d2;
|
||||||
|
Assert.True(r);
|
||||||
|
Assert.AreEqual(d1, d2);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void NotEqualWithDifferentHorizontal() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Direction d2 = Direction.Degrees(90, 30);
|
||||||
|
Assert.True(d1 != d2);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void NotEqualWithDifferentVertical() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Direction d2 = Direction.Degrees(45, 60);
|
||||||
|
Assert.True(d1 != d2);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void NotEqualWithDifferentBoth() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Direction d2 = Direction.Degrees(90, 60);
|
||||||
|
Assert.True(d1 != d2);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void NotEqualWithSameValues() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Direction d2 = Direction.Degrees(45, 30);
|
||||||
|
Assert.False(d1 != d2);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void EqualsWithSameValues() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Direction d2 = Direction.Degrees(45, 30);
|
||||||
|
Assert.True(d1.Equals(d2));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void EqualsWithDifferentHorizontal() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Direction d2 = Direction.Degrees(90, 30);
|
||||||
|
Assert.False(d1.Equals(d2));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void EqualsWithDifferentVertical() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Direction d2 = Direction.Degrees(45, 60);
|
||||||
|
Assert.False(d1.Equals(d2));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void EqualsWithDifferentBoth() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Direction d2 = Direction.Degrees(90, 60);
|
||||||
|
Assert.False(d1.Equals(d2));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void EqualsWithNonDirectionObject() {
|
||||||
|
Direction d = Direction.Degrees(45, 30);
|
||||||
|
Assert.False(d.Equals("not a direction"));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void EqualsWithNull() {
|
||||||
|
Direction d = Direction.Degrees(45, 30);
|
||||||
|
Assert.False(d.Equals(null));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void EqualsWithZeros() {
|
||||||
|
Direction d1 = Direction.forward;
|
||||||
|
Direction d2 = Direction.Degrees(0, 0);
|
||||||
|
Assert.True(d1.Equals(d2));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void HashCode() {
|
||||||
|
Direction d1 = Direction.Degrees(45, 30);
|
||||||
|
Direction d2 = Direction.Degrees(45, 30);
|
||||||
|
Assert.AreEqual(d1.GetHashCode(), d2.GetHashCode());
|
||||||
|
|
||||||
|
d1 = Direction.Degrees(45, 30);
|
||||||
|
d2 = Direction.Degrees(90, 30);
|
||||||
|
Assert.AreNotEqual(d1.GetHashCode(), d2.GetHashCode());
|
||||||
|
|
||||||
|
d1 = Direction.Degrees(45, 30);
|
||||||
|
d2 = Direction.Degrees(45, 60);
|
||||||
|
Assert.AreNotEqual(d1.GetHashCode(), d2.GetHashCode());
|
||||||
|
|
||||||
|
Direction d = Direction.Degrees(45, 30);
|
||||||
|
int hash1 = d.GetHashCode();
|
||||||
|
int hash2 = d.GetHashCode();
|
||||||
|
Assert.AreEqual(hash1, hash2);
|
||||||
|
|
||||||
|
d1 = Direction.forward;
|
||||||
|
d2 = Direction.Degrees(0, 0);
|
||||||
|
Assert.AreEqual(d1.GetHashCode(), d2.GetHashCode());
|
||||||
|
}
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
19
LinearAlgebra/test/LinearAlgebra_Test.csproj
Normal file
19
LinearAlgebra/test/LinearAlgebra_Test.csproj
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>net8.0</TargetFramework>
|
||||||
|
<IsPackable>false</IsPackable>
|
||||||
|
<IsTestProject>true</IsTestProject>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
|
||||||
|
<PackageReference Include="NUnit" Version="3.13.2" />
|
||||||
|
<PackageReference Include="NUnit3TestAdapter" Version="3.17.0" />
|
||||||
|
</ItemGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\src\LinearAlgebra.csproj" />
|
||||||
|
</ItemGroup>
|
||||||
|
|
||||||
|
</Project>
|
||||||
185
LinearAlgebra/test/QuaternionTest.cs
Normal file
185
LinearAlgebra/test/QuaternionTest.cs
Normal file
@ -0,0 +1,185 @@
|
|||||||
|
#if !UNITY_5_6_OR_NEWER
|
||||||
|
using NUnit.Framework;
|
||||||
|
|
||||||
|
namespace LinearAlgebra.Test {
|
||||||
|
|
||||||
|
public class QuaternionTest {
|
||||||
|
|
||||||
|
[SetUp]
|
||||||
|
public void Setup() {
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Normalize() {
|
||||||
|
Quaternion q1 = new(0, 0, 0, 1);
|
||||||
|
Quaternion r = Quaternion.identity;
|
||||||
|
|
||||||
|
r = q1.normalized;
|
||||||
|
Assert.AreEqual(r, q1, "q.normalized 0 0 0 1");
|
||||||
|
|
||||||
|
r = Quaternion.Normalize(q1);
|
||||||
|
Assert.AreEqual(r, q1, "q.normalized 0 0 0 1");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void ToAngles() {
|
||||||
|
Quaternion q1 = new(0, 0, 0, 1);
|
||||||
|
Vector3Float v = Vector3Float.zero;
|
||||||
|
|
||||||
|
v = Quaternion.ToAngles(q1);
|
||||||
|
Assert.AreEqual(v, new Vector3Float(0, 0, 0), "ToAngles 0 0 0 1");
|
||||||
|
|
||||||
|
q1 = new(1, 0, 0, 0);
|
||||||
|
v = Quaternion.ToAngles(q1);
|
||||||
|
Assert.AreEqual(0, v.horizontal, "1 0 0 0 H");
|
||||||
|
Assert.AreEqual(180, v.vertical, "1 0 0 0 V");
|
||||||
|
Assert.AreEqual(180, v.depth, "1 0 0 0 D");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Multiplication() {
|
||||||
|
Quaternion q1 = new(0, 0, 0, 1);
|
||||||
|
Quaternion q2 = new(1, 0, 0, 0);
|
||||||
|
Quaternion r;
|
||||||
|
|
||||||
|
r = q1 * q2;
|
||||||
|
Assert.AreEqual(r, new Quaternion(1, 0, 0, 0), "0 0 0 1 * 1 0 0 0 ");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void MultiplicationVector() {
|
||||||
|
Quaternion q1 = new(0, 0, 0, 1);
|
||||||
|
Vector3Float v1 = new(0, 1, 0);
|
||||||
|
Vector3Float r;
|
||||||
|
|
||||||
|
r = q1 * v1;
|
||||||
|
Assert.AreEqual(r, new Vector3Float(0, 1, 0), "0 0 0 1 * Vector 0 1 0");
|
||||||
|
|
||||||
|
q1 = new(1, 0, 0, 0);
|
||||||
|
r = q1 * v1;
|
||||||
|
Assert.AreEqual(r, new Vector3Float(0, -1, 0), "1 0 0 0 * Vector 0 1 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Equality() {
|
||||||
|
Quaternion q1 = new(0, 0, 0, 1);
|
||||||
|
Quaternion q2 = new(1, 0, 0, 0);
|
||||||
|
Assert.AreNotEqual(q1, q2, "0 0 0 1 == 1 0 0 0");
|
||||||
|
|
||||||
|
q2 = new(0, 0, 0, 1);
|
||||||
|
Assert.AreEqual(q1, q2, "0 0 0 1 == 1 0 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void Inverse() { }
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void LookRotation() { }
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void FromToRotation() { }
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void RotateTowards() { }
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void AngleAxis() { }
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void Angle() { }
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void Slerp() { }
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void SlerpUnclamped() { }
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Euler() {
|
||||||
|
Vector3Float v1 = new(0, 0, 0);
|
||||||
|
Quaternion q;
|
||||||
|
|
||||||
|
q = Quaternion.Euler(v1);
|
||||||
|
Assert.AreEqual(q, Quaternion.identity, "Euler Vector 0 0 0");
|
||||||
|
|
||||||
|
q = Quaternion.Euler(0, 0, 0);
|
||||||
|
Assert.AreEqual(q, Quaternion.identity, "Euler 0 0 0");
|
||||||
|
|
||||||
|
v1 = new(90, 90, -90);
|
||||||
|
q = Quaternion.Euler(v1);
|
||||||
|
Assert.AreEqual(q, new Quaternion(0, 0.707106709F, -0.707106709F, 0), "Euler Vector 90 90 -90");
|
||||||
|
|
||||||
|
q = Quaternion.Euler(90, 90, -90);
|
||||||
|
Assert.AreEqual(q, new Quaternion(0, 0.707106709F, -0.707106709F, 0), "Euler 90 90 -90");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void EulerToAngles() {
|
||||||
|
Vector3Float v;
|
||||||
|
Quaternion q;
|
||||||
|
Quaternion r;
|
||||||
|
|
||||||
|
//v = new(0, 0, 0);
|
||||||
|
q = Quaternion.Euler(0, 0 , 0);
|
||||||
|
v = Quaternion.ToAngles(q);
|
||||||
|
r = Quaternion.Euler(v);
|
||||||
|
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f, "0 0 0");
|
||||||
|
|
||||||
|
q = Quaternion.Euler(-45, -30, -15);
|
||||||
|
v = Quaternion.ToAngles(q);
|
||||||
|
r = Quaternion.Euler(v);
|
||||||
|
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f, "-45, -30, -15");
|
||||||
|
|
||||||
|
// Gimball lock
|
||||||
|
// q = Quaternion.Euler(90, 90, -90);
|
||||||
|
// v = Quaternion.ToAngles(q);
|
||||||
|
// r = Quaternion.Euler(v);
|
||||||
|
// Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f, "0 0 0");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void GetAngleAround() {
|
||||||
|
Vector3Float v1 = new(0, 1, 0);
|
||||||
|
Quaternion q1 = new(0, 0, 0, 1);
|
||||||
|
|
||||||
|
float f = Quaternion.GetAngleAround(v1, q1);
|
||||||
|
Assert.AreEqual(f, 0, "GetAngleAround 0 1 0 , 0 0 0 1");
|
||||||
|
|
||||||
|
q1 = new(0, 0.707106709F, -0.707106709F, 0);
|
||||||
|
f = Quaternion.GetAngleAround(v1, q1);
|
||||||
|
Assert.AreEqual(f, 180, "GetAngleAround 0 1 0 , 0 0.7 -0.7 0");
|
||||||
|
|
||||||
|
v1 = new(0, 0, 0);
|
||||||
|
f = Quaternion.GetAngleAround(v1, q1);
|
||||||
|
Assert.IsTrue(float.IsNaN(f), "GetAngleAround 0 0 0 , 0 0.7 -0.7 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void GetRotationAround() {
|
||||||
|
Vector3Float v1 = new(0, 1, 0);
|
||||||
|
Quaternion q1 = new(0, 0, 0, 1);
|
||||||
|
|
||||||
|
Quaternion q = Quaternion.GetRotationAround(v1, q1);
|
||||||
|
Assert.AreEqual(q, new Quaternion(0, 0, 0, 1), "GetRotationAround 0 1 0 , 0 0 0 1");
|
||||||
|
|
||||||
|
q1 = new(0, 0.707106709F, -0.707106709F, 0);
|
||||||
|
q = Quaternion.GetRotationAround(v1, q1);
|
||||||
|
Assert.AreEqual(q, new Quaternion(0, 1, 0, 0), "GetRotationAround 0 1 0 , 0 0.7 -0.7 0");
|
||||||
|
|
||||||
|
v1 = new(0, 0, 0);
|
||||||
|
q = Quaternion.GetRotationAround(v1, q1);
|
||||||
|
bool r = float.IsNaN(q.x) && float.IsNaN(q.y) && float.IsNaN(q.z) && float.IsNaN(q.w);
|
||||||
|
Assert.IsTrue(r, "GetRotationAround 0 0 0 , 0 0.7 -0.7 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void GetSwingTwist() { }
|
||||||
|
|
||||||
|
[Test, Ignore("ToDo")]
|
||||||
|
public void Dot() { }
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
271
LinearAlgebra/test/SphericalTest.cs
Normal file
271
LinearAlgebra/test/SphericalTest.cs
Normal file
@ -0,0 +1,271 @@
|
|||||||
|
//#if !UNITY_5_6_OR_NEWER
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using NUnit.Framework;
|
||||||
|
|
||||||
|
namespace LinearAlgebra.Test {
|
||||||
|
public class SphericalTest {
|
||||||
|
[SetUp]
|
||||||
|
public void Setup() {
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void FromVector3() {
|
||||||
|
#if UNITY_5_6_OR_NEWER
|
||||||
|
UnityEngine.Vector3 v = new(0, 0, 1);
|
||||||
|
#else
|
||||||
|
Vector3Float v = new(0, 0, 1);
|
||||||
|
#endif
|
||||||
|
Spherical s = Spherical.FromVector3(v);
|
||||||
|
Assert.AreEqual(1.0f, s.distance, "s.distance 0 0 1");
|
||||||
|
Assert.AreEqual(0.0f, s.direction.horizontal.inDegrees, "s.hor 0 0 1");
|
||||||
|
Assert.AreEqual(0.0f, s.direction.vertical.inDegrees, 1.0E-05F, "s.vert 0 0 1");
|
||||||
|
|
||||||
|
v = new(0, 1, 0);
|
||||||
|
s = Spherical.FromVector3(v);
|
||||||
|
Assert.AreEqual(1.0f, s.distance, "s.distance 0 1 0");
|
||||||
|
Assert.AreEqual(0.0f, s.direction.horizontal.inDegrees, "s.hor 0 1 0");
|
||||||
|
Assert.AreEqual(90.0f, s.direction.vertical.inDegrees, "s.vert 0 1 0");
|
||||||
|
|
||||||
|
v = new(1, 0, 0);
|
||||||
|
s = Spherical.FromVector3(v);
|
||||||
|
Assert.AreEqual(1.0f, s.distance, "s.distance 1 0 0");
|
||||||
|
Assert.AreEqual(90.0f, s.direction.horizontal.inDegrees, "s.hor 1 0 0");
|
||||||
|
Assert.AreEqual(0.0f, s.direction.vertical.inDegrees, 1.0E-05F, "s.vert 1 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Addition() {
|
||||||
|
Spherical v1 = Spherical.Degrees(1, 45, 0);
|
||||||
|
Spherical v2 = Spherical.zero;
|
||||||
|
Spherical r = Spherical.zero;
|
||||||
|
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.AreEqual(v1.distance, r.distance, 1.0E-05F, "Addition(0,0,0)");
|
||||||
|
|
||||||
|
r = v1;
|
||||||
|
r += v2;
|
||||||
|
Assert.AreEqual(v1.distance, r.distance, 1.0E-05F, "Addition(0,0,0)");
|
||||||
|
|
||||||
|
v2 = Spherical.Degrees(1, 0, 90);
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.AreEqual(Math.Sqrt(2), r.distance, 1.0E-05F, "Addition(1 0 90)");
|
||||||
|
Assert.AreEqual(45.0f, r.direction.horizontal.inDegrees, 1e-5f, "Addition(1 0 90)");
|
||||||
|
Assert.AreEqual(45.0f, r.direction.vertical.inDegrees, 1.0E-05F, "Addition(1 0 90)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average2_IdenticalVectors() {
|
||||||
|
Direction dir = Direction.Radians(MathF.PI / 4f, MathF.PI / 6f);
|
||||||
|
Spherical v = new(2.5f, dir);
|
||||||
|
|
||||||
|
Spherical avg = Spherical.Average(v, v);
|
||||||
|
|
||||||
|
Assert.AreEqual(2.5f, avg.distance, 1e-5f);
|
||||||
|
Assert.AreEqual(dir.horizontal, avg.direction.horizontal);
|
||||||
|
Assert.AreEqual(dir.vertical, avg.direction.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average2_OppositeUnitVectors() {
|
||||||
|
// Two opposite vectors: same distance, horizontal opposite (pi apart), same vertical
|
||||||
|
Spherical v1 = Spherical.Radians(1f, 0f, 0f);
|
||||||
|
Spherical v2 = Spherical.Radians(1f, MathF.PI, 0f);
|
||||||
|
Spherical avg = Spherical.Average(v1, v2);
|
||||||
|
|
||||||
|
Assert.AreEqual(0f, avg.distance, 1e-4f);
|
||||||
|
// When distance is zero, angles may be undefined; allow any angle but ensure near-zero magnitude
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average2_WeightedByDistance() {
|
||||||
|
// Two vectors same direction but different distances -> weighted average distance
|
||||||
|
Direction dir = Direction.Radians(MathF.PI / 3f, MathF.PI / 4f);
|
||||||
|
Spherical a = new(1f, dir);
|
||||||
|
Spherical b = new(3f, dir);
|
||||||
|
Spherical avg = Spherical.Average(a, b);
|
||||||
|
|
||||||
|
// average distance should be (1+3)/2 = 2
|
||||||
|
Assert.AreEqual(2f, avg.distance, 1e-5f);
|
||||||
|
Assert.AreEqual(dir.horizontal.inRadians, avg.direction.horizontal.inRadians, 1e-5f);
|
||||||
|
Assert.AreEqual(dir.vertical.inRadians, avg.direction.vertical.inRadians, 1e-5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average2_OppositeButNotExact_NotZero() {
|
||||||
|
// Nearly opposite but not exact; expect a valid averaged direction and averaged distance
|
||||||
|
Direction d1 = Direction.Radians(0f, 0f);
|
||||||
|
Direction d2 = Direction.Radians(MathF.PI - 1e-3f, 0.0f); // slight offset
|
||||||
|
Spherical v1 = new(2.0f, d1);
|
||||||
|
Spherical v2 = new(4.0f, d2);
|
||||||
|
|
||||||
|
Spherical avg = Spherical.Average(v1, v2);
|
||||||
|
|
||||||
|
// Distance is arithmetic mean
|
||||||
|
Assert.AreEqual(3.0f, avg.distance, 1e-5f);
|
||||||
|
|
||||||
|
// Averaged azimuth should be near +pi/2 or -pi/2? we can check it's not NaN and unit-vector properties hold
|
||||||
|
float ux = MathF.Cos(avg.direction.horizontal.inRadians) * MathF.Cos(avg.direction.vertical.inRadians);
|
||||||
|
float uy = MathF.Sin(avg.direction.horizontal.inRadians) * MathF.Cos(avg.direction.vertical.inRadians);
|
||||||
|
float uz = MathF.Sin(avg.direction.vertical.inRadians);
|
||||||
|
float mag = MathF.Sqrt(ux * ux + uy * uy + uz * uz);
|
||||||
|
Assert.IsTrue(mag > 0.999f && mag < 1.001f);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average2_BasicAverageDirectionAndDistance() {
|
||||||
|
// Two different directions not cancelling: expect vector-average result
|
||||||
|
Direction d1 = Direction.Radians(MathF.PI / 6f, MathF.PI / 12f); // 30°, 15°
|
||||||
|
Direction d2 = Direction.Radians(MathF.PI / 3f, MathF.PI / 18f); // 60°, 10°
|
||||||
|
Spherical v1 = new(2.0f, d1);
|
||||||
|
Spherical v2 = new(4.0f, d2);
|
||||||
|
|
||||||
|
Spherical avg = Spherical.Average(v1, v2);
|
||||||
|
|
||||||
|
// Distance is arithmetic mean
|
||||||
|
Assert.AreEqual(3.0f, avg.distance, 1e-5f);
|
||||||
|
|
||||||
|
// Check averaged unit-vector equals normalized sum of unit vectors computed here
|
||||||
|
float a1 = d1.horizontal.inRadians;
|
||||||
|
float a2 = d2.horizontal.inRadians;
|
||||||
|
float e1 = d1.vertical.inRadians;
|
||||||
|
float e2 = d2.vertical.inRadians;
|
||||||
|
|
||||||
|
float cx = MathF.Cos(a1) + MathF.Cos(a2);
|
||||||
|
float cy = MathF.Sin(a1) + MathF.Sin(a2);
|
||||||
|
float z1 = MathF.Sin(e1);
|
||||||
|
float z2 = MathF.Sin(e2);
|
||||||
|
float cz = z1 + z2;
|
||||||
|
float mag = MathF.Sqrt(cx * cx + cy * cy + cz * cz);
|
||||||
|
Assert.IsTrue(mag > 1e-6f);
|
||||||
|
|
||||||
|
float ux = cx / mag;
|
||||||
|
float uy = cy / mag;
|
||||||
|
float uz = cz / mag;
|
||||||
|
|
||||||
|
// Reconstruct direction from avg result
|
||||||
|
float uxAvg = MathF.Cos(avg.direction.horizontal.inRadians) * MathF.Cos(avg.direction.vertical.inRadians);
|
||||||
|
float uyAvg = MathF.Sin(avg.direction.horizontal.inRadians) * MathF.Cos(avg.direction.vertical.inRadians);
|
||||||
|
float uzAvg = MathF.Sin(avg.direction.vertical.inRadians);
|
||||||
|
|
||||||
|
Assert.AreEqual(ux, uxAvg, 1e-4f);
|
||||||
|
Assert.AreEqual(uy, uyAvg, 1e-4f);
|
||||||
|
Assert.AreEqual(uz, uzAvg, 1e-4f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average_IdenticalVectors() {
|
||||||
|
var dir = Direction.Radians(MathF.PI / 4f, MathF.PI / 6f);
|
||||||
|
var v = new Spherical(2.5f, dir);
|
||||||
|
var list = new List<Spherical> { v, v, v };
|
||||||
|
|
||||||
|
var avg = Spherical.Average(list);
|
||||||
|
|
||||||
|
Assert.AreEqual(2.5f, avg.distance, 1e-5f);
|
||||||
|
Assert.AreEqual(dir.horizontal, avg.direction.horizontal);
|
||||||
|
Assert.AreEqual(dir.vertical, avg.direction.vertical);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average_SingleElement() {
|
||||||
|
Spherical s = Spherical.Radians(1.234f, 0.3f, -0.7f);
|
||||||
|
Spherical avg = Spherical.Average(new List<Spherical> { s });
|
||||||
|
|
||||||
|
Assert.AreEqual(s.distance, avg.distance, 1e-5f);
|
||||||
|
Assert.AreEqual(s.direction.horizontal.inRadians, avg.direction.horizontal.inRadians, 1e-5f);
|
||||||
|
Assert.AreEqual(s.direction.vertical.inRadians, avg.direction.vertical.inRadians, 1e-5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average_OppositeUnitVectors() {
|
||||||
|
// Two opposite vectors: same distance, horizontal opposite (pi apart), same vertical
|
||||||
|
Spherical v1 = Spherical.Radians(1f, 0f, 0f);
|
||||||
|
Spherical v2 = Spherical.Radians(1f, MathF.PI, 0f);
|
||||||
|
Spherical avg = Spherical.Average(new List<Spherical> { v1, v2 });
|
||||||
|
|
||||||
|
Assert.AreEqual(0f, avg.distance, 1e-4f);
|
||||||
|
// When distance is zero, angles may be undefined; allow any angle but ensure near-zero magnitude
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average_WeightedByDistance() {
|
||||||
|
// Two vectors same direction but different distances -> weighted average distance
|
||||||
|
Direction dir = Direction.Radians(MathF.PI / 3f, MathF.PI / 4f);
|
||||||
|
Spherical a = new(1f, dir);
|
||||||
|
Spherical b = new(3f, dir);
|
||||||
|
Spherical avg = Spherical.Average(new List<Spherical> { a, b });
|
||||||
|
|
||||||
|
// average distance should be (1+3)/2 = 2
|
||||||
|
Assert.AreEqual(2f, avg.distance, 1e-5f);
|
||||||
|
Assert.AreEqual(dir.horizontal.inRadians, avg.direction.horizontal.inRadians, 1e-5f);
|
||||||
|
Assert.AreEqual(dir.vertical.inRadians, avg.direction.vertical.inRadians, 1e-5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average_AxisSymmetricAroundVertical() {
|
||||||
|
// Four vectors around azimuth 0, pi/2, pi, 3pi/2 at same elevation (vertical) angle phi
|
||||||
|
float phi = MathF.PI / 6f; // elevation from horizontal plane
|
||||||
|
var dirs = new List<Spherical> {
|
||||||
|
new(1f, Direction.Radians(0f, phi)),
|
||||||
|
new(1f, Direction.Radians(MathF.PI/2, phi)),
|
||||||
|
new(1f, Direction.Radians(MathF.PI, phi)),
|
||||||
|
new(1f, Direction.Radians(3*MathF.PI/2, phi))
|
||||||
|
};
|
||||||
|
|
||||||
|
Spherical avg = Spherical.Average(dirs);
|
||||||
|
|
||||||
|
// rAvg should equal r * sin(elevation) = sin(phi)
|
||||||
|
Assert.AreEqual(MathF.Sin(phi), avg.distance, 1e-4f);
|
||||||
|
// vertical angle undefined when horizontal xy components cancel; allow any angle but ensure r matches
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average_AxisSymmetricAroundVertical2() {
|
||||||
|
// Four vectors around azimuth 0, pi/2, pi, 3pi/2 at same polar angle from vertical (alpha)
|
||||||
|
float alpha = MathF.PI / 6f; // polar angle from vertical
|
||||||
|
float elevation = MathF.PI / 2f - alpha; // convert polar-from-vertical to elevation
|
||||||
|
var dirs = new List<Spherical> {
|
||||||
|
new(1f, Direction.Radians(0f, elevation)),
|
||||||
|
new(1f, Direction.Radians(MathF.PI/2, elevation)),
|
||||||
|
new(1f, Direction.Radians(MathF.PI, elevation)),
|
||||||
|
new(1f, Direction.Radians(3*MathF.PI/2, elevation))
|
||||||
|
};
|
||||||
|
|
||||||
|
Spherical avg = Spherical.Average(dirs);
|
||||||
|
|
||||||
|
// rAvg should equal r * sin(elevation) which equals cos(alpha)
|
||||||
|
Assert.AreEqual(MathF.Cos(alpha), avg.distance, 1e-4f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Average_CompareWithVector3() {
|
||||||
|
// Four vectors around azimuth 0, pi/2, pi, 3pi/2 at same polar angle from vertical (alpha)
|
||||||
|
float alpha = MathF.PI / 6f; // polar angle from vertical
|
||||||
|
float elevation = MathF.PI / 2f - alpha; // convert polar-from-vertical to elevation
|
||||||
|
List<Spherical> dirs = new List<Spherical> {
|
||||||
|
new(1f, Direction.Radians(0f, elevation)),
|
||||||
|
new(2f, Direction.Radians(MathF.PI/2, elevation+1)),
|
||||||
|
new(3f, Direction.Radians(MathF.PI, elevation+2)),
|
||||||
|
new(4f, Direction.Radians(3*MathF.PI/2, elevation+3))
|
||||||
|
};
|
||||||
|
|
||||||
|
Spherical avg = Spherical.Average(dirs);
|
||||||
|
|
||||||
|
#if UNITY_5_3_OR_NEWER
|
||||||
|
UnityEngine.Vector3 r = UnityEngine.Vector3.zero;
|
||||||
|
#else
|
||||||
|
Vector3Float r = Vector3Float.zero;
|
||||||
|
#endif
|
||||||
|
foreach (Spherical dir in dirs) {
|
||||||
|
r += dir.ToVector3();
|
||||||
|
}
|
||||||
|
r = r / 4;
|
||||||
|
Spherical avg2 = Spherical.FromVector3(r);
|
||||||
|
|
||||||
|
Assert.AreEqual(avg, avg2);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//#endif
|
||||||
131
LinearAlgebra/test/SwingTwistTest.cs
Normal file
131
LinearAlgebra/test/SwingTwistTest.cs
Normal file
@ -0,0 +1,131 @@
|
|||||||
|
#if !UNITY_5_6_OR_NEWER
|
||||||
|
using NUnit.Framework;
|
||||||
|
|
||||||
|
namespace LinearAlgebra.Test {
|
||||||
|
|
||||||
|
[TestFixture]
|
||||||
|
public class SwingTwistTest {
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Degrees_CreatesSwingTwistWithDegreeAngles() {
|
||||||
|
SwingTwist st = SwingTwist.Degrees(45, 30, 15);
|
||||||
|
Assert.IsNotNull(st);
|
||||||
|
Assert.AreEqual(45, st.swing.horizontal.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(30, st.swing.vertical.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(15, st.twist.inDegrees, 0.01f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Radians_CreatesSwingTwistWithRadianAngles() {
|
||||||
|
float pi = (float)System.Math.PI;
|
||||||
|
SwingTwist st = SwingTwist.Radians(pi / 4, pi / 6, pi / 12);
|
||||||
|
Assert.IsNotNull(st);
|
||||||
|
Assert.AreEqual(45, st.swing.horizontal.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(30, st.swing.vertical.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(15, st.twist.inDegrees, 0.01f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Zero_CreatesZeroRotation() {
|
||||||
|
SwingTwist st = SwingTwist.zero;
|
||||||
|
Assert.AreEqual(0, st.swing.horizontal.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(0, st.swing.vertical.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(0, st.twist.inDegrees, 0.01f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void QuaternionTest() {
|
||||||
|
Quaternion q;
|
||||||
|
SwingTwist s;
|
||||||
|
Quaternion r;
|
||||||
|
|
||||||
|
q = Quaternion.identity;
|
||||||
|
s = SwingTwist.FromQuaternion(q);
|
||||||
|
r = s.ToQuaternion();
|
||||||
|
Assert.AreEqual(q, r);
|
||||||
|
|
||||||
|
q = Quaternion.Euler(90, 0, 0);
|
||||||
|
s = SwingTwist.FromQuaternion(q);
|
||||||
|
Assert.AreEqual(0, s.swing.horizontal.inDegrees, 10e-2f);
|
||||||
|
Assert.AreEqual(90, s.swing.vertical.inDegrees, 10e-2f);
|
||||||
|
Assert.AreEqual(0, s.twist.inDegrees, 0.01f);
|
||||||
|
r = s.ToQuaternion();
|
||||||
|
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||||
|
|
||||||
|
q = Quaternion.Euler(0, 90, 0);
|
||||||
|
s = SwingTwist.FromQuaternion(q);
|
||||||
|
Assert.AreEqual(90, s.swing.horizontal.inDegrees,10e-2f);
|
||||||
|
Assert.AreEqual(0, s.swing.vertical.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(0, s.twist.inDegrees, 0.01f);
|
||||||
|
r = s.ToQuaternion();
|
||||||
|
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||||
|
|
||||||
|
q = Quaternion.Euler(0, 0, 90);
|
||||||
|
s = SwingTwist.FromQuaternion(q);
|
||||||
|
Assert.AreEqual(0, s.swing.horizontal.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(0, s.swing.vertical.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(90, s.twist.inDegrees, 0.01f);
|
||||||
|
r = s.ToQuaternion();
|
||||||
|
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||||
|
|
||||||
|
q = Quaternion.Euler(0, 180, 0);
|
||||||
|
s = SwingTwist.FromQuaternion(q);
|
||||||
|
Assert.AreEqual(-180, s.swing.horizontal.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(0, s.swing.vertical.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(0, s.twist.inDegrees, 0.01f);
|
||||||
|
r = s.ToQuaternion();
|
||||||
|
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||||
|
|
||||||
|
q = Quaternion.Euler(0, 135, 0);
|
||||||
|
s = SwingTwist.FromQuaternion(q);
|
||||||
|
Assert.AreEqual(135, s.swing.horizontal.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(0, s.swing.vertical.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(0, s.twist.inDegrees, 0.01f);
|
||||||
|
r = s.ToQuaternion();
|
||||||
|
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||||
|
|
||||||
|
q = Quaternion.Euler(60, 45, 30);
|
||||||
|
s = SwingTwist.FromQuaternion(q);
|
||||||
|
Assert.AreEqual(45, s.swing.horizontal.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(60, s.swing.vertical.inDegrees, 0.01f);
|
||||||
|
Assert.AreEqual(30, s.twist.inDegrees, 0.01f);
|
||||||
|
// r = s.ToQuaternion();
|
||||||
|
// Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||||
|
|
||||||
|
// q = Quaternion.Euler(-45, -30, -15);
|
||||||
|
// s = SwingTwist.FromQuaternion(q);
|
||||||
|
// Assert.AreEqual(-30, s.swing.horizontal.inDegrees, 0.01f);
|
||||||
|
// Assert.AreEqual(-45, s.swing.vertical.inDegrees, 0.01f);
|
||||||
|
// Assert.AreEqual(-15, s.twist.inDegrees, 0.01f);
|
||||||
|
// r = s.ToQuaternion();
|
||||||
|
// Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||||
|
|
||||||
|
// q = Quaternion.Euler(180, 180, 180);
|
||||||
|
// s = SwingTwist.FromQuaternion(q);
|
||||||
|
// Assert.AreEqual(-180, s.swing.horizontal.inDegrees, 0.01f);
|
||||||
|
// Assert.AreEqual(-180, s.swing.vertical.inDegrees, 0.01f);
|
||||||
|
// Assert.AreEqual(-180, s.twist.inDegrees, 0.01f);
|
||||||
|
// r = s.ToQuaternion();
|
||||||
|
// Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void ToAngleAxis_ConvertsToSpherical() {
|
||||||
|
SwingTwist st = SwingTwist.Degrees(45, 30, 15);
|
||||||
|
Spherical s = st.ToAngleAxis();
|
||||||
|
Assert.IsNotNull(s);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void FromAngleAxis_ConvertsFromSpherical() {
|
||||||
|
Spherical s = new(90, Direction.Degrees(45, 0));
|
||||||
|
SwingTwist st = SwingTwist.FromAngleAxis(s);
|
||||||
|
Assert.IsNotNull(st);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
364
LinearAlgebra/test/Vector2FloatTest.cs
Normal file
364
LinearAlgebra/test/Vector2FloatTest.cs
Normal file
@ -0,0 +1,364 @@
|
|||||||
|
#if !UNITY_5_6_OR_NEWER
|
||||||
|
using NUnit.Framework;
|
||||||
|
|
||||||
|
namespace LinearAlgebra.Test {
|
||||||
|
using Vector2 = Vector2Float;
|
||||||
|
|
||||||
|
public class Vector2FloatTest {
|
||||||
|
|
||||||
|
[SetUp]
|
||||||
|
public void Setup() {
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void FromPolar() {
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Equality() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
|
||||||
|
Assert.IsFalse(v1 == v2, "4 5 == 1 2");
|
||||||
|
Assert.IsTrue(v1 != v2, "4 5 != 1 2");
|
||||||
|
|
||||||
|
v2 = new(4, 5);
|
||||||
|
Assert.IsTrue(v1 == v2, "4 5 == 4 5");
|
||||||
|
Assert.IsFalse(v1 != v2, "4 5 != 4 5");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Magnitude() {
|
||||||
|
Vector2 v = new(1, 2);
|
||||||
|
float m = 0;
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(m, 2.236068F, "v.magnitude 1 2");
|
||||||
|
|
||||||
|
m = Vector2.MagnitudeOf(v);
|
||||||
|
Assert.AreEqual(m, 2.236068F, "MagnitudeOf 1 2");
|
||||||
|
|
||||||
|
v = new(-1, -2);
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(m, 2.236068F, "v.magnitude -1 -2");
|
||||||
|
|
||||||
|
v = new(0, 0);
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(m, 0, "v.magnitude 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void SqrMagnitude() {
|
||||||
|
Vector2 v = new(1, 2);
|
||||||
|
float m = 0;
|
||||||
|
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(m, 5, "v.sqrMagnitude 1 2");
|
||||||
|
|
||||||
|
m = Vector2.SqrMagnitudeOf(v);
|
||||||
|
Assert.AreEqual(m, 5, "SqrMagnitudeOf 1 2");
|
||||||
|
|
||||||
|
v = new(-1, -2);
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(m, 5, "v.sqrMagnitude -1 -2");
|
||||||
|
|
||||||
|
v = new(0, 0);
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(m, 0, "v.sqrMagnitude 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Distance() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
float f = 0;
|
||||||
|
|
||||||
|
f = Vector2.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(f, 4.24264002f, 1.0E-05F, "Distance(4 5, 1 2)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
f = Vector2.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(f, 8.602325F, "Distance(4 5, 1 2)");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
f = Vector2.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(f, 6.403124F, 1.0E-05F, "Distance(4 5, 1 2)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Normalize() {
|
||||||
|
Vector2 v = new(0, 3);
|
||||||
|
Vector2Float r;
|
||||||
|
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "normalized 0 3 H");
|
||||||
|
Assert.AreEqual(1, r.vertical, "normalized 0 3 V");
|
||||||
|
|
||||||
|
r = Vector2.Normalize(v);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Normalize 0 3 H");
|
||||||
|
Assert.AreEqual(1, r.vertical, "Normalize 0 3 V");
|
||||||
|
|
||||||
|
v = new(0, -3);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "normalized 0 -3 H");
|
||||||
|
Assert.AreEqual(-1, r.vertical, "normalized 0 -3 V");
|
||||||
|
|
||||||
|
v = new(0, 0);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "normalized 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "normalized 0 0 V");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Negate() {
|
||||||
|
Vector2 v = new(4, 5);
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(-4, r.horizontal, "- 4 5 H");
|
||||||
|
Assert.AreEqual(-5, r.vertical, "- 4 5 V");
|
||||||
|
|
||||||
|
v = new(-4, -5);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(4, r.horizontal, "- -4 -5 H");
|
||||||
|
Assert.AreEqual(5, r.vertical, "- -4 -5 V");
|
||||||
|
|
||||||
|
v = new(0, 0);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "- 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "- 0 0 V");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Subtract() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
Vector2 r = Vector2.zero;
|
||||||
|
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(3, 3), "4 5 - 1 2");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(5, 7), "4 5 - -1 -2");
|
||||||
|
|
||||||
|
v2 = new(4, 5);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(0, 0), "4 5 - 4 5");
|
||||||
|
r = v1;
|
||||||
|
r -= v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(0, 0), "4 5 - 4 5");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(4, 5), "4 5 - 0 0");
|
||||||
|
r -= v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(4, 5), "4 5 - 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Addition() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
Vector2 r = Vector2.zero;
|
||||||
|
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(5, 7), "4 5 + 1 2");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(3, 3), "4 5 + -1 -2");
|
||||||
|
r = v1;
|
||||||
|
r += v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(3, 3), "4 5 + -1 -2");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(4, 5), "4 5 + 0 0");
|
||||||
|
r += v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(4, 5), "4 5 + 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Scale() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = Vector2.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(4, r.horizontal, "Scale 4 5 , 1 2 H");
|
||||||
|
Assert.AreEqual(10, r.vertical, "Scale 4 5 , 1 2 V");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
r = Vector2.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(-4, r.horizontal, "Scale 4 5 , -1 -2 H");
|
||||||
|
Assert.AreEqual(-10, r.vertical, "Scale 4 5 , -1 -2 V");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
r = Vector2.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Scale 4 5 , 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "Scale 4 5 , 0 0 V");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Multiply() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
int f = 3;
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(12, r.horizontal, "4 5 * 3 H");
|
||||||
|
Assert.AreEqual(15, r.vertical, "4 5 * 3 V");
|
||||||
|
|
||||||
|
r = f * v1;
|
||||||
|
Assert.AreEqual(12, r.horizontal, "3 * 4 5 H");
|
||||||
|
Assert.AreEqual(15, r.vertical, "3 * 4 5 V");
|
||||||
|
|
||||||
|
f = -3;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(-12, r.horizontal, "4 5 * -3 H");
|
||||||
|
Assert.AreEqual(-15, r.vertical, "4 5 * -3 V");
|
||||||
|
|
||||||
|
f = 0;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "4 5 * 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "4 5 * 0 V");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Divide() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
float f = 2;
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(2, r.horizontal, "4 5 / 2 H");
|
||||||
|
Assert.AreEqual(2.5, r.vertical, "4 5 / 2 V");
|
||||||
|
|
||||||
|
f = -2;
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(-2, r.horizontal, "4 5 / -2 H");
|
||||||
|
Assert.AreEqual(-2.5, r.vertical, "4 5 / -2 V");
|
||||||
|
|
||||||
|
f = 0;
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "4 5 / 0 H");
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.vertical, "4 5 / 0 V");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Dot() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
float f;
|
||||||
|
|
||||||
|
f = Vector2.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(14, f, "Dot(4 5, 1 2)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
f = Vector2.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(-14, f, "Dot(4 5, -1 -2)");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
f = Vector2.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(0, f, "Dot(4 5, 0 0)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void SignedAngle() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
float f;
|
||||||
|
|
||||||
|
f = Vector2.SignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(-12.094758f, f);
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
f = Vector2.SignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(167.905228f, f);
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
f = Vector2.SignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(0, f);
|
||||||
|
|
||||||
|
v1 = new(0, 1);
|
||||||
|
v2 = new(1, 0);
|
||||||
|
f = Vector2.SignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(90, f);
|
||||||
|
|
||||||
|
v1 = new(0, 1);
|
||||||
|
v2 = new(0, -1);
|
||||||
|
f = Vector2.SignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(180, f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void UnsignedAngle() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
float f;
|
||||||
|
|
||||||
|
f = Vector2.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(12.094758f, f);
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
f = Vector2.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(167.905228f, f);
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
f = Vector2.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(0, f);
|
||||||
|
|
||||||
|
v1 = new(0, 1);
|
||||||
|
v2 = new(1, 0);
|
||||||
|
f = Vector2.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(90, f);
|
||||||
|
|
||||||
|
v1 = new(0, 1);
|
||||||
|
v2 = new(0, -1);
|
||||||
|
f = Vector2.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(180, f);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Rotate() {
|
||||||
|
Vector2 v1 = new(1, 2);
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = Vector2.Rotate(v1, AngleFloat.Degrees(0));
|
||||||
|
Assert.AreEqual(0, Vector2.Distance(r, v1));
|
||||||
|
|
||||||
|
r = Vector2.Rotate(v1, AngleFloat.Degrees(180));
|
||||||
|
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(-1, -2)), 1.0e-06);
|
||||||
|
|
||||||
|
r = Vector2.Rotate(v1, AngleFloat.Degrees(-90));
|
||||||
|
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(2, -1)), 1.0e-06);
|
||||||
|
|
||||||
|
r = Vector2.Rotate(v1, AngleFloat.Degrees(270));
|
||||||
|
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(2, -1)), 1.0e-06);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Lerp() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = Vector2.Lerp(v1, v2, 0);
|
||||||
|
Assert.AreEqual(0, Vector2.Distance(r, v1), 0);
|
||||||
|
|
||||||
|
r = Vector2.Lerp(v1, v2, 1);
|
||||||
|
Assert.AreEqual(0, Vector2.Distance(r, v2), 0);
|
||||||
|
|
||||||
|
r = Vector2.Lerp(v1, v2, 0.5f);
|
||||||
|
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(2.5f, 3.5f)), 0);
|
||||||
|
|
||||||
|
r = Vector2.Lerp(v1, v2, -1);
|
||||||
|
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(7, 8)), 0);
|
||||||
|
|
||||||
|
r = Vector2.Lerp(v1, v2, 2);
|
||||||
|
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(-2, -1)), 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
270
LinearAlgebra/test/Vector2IntTest.cs
Normal file
270
LinearAlgebra/test/Vector2IntTest.cs
Normal file
@ -0,0 +1,270 @@
|
|||||||
|
#if !UNITY_5_6_OR_NEWER
|
||||||
|
using NUnit.Framework;
|
||||||
|
|
||||||
|
namespace LinearAlgebra.Test {
|
||||||
|
using Vector2 = Vector2Int;
|
||||||
|
|
||||||
|
public class Vector2IntTest {
|
||||||
|
|
||||||
|
[SetUp]
|
||||||
|
public void Setup() {
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void FromPolar() {
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Equality() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
|
||||||
|
Assert.IsFalse(v1 == v2, "4 5 == 1 2");
|
||||||
|
Assert.IsTrue(v1 != v2, "4 5 != 1 2");
|
||||||
|
|
||||||
|
v2 = new(4, 5);
|
||||||
|
Assert.IsTrue(v1 == v2, "4 5 == 4 5");
|
||||||
|
Assert.IsFalse(v1 != v2, "4 5 != 4 5");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Magnitude() {
|
||||||
|
Vector2 v = new(1, 2);
|
||||||
|
float m = 0;
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(m, 2.236068F, "v.magnitude 1 2");
|
||||||
|
|
||||||
|
m = Vector2.MagnitudeOf(v);
|
||||||
|
Assert.AreEqual(m, 2.236068F, "MagnitudeOf 1 2");
|
||||||
|
|
||||||
|
v = new(-1, -2);
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(m, 2.236068F, "v.magnitude -1 -2");
|
||||||
|
|
||||||
|
v = new(0, 0);
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(m, 0, "v.magnitude 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void SqrMagnitude() {
|
||||||
|
Vector2 v = new(1, 2);
|
||||||
|
float m = 0;
|
||||||
|
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(m, 5, "v.sqrMagnitude 1 2");
|
||||||
|
|
||||||
|
m = Vector2.SqrMagnitudeOf(v);
|
||||||
|
Assert.AreEqual(m, 5, "SqrMagnitudeOf 1 2");
|
||||||
|
|
||||||
|
v = new(-1, -2);
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(m, 5, "v.sqrMagnitude -1 -2");
|
||||||
|
|
||||||
|
v = new(0, 0);
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(m, 0, "v.sqrMagnitude 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Distance() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
float f = 0;
|
||||||
|
|
||||||
|
f = Vector2.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(f, 4.24264002f, 1.0E-05F, "Distance(4 5, 1 2)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
f = Vector2.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(f, 8.602325F, "Distance(4 5, 1 2)");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
f = Vector2.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(f, 6.403124F, 1.0E-05F, "Distance(4 5, 1 2)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Normalize() {
|
||||||
|
Vector2 v = new(0, 3);
|
||||||
|
Vector2Float r;
|
||||||
|
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "normalized 0 3 H");
|
||||||
|
Assert.AreEqual(1, r.vertical, "normalized 0 3 V");
|
||||||
|
|
||||||
|
r = Vector2.Normalize(v);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Normalize 0 3 H");
|
||||||
|
Assert.AreEqual(1, r.vertical, "Normalize 0 3 V");
|
||||||
|
|
||||||
|
v = new(0, -3);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "normalized 0 -3 H");
|
||||||
|
Assert.AreEqual(-1, r.vertical, "normalized 0 -3 V");
|
||||||
|
|
||||||
|
v = new(0, 0);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "normalized 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "normalized 0 0 V");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Negate() {
|
||||||
|
Vector2 v = new(4, 5);
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(-4, r.horizontal, "- 4 5 H");
|
||||||
|
Assert.AreEqual(-5, r.vertical, "- 4 5 V");
|
||||||
|
|
||||||
|
v = new(-4, -5);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(4, r.horizontal, "- -4 -5 H");
|
||||||
|
Assert.AreEqual(5, r.vertical, "- -4 -5 V");
|
||||||
|
|
||||||
|
v = new(0, 0);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "- 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "- 0 0 V");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Subtract() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
Vector2 r = Vector2.zero;
|
||||||
|
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(3, 3), "4 5 - 1 2");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(5, 7), "4 5 - -1 -2");
|
||||||
|
|
||||||
|
v2 = new(4, 5);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(0, 0), "4 5 - 4 5");
|
||||||
|
r = v1;
|
||||||
|
r -= v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(0, 0), "4 5 - 4 5");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(4, 5), "4 5 - 0 0");
|
||||||
|
r -= v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(4, 5), "4 5 - 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Addition() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
Vector2 r = Vector2.zero;
|
||||||
|
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(5, 7), "4 5 + 1 2");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.IsTrue(r == new Vector2(3, 3), "4 5 + -1 -2");
|
||||||
|
r = v1;
|
||||||
|
r += v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(3, 3), "4 5 + -1 -2");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(4, 5), "4 5 + 0 0");
|
||||||
|
r += v2;
|
||||||
|
Assert.AreEqual(r, new Vector2(4, 5), "4 5 + 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Scale() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = Vector2.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(4, r.horizontal, "Scale 4 5 , 1 2 H");
|
||||||
|
Assert.AreEqual(10, r.vertical, "Scale 4 5 , 1 2 V");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
r = Vector2.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(-4, r.horizontal, "Scale 4 5 , -1 -2 H");
|
||||||
|
Assert.AreEqual(-10, r.vertical, "Scale 4 5 , -1 -2 V");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
r = Vector2.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Scale 4 5 , 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "Scale 4 5 , 0 0 V");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Multiply() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
int f = 3;
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(12, r.horizontal, "4 5 * 3 H");
|
||||||
|
Assert.AreEqual(15, r.vertical, "4 5 * 3 V");
|
||||||
|
|
||||||
|
r = f * v1;
|
||||||
|
Assert.AreEqual(12, r.horizontal, "3 * 4 5 H");
|
||||||
|
Assert.AreEqual(15, r.vertical, "3 * 4 5 V");
|
||||||
|
|
||||||
|
f = -3;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(-12, r.horizontal, "4 5 * -3 H");
|
||||||
|
Assert.AreEqual(-15, r.vertical, "4 5 * -3 V");
|
||||||
|
|
||||||
|
f = 0;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "4 5 * 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "4 5 * 0 V");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Divide() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
int f = 2;
|
||||||
|
Vector2 r;
|
||||||
|
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(2, r.horizontal, "4 5 / 2 H");
|
||||||
|
Assert.AreEqual(2, r.vertical, "4 5 / 2 V");
|
||||||
|
|
||||||
|
f = -2;
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(-2, r.horizontal, "4 5 / -2 H");
|
||||||
|
Assert.AreEqual(-2, r.vertical, "4 5 / -2 V");
|
||||||
|
|
||||||
|
Assert.Throws<System.DivideByZeroException>(() => {
|
||||||
|
f = 0;
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "4 5 / 0 H");
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.vertical, "4 5 / 0 V");
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Dot() {
|
||||||
|
Vector2 v1 = new(4, 5);
|
||||||
|
Vector2 v2 = new(1, 2);
|
||||||
|
int f;
|
||||||
|
|
||||||
|
f = Vector2.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(14, f, "Dot(4 5, 1 2)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2);
|
||||||
|
f = Vector2.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(-14, f, "Dot(4 5, -1 -2)");
|
||||||
|
|
||||||
|
v2 = new(0, 0);
|
||||||
|
f = Vector2.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(0, f, "Dot(4 5, 0 0)");
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
581
LinearAlgebra/test/Vector3FloatTest.cs
Normal file
581
LinearAlgebra/test/Vector3FloatTest.cs
Normal file
@ -0,0 +1,581 @@
|
|||||||
|
#if !UNITY_5_6_OR_NEWER
|
||||||
|
using NUnit.Framework;
|
||||||
|
|
||||||
|
namespace LinearAlgebra.Test {
|
||||||
|
using Vector3 = Vector3Float;
|
||||||
|
|
||||||
|
public class Vector3FloatTest {
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void FromSpherical() {
|
||||||
|
Vector3 v = new(0, 0, 1);
|
||||||
|
Spherical s = Spherical.FromVector3(v);
|
||||||
|
Vector3 r = Vector3.FromSpherical(s);
|
||||||
|
|
||||||
|
Assert.AreEqual(0, r.horizontal, "0 0 1");
|
||||||
|
Assert.AreEqual(0, r.vertical, 1.0e-06, "0 0 1");
|
||||||
|
Assert.AreEqual(1, r.depth, "0 0 1");
|
||||||
|
|
||||||
|
v = new(0, 1, 0);
|
||||||
|
s = Spherical.FromVector3(v);
|
||||||
|
r = Vector3.FromSpherical(s);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "0 0 1");
|
||||||
|
Assert.AreEqual(1, r.vertical, "0 0 1");
|
||||||
|
Assert.AreEqual(0, r.depth, 1.0e-06, "0 0 1");
|
||||||
|
|
||||||
|
v = new(1, 0, 0);
|
||||||
|
s = Spherical.FromVector3(v);
|
||||||
|
r = Vector3.FromSpherical(s);
|
||||||
|
Assert.AreEqual(1, r.horizontal, "0 0 1");
|
||||||
|
Assert.AreEqual(0, r.vertical, 1.0e-06, "0 0 1");
|
||||||
|
Assert.AreEqual(0, r.depth, 1.0e-06, "0 0 1");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Magnitude() {
|
||||||
|
Vector3 v = new(1, 2, 3);
|
||||||
|
float m = 0;
|
||||||
|
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(3.7416575f, m, "magnitude 1 2 3");
|
||||||
|
|
||||||
|
m = Vector3.MagnitudeOf(v);
|
||||||
|
Assert.AreEqual(3.7416575f, m, "MagnitudeOf 1 2 3");
|
||||||
|
|
||||||
|
v = new(-1, -2, -3);
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(3.7416575f, m, "magnitude -1 -2 -3");
|
||||||
|
|
||||||
|
v = new(0, 0, 0);
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(0, m, "magnitude 0 0 0");
|
||||||
|
|
||||||
|
// Infinity tests are still missing
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void SqrMagnitude() {
|
||||||
|
Vector3 v = new(1, 2, 3);
|
||||||
|
float m = 0;
|
||||||
|
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(14, m, "sqrMagnitude 1 2 3");
|
||||||
|
|
||||||
|
m = Vector3.SqrMagnitudeOf(v);
|
||||||
|
Assert.AreEqual(14, m, "SqrMagnitudeOf 1 2 3");
|
||||||
|
|
||||||
|
v = new(-1, -2, -3);
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(14, m, "sqrMagnitude -1 -2 -3");
|
||||||
|
|
||||||
|
v = new(0, 0, 0);
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(0, m, "sqrMagnitude 0 0 0");
|
||||||
|
|
||||||
|
// Infinity tests are still missing
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Normalize() {
|
||||||
|
Vector3 v = new(0, 2, 0);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(new Vector3(0, 1, 0), r, "normalized 0 2 0");
|
||||||
|
|
||||||
|
r = Vector3.Normalize(v);
|
||||||
|
Assert.AreEqual(new Vector3(0, 1, 0), r, "Normalize 0 2 0");
|
||||||
|
|
||||||
|
v = new(0, -2, 0);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(new Vector3(0, -1, 0), r, "normalized 0 -2 0");
|
||||||
|
v = new(0, 0, 0);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(new Vector3(0, 0, 0), r, "normalized 0 0 0");
|
||||||
|
|
||||||
|
v = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.IsTrue(float.IsNaN(r.horizontal), "normalized infinity infinity infinity");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.vertical), "normalized infinity infinity infinity");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.depth), "normalized infinity infinity infinity");
|
||||||
|
|
||||||
|
v = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.IsTrue(float.IsNaN(r.horizontal), "normalized -infinity -infinity -infinity");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.vertical), "normalized -infinity -infinity -infinity");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.depth), "normalized -infinity -infinity -infinity");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Negate() {
|
||||||
|
Vector3 v = new(4, 5, 6);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(-4, r.horizontal, "- 4 5 6 H");
|
||||||
|
Assert.AreEqual(-5, r.vertical, "- 4 5 6 V");
|
||||||
|
Assert.AreEqual(-6, r.depth, "- 4 5 6 D");
|
||||||
|
|
||||||
|
v = new(-4, -5, -6);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(4, r.horizontal, "- -4 -5 -6 H");
|
||||||
|
Assert.AreEqual(5, r.vertical, "- -4 -5 -6 V");
|
||||||
|
Assert.AreEqual(6, r.depth, "- -4 -5 -6 D");
|
||||||
|
|
||||||
|
v = new(0, 0, 0);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(new Vector3(0, 0, 0), r, "- 0 0 0");
|
||||||
|
Assert.AreEqual(0, r.horizontal, "- 0 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "- 0 0 0 V");
|
||||||
|
Assert.AreEqual(0, r.depth, "- 0 0 0 D");
|
||||||
|
|
||||||
|
|
||||||
|
v = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(new Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity), r, "- inifinty infinity infinity");
|
||||||
|
|
||||||
|
v = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity), r, "- -inifinty -infinity -infinity");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Subtract() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r = Vector3.zero;
|
||||||
|
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(3, 3, 3), "4 5 6 - 1 2 3");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(5, 7, 9), "4 5 6 - -1 -2 -3");
|
||||||
|
|
||||||
|
v2 = new(4, 5, 6);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(0, 0, 0), "4 5 6 - 4 5 6");
|
||||||
|
r = v1;
|
||||||
|
r -= v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(0, 0, 0), "4 5 6 - 4 5 6");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 - 0 0 0");
|
||||||
|
r -= v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 - 0 0 0");
|
||||||
|
|
||||||
|
// Infinity tests are still missing
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Addition() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r = Vector3.zero;
|
||||||
|
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(5, 7, 9), "4 5 6 + 1 2 3");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(3, 3, 3), "4 5 6 + -1 -2 -3");
|
||||||
|
r = v1;
|
||||||
|
r += v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(3, 3, 3), "4 5 6 + -1 -2 -3");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 + 0 0 0");
|
||||||
|
r += v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 + 0 0 0");
|
||||||
|
|
||||||
|
// Infinity tests are still missing
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Scale() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = Vector3.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(4, r.horizontal, "Scale 4 5 6 , 1 2 3 H");
|
||||||
|
Assert.AreEqual(10, r.vertical, "Scale 4 5 6 , 1 2 3 V");
|
||||||
|
Assert.AreEqual(18, r.depth, "Scale 4 5 6 , 1 2 3 D");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = Vector3.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(-4, r.horizontal, "Scale 4 5 6 , -1 -2 -3 H");
|
||||||
|
Assert.AreEqual(-10, r.vertical, "Scale 4 5 6 , -1 -2 -3 V");
|
||||||
|
Assert.AreEqual(-18, r.depth, "Scale 4 5 6 , -1 -2 -3 D");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = Vector3.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Scale 4 5 6 , 0 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "Scale 4 5 6 , 0 0 0 V");
|
||||||
|
Assert.AreEqual(0, r.depth, "Scale 4 5 6 , 0 0 0 D");
|
||||||
|
|
||||||
|
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
r = Vector3.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "Scale 4 5 6 , inf inf inf H");
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.vertical, "Scale 4 5 6 , inf inf inf V");
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.depth, "Scale 4 5 6 , inf inf inf D");
|
||||||
|
|
||||||
|
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
r = Vector3.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(float.NegativeInfinity, r.horizontal, "Scale 4 5 6 , -inf -inf -inf H");
|
||||||
|
Assert.AreEqual(float.NegativeInfinity, r.vertical, "Scale 4 5 6 , -inf -inf -inf V");
|
||||||
|
Assert.AreEqual(float.NegativeInfinity, r.depth, "Scale 4 5 6 , -inf -inf -inf D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Multiply() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
float f = 3;
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(12, r.horizontal, "4 5 6 * 3 H");
|
||||||
|
Assert.AreEqual(15, r.vertical, "4 5 6 * 3 V");
|
||||||
|
Assert.AreEqual(18, r.depth, "4 5 6 * 3 D");
|
||||||
|
|
||||||
|
f = -3;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(-12, r.horizontal, "4 5 6 * -3 H");
|
||||||
|
Assert.AreEqual(-15, r.vertical, "4 5 6 * -3 V");
|
||||||
|
Assert.AreEqual(-18, r.depth, "4 5 6 * -3 D");
|
||||||
|
|
||||||
|
f = 0;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "4 5 6 * 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "4 5 6 * 0 V");
|
||||||
|
Assert.AreEqual(0, r.depth, "4 5 6 * 0 D");
|
||||||
|
|
||||||
|
f = float.PositiveInfinity;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "4 5 6 * inf H");
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.vertical, "4 5 6 * inf V");
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.depth, "4 5 6 * inf D");
|
||||||
|
|
||||||
|
f = float.NegativeInfinity;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(float.NegativeInfinity, r.horizontal, "4 5 6 * -inf H");
|
||||||
|
Assert.AreEqual(float.NegativeInfinity, r.vertical, "4 5 6 * -inf V");
|
||||||
|
Assert.AreEqual(float.NegativeInfinity, r.depth, "4 5 6 * -inf D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Divide() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
float f = 2;
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(2, r.horizontal, "4 5 6 / 2 H");
|
||||||
|
Assert.AreEqual(2.5, r.vertical, "4 5 6 / 2 V");
|
||||||
|
Assert.AreEqual(3, r.depth, "4 5 6 / 2 D");
|
||||||
|
|
||||||
|
f = -2;
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(-2, r.horizontal, "4 5 6 / -2 H");
|
||||||
|
Assert.AreEqual(-2.5, r.vertical, "4 5 6 / -2 V");
|
||||||
|
Assert.AreEqual(-3, r.depth, "4 5 6 / -2 D");
|
||||||
|
|
||||||
|
f = 0;
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "4 5 6 / 0 H");
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.vertical, "4 5 6 / 0 V");
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, r.depth, "4 5 6 / 0 D");
|
||||||
|
|
||||||
|
f = float.PositiveInfinity;
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "4 5 6 / inf H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "4 5 6 / inf V");
|
||||||
|
Assert.AreEqual(0, r.depth, "4 5 6 / inf D");
|
||||||
|
|
||||||
|
f = float.NegativeInfinity;
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "4 5 6 / -inf H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "4 5 6 / -inf V");
|
||||||
|
Assert.AreEqual(0, r.depth, "4 5 6 / -inf D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Dot() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
float f;
|
||||||
|
|
||||||
|
f = Vector3.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(32, f, "Dot(4 5 6, 1 2 3)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
f = Vector3.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(-32, f, "Dot(4 5 6, -1 -2 -3)");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
f = Vector3.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(0, f, "Dot(4 5 6, 0 0 0)");
|
||||||
|
|
||||||
|
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
f = Vector3.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, f, "Dot(4 5 6, inf inf inf)");
|
||||||
|
|
||||||
|
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
f = Vector3.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(float.NegativeInfinity, f, "Dot(4 5 6, -inf -inf -inf)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Equality() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
bool r;
|
||||||
|
|
||||||
|
r = v1 == v2;
|
||||||
|
Assert.IsFalse(r, "4 5 6 == 1 2 3");
|
||||||
|
|
||||||
|
v2 = new(4, 5, 6);
|
||||||
|
r = v1 == v2;
|
||||||
|
Assert.IsTrue(r, "4 5 6 == 4 5 6");
|
||||||
|
|
||||||
|
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
r = v1 == v2;
|
||||||
|
Assert.IsFalse(r, "4 5 6 == inf inf inf");
|
||||||
|
|
||||||
|
v1 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
r = v1 == v2;
|
||||||
|
Assert.IsFalse(r, "-inf -inf -inf == inf inf inf");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Distance() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
float f;
|
||||||
|
|
||||||
|
f = Vector3.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(5.19615221F, f, "Distance(4 5 6, 1 2 3)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
f = Vector3.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(12.4498997F, f, "Distance(4 5 6, -1 -2 -3)");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
f = Vector3.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(v1.magnitude, f, "Distance(4 5 6, 0 0 0)");
|
||||||
|
|
||||||
|
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
f = Vector3.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, f, "Distance(4 5 6, inf inf inf)");
|
||||||
|
|
||||||
|
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
f = Vector3.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(float.PositiveInfinity, f, "Distance(4 5 6, -inf -inf -inf)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Cross() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = Vector3.Cross(v1, v2);
|
||||||
|
Assert.AreEqual(3, r.horizontal, "Cross(4 5 6, 1 2 3) H");
|
||||||
|
Assert.AreEqual(-6, r.vertical, "Cross(4 5 6, 1 2 3) V");
|
||||||
|
Assert.AreEqual(3, r.depth, "Cross(4 5 6, 1 2 3) D");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = Vector3.Cross(v1, v2);
|
||||||
|
Assert.AreEqual(-3, r.horizontal, "Cross(4 5 6, -1 -2 -3) H");
|
||||||
|
Assert.AreEqual(6, r.vertical, "Cross(4 5 6, -1 -2 -3) V");
|
||||||
|
Assert.AreEqual(-3, r.depth, "Cross(4 5 6, -1 -2 -3) D");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = Vector3.Cross(v1, v2);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Cross(4 5 6, 0 0 0) H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "Cross(4 5 6, 0 0 0) V");
|
||||||
|
Assert.AreEqual(0, r.depth, "Cross(4 5 6, 0 0 0) D");
|
||||||
|
|
||||||
|
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
r = Vector3.Cross(v1, v2);
|
||||||
|
Assert.IsTrue(float.IsNaN(r.horizontal), "Cross(4 5 6, inf inf inf) H");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.vertical), "Cross(4 5 6, inf inf inf) V");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.depth), "Cross(4 5 6, inf inf inf) D");
|
||||||
|
|
||||||
|
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
r = Vector3.Cross(v1, v2);
|
||||||
|
Assert.IsTrue(float.IsNaN(r.horizontal), "Cross(4 5 6, -inf -inf -inf) H");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.vertical), "Cross(4 5 6, -inf -inf -inf) V");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.depth), "Cross(4 5 6, -inf -inf -inf) D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Project() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = Vector3.Project(v1, v2);
|
||||||
|
Assert.AreEqual(2.28571439F, r.horizontal, "Project(4 5 6, 1 2 3) H");
|
||||||
|
Assert.AreEqual(4.57142878F, r.vertical, "Project(4 5 6, 1 2 3) V");
|
||||||
|
Assert.AreEqual(6.85714293F, r.depth, "Project(4 5 6, 1 2 3) D");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = Vector3.Project(v1, v2);
|
||||||
|
Assert.AreEqual(2.28571439F, r.horizontal, "Project(4 5 6, -1 -2 -3) H");
|
||||||
|
Assert.AreEqual(4.57142878F, r.vertical, "Project(4 5 6, -1 -2 -3) V");
|
||||||
|
Assert.AreEqual(6.85714293F, r.depth, "Project(4 5 6, -1 -2 -3) D");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = Vector3.Project(v1, v2);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Project(4 5 6, 0 0 0) H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "Project(4 5 6, 0 0 0) V");
|
||||||
|
Assert.AreEqual(0, r.depth, "Project(4 5 6, 0 0 0) D");
|
||||||
|
|
||||||
|
r = Vector3.Project(v2, v1);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Project(0 0 0, 4 5 6) H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "Project(0 0 0, 4 5 6) V");
|
||||||
|
Assert.AreEqual(0, r.depth, "Project(0 0 0, 4 5 6) D");
|
||||||
|
|
||||||
|
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
r = Vector3.Project(v1, v2);
|
||||||
|
Assert.IsTrue(float.IsNaN(r.horizontal), "Project(4 5 6, inf inf inf) H");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.vertical), "Project(4 5 6, inf inf inf) V");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.depth), "Project(4 5 6, inf inf inf) D");
|
||||||
|
|
||||||
|
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
r = Vector3.Project(v1, v2);
|
||||||
|
Assert.IsTrue(float.IsNaN(r.horizontal), "Project(4 5 6, -inf -inf -inf) H");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.vertical), "Project(4 5 6, -inf -inf -inf) V");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.depth), "Project(4 5 6, -inf -inf -inf) D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void ProjectOnPlane() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = Vector3.ProjectOnPlane(v1, v2);
|
||||||
|
Assert.AreEqual(1.71428561F, r.horizontal, "ProjectOnPlane(4 5 6, 1 2 3) H");
|
||||||
|
Assert.AreEqual(0.428571224F, r.vertical, "ProjectOnPlane(4 5 6, 1 2 3) V");
|
||||||
|
Assert.AreEqual(-0.857142925F, r.depth, "ProjectOnPlane(4 5 6, 1 2 3) D");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = Vector3.ProjectOnPlane(v1, v2);
|
||||||
|
Assert.AreEqual(1.71428561F, r.horizontal, "ProjectOnPlane(4 5 6, -1 -2 -3) H");
|
||||||
|
Assert.AreEqual(0.428571224F, r.vertical, "ProjectOnPlane(4 5 6, -1 -2 -3) V");
|
||||||
|
Assert.AreEqual(-0.857142925F, r.depth, "ProjectOnPlane(4 5 6, -1 -2 -3) D");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = Vector3.ProjectOnPlane(v1, v2);
|
||||||
|
Assert.AreEqual(4, r.horizontal, "ProjectOnPlane(4 5 6, 0 0 0) H");
|
||||||
|
Assert.AreEqual(5, r.vertical, "ProjectOnPlane(4 5 6, 0 0 0) V");
|
||||||
|
Assert.AreEqual(6, r.depth, "ProjectOnPlane(4 5 6, 0 0 0) D");
|
||||||
|
|
||||||
|
r = Vector3.ProjectOnPlane(v2, v1);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "ProjectOnPlane(0 0 0, 4 5 6) H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "ProjectOnPlane(0 0 0, 4 5 6) V");
|
||||||
|
Assert.AreEqual(0, r.depth, "ProjectOnPlane(0 0 0, 4 5 6) D");
|
||||||
|
|
||||||
|
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
r = Vector3.ProjectOnPlane(v1, v2);
|
||||||
|
Assert.IsTrue(float.IsNaN(r.horizontal), "ProjectOnPlane(4 5 6, inf inf inf) H");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.vertical), "ProjectOnPlane(4 5 6, inf inf inf) V");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.depth), "ProjectOnPlane(4 5 6, inf inf inf) D");
|
||||||
|
|
||||||
|
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
r = Vector3.ProjectOnPlane(v1, v2);
|
||||||
|
Assert.IsTrue(float.IsNaN(r.horizontal), "ProjectOnPlane(4 5 6, -inf -inf -inf) H");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.vertical), "ProjectOnPlane(4 5 6, -inf -inf -inf) V");
|
||||||
|
Assert.IsTrue(float.IsNaN(r.depth), "ProjectOnPlane(4 5 6, -inf -inf -inf) D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void UnsignedAngle() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
AngleFloat a;
|
||||||
|
|
||||||
|
a = Vector3.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(12.9331379F, a.inDegrees, "Angle(4 5 6, 1 2 3)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
a = Vector3.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(167.066849F, a.inDegrees, "Angle(4 5 6, -1 -2 -3)");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
a = Vector3.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(0, a.inDegrees, "Angle(4 5 6, 0 0 0)");
|
||||||
|
|
||||||
|
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
a = Vector3.UnsignedAngle(v1, v2);
|
||||||
|
Assert.IsTrue(float.IsNaN(a.inDegrees), "Angle(4 5 6, inf inf inf)");
|
||||||
|
|
||||||
|
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
a = Vector3.UnsignedAngle(v1, v2);
|
||||||
|
Assert.IsTrue(float.IsNaN(a.inDegrees), "Angle(4 5 6, inf inf inf)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void SignedAngle() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 v3 = new(7, 8, -9);
|
||||||
|
AngleFloat a;
|
||||||
|
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(-12.9331379F, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, 7 8 -9)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(167.066849F, a.inDegrees, "SignedAngle(4 5 6, -1 -2 -3, 7 8 -9)");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(0, a.inDegrees, "SignedAngle(4 5 6, 0 0 0, 7 8 -9)");
|
||||||
|
|
||||||
|
v2 = new(1, 2, 3);
|
||||||
|
v3 = new(-7, -8, 9);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(12.9331379F, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, -7 -8 9)");
|
||||||
|
|
||||||
|
v3 = new(0, 0, 0);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(0, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, 0 0 0)");
|
||||||
|
|
||||||
|
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.IsTrue(float.IsNaN(a.inDegrees), "SignedAngle(4 5 6, inf inf inf, 0 0 0)");
|
||||||
|
|
||||||
|
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.IsTrue(float.IsNaN(a.inDegrees), "SignedAngle(4 5 6, -inf -inf -inf, 0 0 0)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Lerp() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = Vector3.Lerp(v1, v2, 0);
|
||||||
|
Assert.AreEqual(0, Vector3.Distance(r, v1), 0);
|
||||||
|
|
||||||
|
r = Vector3.Lerp(v1, v2, 1);
|
||||||
|
Assert.AreEqual(0, Vector3.Distance(r, v2), 0);
|
||||||
|
|
||||||
|
r = Vector3.Lerp(v1, v2, 0.5f);
|
||||||
|
Assert.AreEqual(0, Vector3.Distance(r, new Vector3(2.5f, 3.5f, 4.5f)), 0);
|
||||||
|
|
||||||
|
r = Vector3.Lerp(v1, v2, -1);
|
||||||
|
Assert.AreEqual(0, Vector3.Distance(r, new Vector3(7, 8, 9)), 0);
|
||||||
|
|
||||||
|
r = Vector3.Lerp(v1, v2, 2);
|
||||||
|
Assert.AreEqual(0, Vector3.Distance(r, new Vector3(-2, -1, 0)), 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
349
LinearAlgebra/test/Vector3IntTest.cs
Normal file
349
LinearAlgebra/test/Vector3IntTest.cs
Normal file
@ -0,0 +1,349 @@
|
|||||||
|
#if !UNITY_5_6_OR_NEWER
|
||||||
|
using NUnit.Framework;
|
||||||
|
|
||||||
|
namespace LinearAlgebra.Test {
|
||||||
|
using Vector3 = Vector3Int;
|
||||||
|
|
||||||
|
public class Vector3IntTest {
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Equality() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
|
||||||
|
Assert.IsFalse(v1 == v2, "4 5 6 == 1 2 3");
|
||||||
|
Assert.IsTrue(v1 != v2, "4 5 6 != 1 2 3");
|
||||||
|
|
||||||
|
v2 = new(4, 5, 6);
|
||||||
|
Assert.IsTrue(v1 == v2, "4 5 6 == 4 5 6");
|
||||||
|
Assert.IsFalse(v1 != v2, "4 5 6 != 4 5 6");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Magnitude() {
|
||||||
|
Vector3 v = new(1, 2, 3);
|
||||||
|
float m = 0;
|
||||||
|
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(3.7416575f, m, "magnitude 1 2 3");
|
||||||
|
|
||||||
|
m = Vector3.MagnitudeOf(v);
|
||||||
|
Assert.AreEqual(3.7416575f, m, "MagnitudeOf 1 2 3");
|
||||||
|
|
||||||
|
v = new(-1, -2, -3);
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(3.7416575f, m, "magnitude -1 -2 -3");
|
||||||
|
|
||||||
|
v = new(0, 0, 0);
|
||||||
|
m = v.magnitude;
|
||||||
|
Assert.AreEqual(0, m, "magnitude 0 0 0");
|
||||||
|
|
||||||
|
// Infinity tests are still missing
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void SqrMagnitude() {
|
||||||
|
Vector3 v = new(1, 2, 3);
|
||||||
|
float m = 0;
|
||||||
|
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(14, m, "sqrMagnitude 1 2 3");
|
||||||
|
|
||||||
|
m = Vector3.SqrMagnitudeOf(v);
|
||||||
|
Assert.AreEqual(14, m, "SqrMagnitudeOf 1 2 3");
|
||||||
|
|
||||||
|
v = new(-1, -2, -3);
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(14, m, "sqrMagnitude -1 -2 -3");
|
||||||
|
|
||||||
|
v = new(0, 0, 0);
|
||||||
|
m = v.sqrMagnitude;
|
||||||
|
Assert.AreEqual(0, m, "sqrMagnitude 0 0 0");
|
||||||
|
|
||||||
|
// Infinity tests are still missing
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Distance() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
float f;
|
||||||
|
|
||||||
|
f = Vector3.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(5.19615221F, f, "Distance(4 5 6, 1 2 3)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
f = Vector3.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(12.4498997F, f, "Distance(4 5 6, -1 -2 -3)");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
f = Vector3.Distance(v1, v2);
|
||||||
|
Assert.AreEqual(v1.magnitude, f, "Distance(4 5 6, 0 0 0)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Normalize() {
|
||||||
|
Vector3 v = new(0, 2, 0);
|
||||||
|
Vector3Float r;
|
||||||
|
|
||||||
|
r = v.normalized;
|
||||||
|
//Assert.AreEqual(new Vector3(0, 1, 0), r, "normalized 0 2 0");
|
||||||
|
Assert.AreEqual(0, r.horizontal, "normalized 0 2 0");
|
||||||
|
Assert.AreEqual(1, r.vertical, "normalized 0 2 0");
|
||||||
|
Assert.AreEqual(0, r.depth, "normalized 0 2 0");
|
||||||
|
|
||||||
|
r = Vector3.Normalize(v);
|
||||||
|
Assert.AreEqual(new Vector3Float(0, 1, 0), r, "Normalize 0 2 0");
|
||||||
|
|
||||||
|
v = new(0, -2, 0);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(new Vector3Float(0, -1, 0), r, "normalized 0 -2 0");
|
||||||
|
v = new(0, 0, 0);
|
||||||
|
r = v.normalized;
|
||||||
|
Assert.AreEqual(new Vector3Float(0, 0, 0), r, "normalized 0 0 0");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Negate() {
|
||||||
|
Vector3 v = new(4, 5, 6);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(-4, r.horizontal, "- 4 5 6 H");
|
||||||
|
Assert.AreEqual(-5, r.vertical, "- 4 5 6 V");
|
||||||
|
Assert.AreEqual(-6, r.depth, "- 4 5 6 D");
|
||||||
|
|
||||||
|
v = new(-4, -5, -6);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(4, r.horizontal, "- -4 -5 -6 H");
|
||||||
|
Assert.AreEqual(5, r.vertical, "- -4 -5 -6 V");
|
||||||
|
Assert.AreEqual(6, r.depth, "- -4 -5 -6 D");
|
||||||
|
|
||||||
|
v = new(0, 0, 0);
|
||||||
|
r = -v;
|
||||||
|
Assert.AreEqual(new Vector3(0, 0, 0), r, "- 0 0 0");
|
||||||
|
Assert.AreEqual(0, r.horizontal, "- 0 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "- 0 0 0 V");
|
||||||
|
Assert.AreEqual(0, r.depth, "- 0 0 0 D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Subtract() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r = Vector3.zero;
|
||||||
|
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(3, 3, 3), "4 5 6 - 1 2 3");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(5, 7, 9), "4 5 6 - -1 -2 -3");
|
||||||
|
|
||||||
|
v2 = new(4, 5, 6);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(0, 0, 0), "4 5 6 - 4 5 6");
|
||||||
|
r = v1;
|
||||||
|
r -= v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(0, 0, 0), "4 5 6 - 4 5 6");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = v1 - v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 - 0 0 0");
|
||||||
|
r -= v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 - 0 0 0");
|
||||||
|
|
||||||
|
// Infinity tests are still missing
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Addition() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r = Vector3.zero;
|
||||||
|
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(5, 7, 9), "4 5 6 + 1 2 3");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.IsTrue(r == new Vector3(3, 3, 3), "4 5 6 + -1 -2 -3");
|
||||||
|
r = v1;
|
||||||
|
r += v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(3, 3, 3), "4 5 6 + -1 -2 -3");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = v1 + v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 + 0 0 0");
|
||||||
|
r += v2;
|
||||||
|
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 + 0 0 0");
|
||||||
|
|
||||||
|
// Infinity tests are still missing
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Scale() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = Vector3.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(4, r.horizontal, "Scale 4 5 6 , 1 2 3 H");
|
||||||
|
Assert.AreEqual(10, r.vertical, "Scale 4 5 6 , 1 2 3 V");
|
||||||
|
Assert.AreEqual(18, r.depth, "Scale 4 5 6 , 1 2 3 D");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = Vector3.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(-4, r.horizontal, "Scale 4 5 6 , -1 -2 -3 H");
|
||||||
|
Assert.AreEqual(-10, r.vertical, "Scale 4 5 6 , -1 -2 -3 V");
|
||||||
|
Assert.AreEqual(-18, r.depth, "Scale 4 5 6 , -1 -2 -3 D");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = Vector3.Scale(v1, v2);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Scale 4 5 6 , 0 0 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "Scale 4 5 6 , 0 0 0 V");
|
||||||
|
Assert.AreEqual(0, r.depth, "Scale 4 5 6 , 0 0 0 D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Multiply() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
int f = 3;
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(12, r.horizontal, "4 5 6 * 3 H");
|
||||||
|
Assert.AreEqual(15, r.vertical, "4 5 6 * 3 V");
|
||||||
|
Assert.AreEqual(18, r.depth, "4 5 6 * 3 D");
|
||||||
|
|
||||||
|
r = f * v1;
|
||||||
|
Assert.AreEqual(12, r.horizontal, "3 * 4 5 6 H");
|
||||||
|
Assert.AreEqual(15, r.vertical, "3 * 4 5 6 V");
|
||||||
|
Assert.AreEqual(18, r.depth, "3 * 4 5 6 D");
|
||||||
|
|
||||||
|
f = -3;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(-12, r.horizontal, "4 5 6 * -3 H");
|
||||||
|
Assert.AreEqual(-15, r.vertical, "4 5 6 * -3 V");
|
||||||
|
Assert.AreEqual(-18, r.depth, "4 5 6 * -3 D");
|
||||||
|
|
||||||
|
f = 0;
|
||||||
|
r = v1 * f;
|
||||||
|
Assert.AreEqual(0, r.horizontal, "4 5 6 * 0 H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "4 5 6 * 0 V");
|
||||||
|
Assert.AreEqual(0, r.depth, "4 5 6 * 0 D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Divide() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
int f = 2;
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(2, r.horizontal, "4 5 6 / 2 H");
|
||||||
|
Assert.AreEqual(2, r.vertical, "4 5 6 / 2 V");
|
||||||
|
Assert.AreEqual(3, r.depth, "4 5 6 / 2 D");
|
||||||
|
|
||||||
|
f = -2;
|
||||||
|
r = v1 / f;
|
||||||
|
Assert.AreEqual(-2, r.horizontal, "4 5 6 / -2 H");
|
||||||
|
Assert.AreEqual(-2, r.vertical, "4 5 6 / -2 V");
|
||||||
|
Assert.AreEqual(-3, r.depth, "4 5 6 / -2 D");
|
||||||
|
|
||||||
|
Assert.Throws<System.DivideByZeroException>(() => {
|
||||||
|
f = 0;
|
||||||
|
r = v1 / f;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Dot() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
float f;
|
||||||
|
|
||||||
|
f = Vector3.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(32, f, "Dot(4 5 6, 1 2 3)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
f = Vector3.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(-32, f, "Dot(4 5 6, -1 -2 -3)");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
f = Vector3.Dot(v1, v2);
|
||||||
|
Assert.AreEqual(0, f, "Dot(4 5 6, 0 0 0)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Cross() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 r;
|
||||||
|
|
||||||
|
r = Vector3.Cross(v1, v2);
|
||||||
|
Assert.AreEqual(3, r.horizontal, "Cross(4 5 6, 1 2 3) H");
|
||||||
|
Assert.AreEqual(-6, r.vertical, "Cross(4 5 6, 1 2 3) V");
|
||||||
|
Assert.AreEqual(3, r.depth, "Cross(4 5 6, 1 2 3) D");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
r = Vector3.Cross(v1, v2);
|
||||||
|
Assert.AreEqual(-3, r.horizontal, "Cross(4 5 6, -1 -2 -3) H");
|
||||||
|
Assert.AreEqual(6, r.vertical, "Cross(4 5 6, -1 -2 -3) V");
|
||||||
|
Assert.AreEqual(-3, r.depth, "Cross(4 5 6, -1 -2 -3) D");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
r = Vector3.Cross(v1, v2);
|
||||||
|
Assert.AreEqual(0, r.horizontal, "Cross(4 5 6, 0 0 0) H");
|
||||||
|
Assert.AreEqual(0, r.vertical, "Cross(4 5 6, 0 0 0) V");
|
||||||
|
Assert.AreEqual(0, r.depth, "Cross(4 5 6, 0 0 0) D");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void UnsignedAngle() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
AngleFloat a;
|
||||||
|
|
||||||
|
a = Vector3.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(12.9331379F, a.inDegrees, "Angle(4 5 6, 1 2 3)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
a = Vector3.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(167.066849F, a.inDegrees, "Angle(4 5 6, -1 -2 -3)");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
a = Vector3.UnsignedAngle(v1, v2);
|
||||||
|
Assert.AreEqual(0, a.inDegrees, "Angle(4 5 6, 0 0 0)");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void SignedAngle() {
|
||||||
|
Vector3 v1 = new(4, 5, 6);
|
||||||
|
Vector3 v2 = new(1, 2, 3);
|
||||||
|
Vector3 v3 = new(7, 8, -9);
|
||||||
|
AngleFloat a;
|
||||||
|
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(-12.9331379F, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, 7 8 -9)");
|
||||||
|
|
||||||
|
v2 = new(-1, -2, -3);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(167.066849F, a.inDegrees, "SignedAngle(4 5 6, -1 -2 -3, 7 8 -9)");
|
||||||
|
|
||||||
|
v2 = new(0, 0, 0);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(0, a.inDegrees, "SignedAngle(4 5 6, 0 0 0, 7 8 -9)");
|
||||||
|
|
||||||
|
v2 = new(1, 2, 3);
|
||||||
|
v3 = new(-7, -8, 9);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(12.9331379F, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, -7 -8 9)");
|
||||||
|
|
||||||
|
v3 = new(0, 0, 0);
|
||||||
|
a = Vector3.SignedAngle(v1, v2, v3);
|
||||||
|
Assert.AreEqual(0, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, 0 0 0)");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
59
MemoryCell.cs
Normal file
59
MemoryCell.cs
Normal file
@ -0,0 +1,59 @@
|
|||||||
|
using System;
|
||||||
|
using Unity.Mathematics;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class MemoryCell : Neuron {
|
||||||
|
|
||||||
|
public MemoryCell(ClusterPrefab cluster, string name) : base(cluster, name) { }
|
||||||
|
public MemoryCell(Cluster parent, string name) : base(parent, name) { }
|
||||||
|
|
||||||
|
public bool staticMemory = false;
|
||||||
|
public override bool isSleeping {
|
||||||
|
get {
|
||||||
|
if (staticMemory)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return base.isSleeping;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Nucleus ShallowCloneTo(Cluster newParent) {
|
||||||
|
MemoryCell clone = new(newParent, this.name);
|
||||||
|
CloneFields(clone);
|
||||||
|
clone.staticMemory = this.staticMemory;
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
#region State
|
||||||
|
|
||||||
|
private bool initialized = false;
|
||||||
|
|
||||||
|
private float3 _memorizedValue;
|
||||||
|
|
||||||
|
public override void UpdateStateIsolated() {
|
||||||
|
// A memorycell does not have an activation function
|
||||||
|
float3 result = Combinator();
|
||||||
|
|
||||||
|
if (initialized)
|
||||||
|
// Output the previous, memorized value
|
||||||
|
this.outputValue = this._memorizedValue;
|
||||||
|
else {
|
||||||
|
// The first time, the result is directly set in output
|
||||||
|
this.outputValue = result;
|
||||||
|
this.initialized = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Store the result for the next time
|
||||||
|
this._memorizedValue = result;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateNuclei() {
|
||||||
|
if (staticMemory)
|
||||||
|
// Static memory does not get stale or go to sleep
|
||||||
|
return;
|
||||||
|
|
||||||
|
base.UpdateNuclei();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion State
|
||||||
|
}
|
||||||
2
MemoryCell.cs.meta
Normal file
2
MemoryCell.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 29633aa3fe5cd9dcc8d886051f45d4d8
|
||||||
12
NanoBrain-Unity.code-workspace
Normal file
12
NanoBrain-Unity.code-workspace
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
{
|
||||||
|
"folders": [
|
||||||
|
{
|
||||||
|
"path": "../.."
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "LinearAlgebra-csharp",
|
||||||
|
"path": "LinearAlgebra-csharp"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"settings": {}
|
||||||
|
}
|
||||||
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 5099850b415a5749b9205723281be597
|
guid: cfec45da5945b94d684a763d86b0dcf8
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
||||||
31
NanoBrain.cs
Normal file
31
NanoBrain.cs
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class NanoBrain : MonoBehaviour {
|
||||||
|
public ClusterPrefab defaultBrain;
|
||||||
|
|
||||||
|
[NonSerialized]
|
||||||
|
private Cluster brainInstance;
|
||||||
|
public Cluster brain {
|
||||||
|
get {
|
||||||
|
if (brainInstance == null && defaultBrain != null) {
|
||||||
|
brainInstance = new Cluster(defaultBrain) {
|
||||||
|
name = defaultBrain.name + " (Instance)"
|
||||||
|
};
|
||||||
|
}
|
||||||
|
return brainInstance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void UpdateWeight(Cluster brain, string name, float weight) {
|
||||||
|
Nucleus root = brain.defaultOutput;
|
||||||
|
foreach (Synapse synapse in root.synapses) {
|
||||||
|
if (synapse.neuron.name == name) {
|
||||||
|
if (synapse.weight != weight) {
|
||||||
|
synapse.weight = weight;
|
||||||
|
// Debug.Log($"Updated weight for {name}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
NanoBrain.cs.meta
Normal file
2
NanoBrain.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 92f34a5e4027a1dc39efd8ce63cf6aba
|
||||||
334
Neuron.cs
Normal file
334
Neuron.cs
Normal file
@ -0,0 +1,334 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
using Unity.Mathematics;
|
||||||
|
using static Unity.Mathematics.math;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class Neuron : Nucleus {
|
||||||
|
|
||||||
|
public Neuron(Cluster parent, string name) {
|
||||||
|
this.parent = parent;
|
||||||
|
this.name = name;
|
||||||
|
this.parent?.clusterNuclei.Add(this);
|
||||||
|
}
|
||||||
|
public Neuron(ClusterPrefab prefab, string name) {
|
||||||
|
this.clusterPrefab = prefab;
|
||||||
|
this.name = name;
|
||||||
|
if (this.clusterPrefab != null)
|
||||||
|
this.clusterPrefab.nuclei.Add(this);
|
||||||
|
else
|
||||||
|
Debug.LogError("No prefab when adding neuron to prefab");
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Serialization
|
||||||
|
|
||||||
|
public enum CombinatorType {
|
||||||
|
Sum,
|
||||||
|
Product,
|
||||||
|
Max
|
||||||
|
}
|
||||||
|
public CombinatorType combinator = CombinatorType.Sum;
|
||||||
|
|
||||||
|
public enum CurvePresets {
|
||||||
|
Linear,
|
||||||
|
Power,
|
||||||
|
Sqrt,
|
||||||
|
Reciprocal,
|
||||||
|
Custom
|
||||||
|
}
|
||||||
|
[SerializeField]
|
||||||
|
public CurvePresets _curvePreset;
|
||||||
|
public CurvePresets curvePreset {
|
||||||
|
get { return _curvePreset; }
|
||||||
|
set {
|
||||||
|
_curvePreset = value;
|
||||||
|
this.curve = GenerateCurve();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public AnimationCurve curve;
|
||||||
|
public float curveMax = 1.0f;
|
||||||
|
|
||||||
|
public AnimationCurve GenerateCurve() {
|
||||||
|
switch (this.curvePreset) {
|
||||||
|
case CurvePresets.Linear:
|
||||||
|
this.curveMax = 1;
|
||||||
|
return Presets.Linear(1);
|
||||||
|
case CurvePresets.Power:
|
||||||
|
this.curveMax = 1;
|
||||||
|
return Presets.Power(2.0f, 1);
|
||||||
|
case CurvePresets.Sqrt:
|
||||||
|
this.curveMax = 1;
|
||||||
|
return Presets.Power(0.5f, 1);
|
||||||
|
case CurvePresets.Reciprocal:
|
||||||
|
this.curveMax = 1 / 0.01f * 1;
|
||||||
|
return Presets.Reciprocal(1);
|
||||||
|
default:
|
||||||
|
this.curveMax = 1;
|
||||||
|
return this.curve;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class Presets {
|
||||||
|
private const int samples = 32;
|
||||||
|
public static AnimationCurve Linear(float weight) {
|
||||||
|
return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000);
|
||||||
|
}
|
||||||
|
public static AnimationCurve Power(float exponent, float weight) {
|
||||||
|
// build keyframes
|
||||||
|
Keyframe[] keys = new Keyframe[samples];
|
||||||
|
for (int i = 0; i < samples; i++) {
|
||||||
|
float t = i / (float)(samples - 1);
|
||||||
|
float v = Mathf.Pow(t, exponent) * weight;
|
||||||
|
keys[i] = new Keyframe(t, v);
|
||||||
|
}
|
||||||
|
|
||||||
|
AnimationCurve curve = new(keys);
|
||||||
|
|
||||||
|
// set tangent modes for each key to Auto (smooth). Use Linear if you prefer straight segments.
|
||||||
|
for (int i = 0; i < curve.length; i++) {
|
||||||
|
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
|
||||||
|
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
|
||||||
|
}
|
||||||
|
|
||||||
|
return curve;
|
||||||
|
}
|
||||||
|
public static AnimationCurve Reciprocal(float weight) {
|
||||||
|
int samples = 128;
|
||||||
|
float xMin = 0.001f;
|
||||||
|
float xMax = 1;
|
||||||
|
var keys = new Keyframe[samples];
|
||||||
|
for (int i = 0; i < samples; i++) {
|
||||||
|
float t = i / (float)(samples - 1);
|
||||||
|
float x = Mathf.Lerp(xMin, xMax, t);
|
||||||
|
float y = 1f / x * weight;
|
||||||
|
keys[i] = new Keyframe(x, y);
|
||||||
|
}
|
||||||
|
var curve = new AnimationCurve(keys);
|
||||||
|
for (int i = 0; i < curve.length; i++) {
|
||||||
|
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||||
|
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||||
|
}
|
||||||
|
return curve;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion Serialization
|
||||||
|
|
||||||
|
protected float3 _outputValue;
|
||||||
|
public virtual float3 outputValue {
|
||||||
|
get { return _outputValue; }
|
||||||
|
set {
|
||||||
|
_outputValue = value;
|
||||||
|
if (this.isFiring)
|
||||||
|
WhenFiring?.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public bool isFiring => length(_outputValue) > 0.5f;
|
||||||
|
public Action WhenFiring;
|
||||||
|
|
||||||
|
public virtual bool isSleeping => lengthsq(this.outputValue) == 0;
|
||||||
|
[NonSerialized]
|
||||||
|
public int stale = 1000;
|
||||||
|
public readonly int staleValueForSleep = 20;
|
||||||
|
|
||||||
|
// this clone the nucleus without the synapses and receivers
|
||||||
|
public override Nucleus ShallowCloneTo(Cluster newParent) {
|
||||||
|
Neuron clone = new(newParent, this.name);
|
||||||
|
CloneFields(clone);
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Nucleus Clone(ClusterPrefab prefab) {
|
||||||
|
Neuron clone = new(prefab, this.name);
|
||||||
|
CloneFields(clone);
|
||||||
|
foreach (Synapse synapse in this.synapses) {
|
||||||
|
Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
|
||||||
|
clonedSynapse.weight = synapse.weight;
|
||||||
|
}
|
||||||
|
foreach (Nucleus receiver in this.receivers) {
|
||||||
|
clone.AddReceiver(receiver);
|
||||||
|
}
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void CloneFields(Neuron clone) {
|
||||||
|
clone.clusterPrefab = this.clusterPrefab;
|
||||||
|
clone.bias = this.bias;
|
||||||
|
clone.combinator = this.combinator;
|
||||||
|
clone.curve = this.curve;
|
||||||
|
clone.curvePreset = this.curvePreset;
|
||||||
|
clone.curveMax = this.curveMax;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Delete(Nucleus nucleus) {
|
||||||
|
foreach (Synapse synapse in nucleus.synapses) {
|
||||||
|
if (synapse.neuron is Neuron synapse_nucleus) {
|
||||||
|
if (synapse_nucleus.receivers.Count > 1) {
|
||||||
|
// there is another nucleus feeding into this input nucleus
|
||||||
|
synapse_nucleus.receivers.RemoveAll(r => r == nucleus);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// No other links, delete it.
|
||||||
|
Neuron.Delete(synapse_nucleus);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (nucleus is Neuron neuron) {
|
||||||
|
foreach (Nucleus receiver in neuron.receivers) {
|
||||||
|
if (receiver != null && receiver.synapses != null)
|
||||||
|
receiver.synapses.RemoveAll(s => s.neuron == nucleus);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (nucleus is Cluster cluster) {
|
||||||
|
// remove all receivers for this cluster
|
||||||
|
foreach (Neuron output in cluster.outputs) {
|
||||||
|
foreach (Nucleus receiver in output.receivers) {
|
||||||
|
receiver.synapses.RemoveAll(s => s.neuron == output);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (nucleus.clusterPrefab != null) {
|
||||||
|
nucleus.clusterPrefab.nuclei.RemoveAll(n => n == nucleus);
|
||||||
|
nucleus.clusterPrefab.RefreshOutputs();
|
||||||
|
nucleus.clusterPrefab.GarbageCollection();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateStateIsolated() {
|
||||||
|
float3 result = Combinator();
|
||||||
|
this.outputValue = Activator(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Combinator
|
||||||
|
|
||||||
|
protected Func<float3> Combinator => combinator switch {
|
||||||
|
CombinatorType.Sum => CombinatorSum,
|
||||||
|
CombinatorType.Product => CombinatorProduct,
|
||||||
|
CombinatorType.Max => CombinatorMax,
|
||||||
|
_ => CombinatorSum
|
||||||
|
};
|
||||||
|
|
||||||
|
public float3 CombinatorSum() {
|
||||||
|
float3 sum = this.bias;
|
||||||
|
foreach (Synapse synapse in this.synapses)
|
||||||
|
sum += synapse.weight * synapse.neuron.outputValue;
|
||||||
|
return sum;
|
||||||
|
}
|
||||||
|
|
||||||
|
public float3 CombinatorProduct() {
|
||||||
|
float3 product = this.bias;
|
||||||
|
foreach (Synapse synapse in this.synapses) {
|
||||||
|
product *= synapse.weight * synapse.neuron.outputValue;
|
||||||
|
}
|
||||||
|
return product;
|
||||||
|
}
|
||||||
|
|
||||||
|
public float3 CombinatorMax() {
|
||||||
|
float3 max = this.bias;
|
||||||
|
float maxLength = length(max);
|
||||||
|
|
||||||
|
//Applying the weight factors
|
||||||
|
foreach (Synapse synapse in this.synapses) {
|
||||||
|
float3 input = synapse.weight * synapse.neuron.outputValue;
|
||||||
|
|
||||||
|
float inputLength = length(input);
|
||||||
|
if (inputLength > maxLength) {
|
||||||
|
max = input;
|
||||||
|
maxLength = inputLength;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return max;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion Combinator
|
||||||
|
|
||||||
|
#region Activator
|
||||||
|
|
||||||
|
public Func<float3, float3> Activator => this.curvePreset switch {
|
||||||
|
CurvePresets.Linear => ActivatorLinear,
|
||||||
|
CurvePresets.Sqrt => ActivatorSqrt,
|
||||||
|
CurvePresets.Power => ActivatorPower,
|
||||||
|
CurvePresets.Reciprocal => ActivatorReciprocal,
|
||||||
|
_ => ActivatorCustom
|
||||||
|
};
|
||||||
|
|
||||||
|
protected float3 ActivatorLinear(float3 input) {
|
||||||
|
return input;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected float3 ActivatorSqrt(float3 input) {
|
||||||
|
float3 result = normalize(input) * System.MathF.Sqrt(length(input));
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected float3 ActivatorPower(float3 input) {
|
||||||
|
float3 result = normalize(input) * System.MathF.Pow(length(input), 2);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected float3 ActivatorReciprocal(float3 input) {
|
||||||
|
float magnitude = length(input);
|
||||||
|
if (magnitude == 0)
|
||||||
|
return new float3(0, 0, 0);
|
||||||
|
|
||||||
|
float3 result = normalize(input) * (1 / magnitude);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected float3 ActivatorCustom(float3 input) {
|
||||||
|
float activatedValue = this.curve.Evaluate(length(input));
|
||||||
|
float3 result = normalize(input) * activatedValue;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion Activator
|
||||||
|
|
||||||
|
#region Receivers
|
||||||
|
|
||||||
|
[SerializeReference]
|
||||||
|
private List<Nucleus> _receivers = new();
|
||||||
|
public virtual List<Nucleus> receivers {
|
||||||
|
get { return _receivers; }
|
||||||
|
set { _receivers = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void AddReceiver(Nucleus receiverToAdd, float weight = 1) {
|
||||||
|
this._receivers.Add(receiverToAdd);
|
||||||
|
receiverToAdd.AddSynapse(this, weight);
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void RemoveReceiver(Nucleus receiverToRemove) {
|
||||||
|
if (this is IReceptor receptor) {
|
||||||
|
foreach (Nucleus element in receptor.nucleiArray) {
|
||||||
|
if (element is Neuron neuron) {
|
||||||
|
neuron._receivers.RemoveAll(receiver => receiver == receiverToRemove);
|
||||||
|
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == neuron);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this._receivers.RemoveAll(receiver => receiver == receiverToRemove);
|
||||||
|
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#endregion Receivers
|
||||||
|
|
||||||
|
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||||
|
if (this.parent is ClusterReceptor clusterReceptor)
|
||||||
|
clusterReceptor.ProcessStimulus(this, inputValue, thingId, thingName);
|
||||||
|
else
|
||||||
|
ProcessStimulusDirect(inputValue, thingId, thingName);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ProcessStimulusDirect(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||||
|
this.stale = 0;
|
||||||
|
this.bias = inputValue;
|
||||||
|
this.parent.UpdateFromNucleus(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Neuron.cs.meta
Normal file
2
Neuron.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 750748f3f0e7d472fbf88ab02987074c
|
||||||
1305
NewVelocity.asset
Normal file
1305
NewVelocity.asset
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,8 +1,8 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 138594cdb62397137913b39c26d3de5a
|
guid: 61eea9f818639ec20b7a7bf4e86fff66
|
||||||
NativeFormatImporter:
|
NativeFormatImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
mainObjectFileID: 7400000
|
mainObjectFileID: 11400000
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
assetBundleVariant:
|
assetBundleVariant:
|
||||||
72
Nucleus.cs
Normal file
72
Nucleus.cs
Normal file
@ -0,0 +1,72 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public abstract class Nucleus {
|
||||||
|
public string name;
|
||||||
|
|
||||||
|
[SerializeReference]
|
||||||
|
public ClusterPrefab clusterPrefab;
|
||||||
|
[SerializeReference]
|
||||||
|
public Cluster parent;
|
||||||
|
|
||||||
|
public bool trace = false;
|
||||||
|
|
||||||
|
public abstract Nucleus ShallowCloneTo(Cluster parent);
|
||||||
|
public abstract Nucleus Clone(ClusterPrefab prefab);
|
||||||
|
|
||||||
|
public enum Type {
|
||||||
|
None,
|
||||||
|
Neuron,
|
||||||
|
MemoryCell,
|
||||||
|
Cluster,
|
||||||
|
Receptor,
|
||||||
|
ClusterReceptor,
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Synapses
|
||||||
|
|
||||||
|
public Vector3 bias = Vector3.zero;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private List<Synapse> _synapses = new();
|
||||||
|
public List<Synapse> synapses => _synapses;
|
||||||
|
|
||||||
|
public Synapse AddSynapse(Neuron sendingNucleus, float weight = 1.0f) {
|
||||||
|
Synapse synapse = new(sendingNucleus, weight);
|
||||||
|
this.synapses.Add(synapse);
|
||||||
|
return synapse;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Synapse GetSynapse(Nucleus sender) {
|
||||||
|
foreach (Synapse synapse in this.synapses)
|
||||||
|
if (synapse.neuron == sender)
|
||||||
|
return synapse;
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RemoveSynapse(Nucleus sendingNucleus) {
|
||||||
|
this.synapses.RemoveAll(synapse => synapse.neuron == sendingNucleus);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion Synapses
|
||||||
|
|
||||||
|
#region Update
|
||||||
|
|
||||||
|
public abstract void UpdateStateIsolated();
|
||||||
|
|
||||||
|
public virtual void UpdateNuclei() {
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void SetBias(Vector3 inputValue) {
|
||||||
|
this.bias = inputValue;
|
||||||
|
this.parent.UpdateFromNucleus(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = "") {
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion Update
|
||||||
|
|
||||||
|
}
|
||||||
2
Nucleus.cs.meta
Normal file
2
Nucleus.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4310eea6ab77628b085387a226c1c386
|
||||||
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Reference in New Issue
Block a user