diff --git a/.editorconfig b/.editorconfig
new file mode 100644
index 0000000..1ec7f97
--- /dev/null
+++ b/.editorconfig
@@ -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
\ No newline at end of file
diff --git a/src/Angle.cs b/src/Angle.cs
index ca03a50..7bb8dc3 100644
--- a/src/Angle.cs
+++ b/src/Angle.cs
@@ -1,13 +1,11 @@
using System;
-namespace LinearAlgebra
-{
+namespace LinearAlgebra {
///
/// %Angle utilities
///
- public static class Angle
- {
+ public static class Angle {
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;
@@ -23,8 +21,7 @@ namespace LinearAlgebra
/// The maximum angle
/// The clamped angle
/// Angles are normalized
- public static float Clamp(float angle, float min, float max)
- {
+ public static float Clamp(float angle, float min, float max) {
float normalizedAngle = Normalize(angle);
return Float.Clamp(normalizedAngle, min, max);
}
@@ -36,8 +33,7 @@ namespace LinearAlgebra
/// The second angle
/// the angle between the two angles
/// Angle values should be degrees
- public static float Difference(float a, float b)
- {
+ public static float Difference(float a, float b) {
float r = Normalize(b - a);
return r;
}
@@ -48,8 +44,7 @@ namespace LinearAlgebra
/// The angle to normalize
/// The normalized angle in interval (-180..180]
/// Angle values should be in degrees
- public static float Normalize(float angle)
- {
+ public static float Normalize(float angle) {
if (float.IsInfinity(angle))
return angle;
@@ -66,8 +61,7 @@ namespace LinearAlgebra
/// Maximum angle to rotate
/// The resulting angle
/// This function is compatible with radian and degrees angles
- public static float MoveTowards(float fromAngle, float toAngle, float maxAngle)
- {
+ public static float MoveTowards(float fromAngle, float toAngle, float maxAngle) {
float d = toAngle - fromAngle;
d = Normalize(d);
d = Math.Sign(d) * Float.Clamp(Math.Abs(d), 0, maxAngle);
@@ -83,8 +77,7 @@ namespace LinearAlgebra
/// Vectors a and b must be normalized
/// \deprecated Please use Vector2.ToFactor instead.
[Obsolete("Please use Vector2.ToFactor instead.")]
- public static float ToFactor(Vector2 v1, Vector2 v2)
- {
+ public static float ToFactor(Vector2 v1, Vector2 v2) {
return (1 - Vector2.Dot(v1, v2)) / 2;
}
diff --git a/src/Direction.cs b/src/Direction.cs
index 258e27e..f231029 100644
--- a/src/Direction.cs
+++ b/src/Direction.cs
@@ -1,34 +1,56 @@
-namespace LinearAlgebra
-{
+namespace LinearAlgebra {
- public class Direction
- {
+ ///
+ /// A direction in 3D space
+ ///
+ /// 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 class Direction {
public float horizontal;
public float vertical;
- public Direction()
- {
+ public Direction() {
horizontal = 0;
vertical = 0;
}
- public Direction(float horizontal, float vertical)
- {
- this.horizontal = horizontal;
- this.vertical = vertical;
+ // public Direction(float horizontal, float vertical) {
+ // this.horizontal = horizontal;
+ // this.vertical = vertical;
+ // //Normalize();
+ // }
+
+ public static Direction Degrees(float horizontal, float vertical) {
+ Direction d = new() {
+ horizontal = horizontal,
+ vertical = vertical
+ };
//Normalize();
+ return d;
+ }
+ public static Direction Radians(float horizontal, float vertical) {
+ Direction d = new() {
+ horizontal = horizontal * Angle.Rad2Deg,
+ vertical = vertical * Angle.Rad2Deg
+ };
+ //Normalize();
+ return d;
}
- public readonly static Direction forward = new Direction(0, 0);
- public readonly static Direction backward = new Direction(-180, 0);
- public readonly static Direction up = new Direction(0, 90);
- public readonly static Direction down = new Direction(0, -90);
- public readonly static Direction left = new Direction(-90, 0);
- public readonly static Direction right = new Direction(90, 0);
+ public readonly static Direction forward = Degrees(0, 0);
+ public readonly static Direction backward = Degrees(-180, 0);
+ public readonly static Direction up = Degrees(0, 90);
+ public readonly static Direction down = Degrees(0, -90);
+ public readonly static Direction left = Degrees(-90, 0);
+ public readonly static Direction right = Degrees(90, 0);
- public void Normalize()
- {
- if (this.vertical > 90 || this.vertical < -90)
- {
+ public void Normalize() {
+ if (this.vertical > 90 || this.vertical < -90) {
this.horizontal += 180;
this.vertical = 180 - this.vertical;
}
diff --git a/src/Float.cs b/src/Float.cs
index 70873f0..2217b84 100644
--- a/src/Float.cs
+++ b/src/Float.cs
@@ -1,11 +1,9 @@
-namespace LinearAlgebra
-{
+namespace LinearAlgebra {
///
/// Float number utilities
///
- public class Float
- {
+ public class Float {
///
/// The precision of float numbers
///
@@ -22,8 +20,7 @@ namespace LinearAlgebra
/// The minimum value
/// The maximum value
/// The clamped value
- public static float Clamp(float f, float min, float max)
- {
+ public static float Clamp(float f, float min, float max) {
if (f < min)
return min;
if (f > max)
@@ -36,8 +33,7 @@ namespace LinearAlgebra
///
/// The value to clamp
/// The clamped value
- public static float Clamp01(float f)
- {
+ public static float Clamp01(float f) {
return Clamp(f, 0, 1);
}
}
diff --git a/src/Matrix.cs b/src/Matrix.cs
index 1f0542e..34fd2cc 100644
--- a/src/Matrix.cs
+++ b/src/Matrix.cs
@@ -5,54 +5,44 @@ using Vector2Float = UnityEngine.Vector2;
using Quaternion = UnityEngine.Quaternion;
#endif
-namespace LinearAlgebra
-{
+namespace LinearAlgebra {
- public readonly struct Slice
- {
+ public readonly struct Slice {
public uint start { get; }
public uint stop { get; }
- public Slice(uint start, uint stop)
- {
+ public Slice(uint start, uint stop) {
this.start = start;
this.stop = stop;
}
}
- public class Matrix2
- {
+ public class Matrix2 {
public float[,] data { get; }
public uint nRows => (uint)data.GetLength(0);
public uint nCols => (uint)data.GetLength(1);
- public Matrix2(uint nRows, uint nCols)
- {
+ public Matrix2(uint nRows, uint nCols) {
this.data = new float[nRows, nCols];
}
- public Matrix2(float[,] data)
- {
+ public Matrix2(float[,] data) {
this.data = data;
}
- public Matrix2 Clone()
- {
+ public Matrix2 Clone() {
float[,] data = new float[this.nRows, nCols];
- for (int rowIx = 0; rowIx < this.nRows; rowIx++)
- {
+ 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(uint nRows, uint nCols)
- {
+ public static Matrix2 Zero(uint nRows, uint nCols) {
return new Matrix2(nRows, nCols);
}
- public static Matrix2 FromVector3(Vector3Float v)
- {
+ public static Matrix2 FromVector3(Vector3Float v) {
float[,] result = new float[3, 1];
result[0, 0] = v.x;
result[1, 0] = v.y;
@@ -60,46 +50,39 @@ namespace LinearAlgebra
return new Matrix2(result);
}
- public static Matrix2 Identity(uint size)
- {
+ public static Matrix2 Identity(uint size) {
return Diagonal(1, size);
}
- public static Matrix2 Identity(uint nRows, uint nCols)
- {
+ public static Matrix2 Identity(uint nRows, uint nCols) {
Matrix2 m = Zero(nRows, nCols);
m.FillDiagonal(1);
return m;
}
- public static Matrix2 Diagonal(Matrix1 v)
- {
+ 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, uint size)
- {
+ public static Matrix2 Diagonal(float f, uint 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)
- {
+ public void FillDiagonal(Matrix1 v) {
uint n = 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)
- {
+ public void FillDiagonal(float f) {
uint 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)
- {
+ public static Matrix2 SkewMatrix(Vector3Float v) {
float[,] result = new float[3, 3] {
{0, -v.z, v.y},
{v.z, 0, -v.x},
@@ -119,34 +102,27 @@ namespace LinearAlgebra
return row;
}
#endif
- public void SetRow(int rowIx, Matrix1 v)
- {
+ 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)
- {
+ public void SetRow3(int rowIx, Vector3Float v) {
this.data[rowIx, 0] = v.x;
this.data[rowIx, 1] = v.y;
this.data[rowIx, 2] = v.z;
}
- public Matrix1 GetColumn(int colIx)
- {
+ public Matrix1 GetColumn(int colIx) {
float[] column = new float[this.nRows];
- for (int i = 0; i < this.nRows; i++)
- {
+ for (int i = 0; i < this.nRows; i++) {
column[i] = this.data[i, colIx];
}
return new Matrix1(column);
}
- 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++)
- {
+ 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;
@@ -155,75 +131,63 @@ namespace LinearAlgebra
return true;
}
- public Matrix2 Transpose()
- {
+ public Matrix2 Transpose() {
float[,] resultData = new float[this.nCols, this.nRows];
- for (uint rowIx = 0; rowIx < this.nRows; rowIx++)
- {
+ 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
- {
+ public Matrix2 transposed {
get => Transpose();
}
- public static Matrix2 operator -(Matrix2 m)
- {
+ public static Matrix2 operator -(Matrix2 m) {
float[,] result = new float[m.nRows, m.nCols];
- for (int i = 0; i < m.nRows; i++)
- {
+ 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)
- {
+ 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 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)
- {
+ 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 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)
- {
+ 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++)
- {
+ 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];
@@ -236,14 +200,11 @@ namespace LinearAlgebra
// double checked code
}
- public static Matrix1 operator *(Matrix2 A, Matrix1 v)
- {
+ 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++)
- {
+ 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];
}
}
@@ -251,8 +212,7 @@ namespace LinearAlgebra
return new Matrix1(result);
}
- public static Vector3Float operator *(Matrix2 A, Vector3Float v)
- {
+ public static Vector3Float operator *(Matrix2 A, Vector3Float v) {
return new Vector3Float(
A.data[0, 0] * v.x + A.data[0, 1] * v.y + A.data[0, 2] * v.z,
A.data[1, 0] * v.x + A.data[1, 1] * v.y + A.data[1, 2] * v.z,
@@ -260,41 +220,34 @@ namespace LinearAlgebra
);
}
- public static Matrix2 operator *(Matrix2 A, float 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 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)
- {
+ public static Matrix2 operator *(float s, Matrix2 A) {
return A * s;
}
- public static Matrix2 operator /(Matrix2 A, float 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 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)
- {
+ 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 i = 0; i < A.nRows; i++) {
for (int j = 0; j < A.nCols; j++)
result[i, j] = s / A.data[i, j];
}
@@ -302,21 +255,17 @@ namespace LinearAlgebra
return new Matrix2(result);
}
- public Matrix2 Slice(Slice slice)
- {
+ public Matrix2 Slice(Slice slice) {
return Slice(slice.start, slice.stop);
}
- public Matrix2 Slice(uint from, uint to)
- {
+ public Matrix2 Slice(uint from, uint 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 (uint rowIx = from; rowIx < to; rowIx++)
- {
- for (int colIx = 0; colIx < this.nCols; colIx++)
- {
+ for (uint rowIx = from; rowIx < to; rowIx++) {
+ for (int colIx = 0; colIx < this.nCols; colIx++) {
result[resultRowIx, colIx] = this.data[rowIx, colIx];
}
resultRowIx++;
@@ -324,67 +273,55 @@ namespace LinearAlgebra
return new Matrix2(result);
}
- public Matrix2 Slice(Slice rowRange, Slice colRange)
- {
+ public Matrix2 Slice(Slice rowRange, Slice colRange) {
return Slice((rowRange.start, rowRange.stop), (colRange.start, colRange.stop));
}
- public Matrix2 Slice((uint start, uint stop) rowRange, (uint start, uint stop) colRange)
- {
+ public Matrix2 Slice((uint start, uint stop) rowRange, (uint start, uint stop) colRange) {
float[,] result = new float[rowRange.stop - rowRange.start, colRange.stop - colRange.start];
uint resultRowIx = 0;
uint resultColIx = 0;
- for (uint i = rowRange.start; i < rowRange.stop; i++)
- {
+ for (uint i = rowRange.start; i < rowRange.stop; i++) {
for (uint 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)
- {
+ public void UpdateSlice(Slice slice, Matrix2 m) {
int mRowIx = 0;
- for (uint rowIx = slice.start; rowIx < slice.stop; rowIx++, mRowIx++)
- {
+ for (uint 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)
- {
+ public void UpdateSlice(Slice rowRange, Slice colRange, Matrix2 m) {
UpdateSlice((rowRange.start, rowRange.stop), (colRange.start, colRange.stop), m);
}
- public void UpdateSlice((uint start, uint stop) rowRange, (uint start, uint stop) colRange, Matrix2 m)
- {
- for (uint i = rowRange.start; i < rowRange.stop; i++)
- {
+ public void UpdateSlice((uint start, uint stop) rowRange, (uint start, uint stop) colRange, Matrix2 m) {
+ for (uint i = rowRange.start; i < rowRange.stop; i++) {
for (uint j = colRange.start; j < colRange.stop; j++)
this.data[i, j] = m.data[i - rowRange.start, j - colRange.start];
}
}
- public Matrix2 Inverse()
- {
+ public Matrix2 Inverse() {
Matrix2 A = this;
// unchecked
uint 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++)
- {
+ 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++)
- {
+ 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
@@ -395,8 +332,7 @@ namespace LinearAlgebra
augmentedMatrix[i, j] /= pivot;
// Eliminate the column below the pivot
- for (int j = i + 1; j < n; j++)
- {
+ 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];
@@ -404,11 +340,9 @@ namespace LinearAlgebra
}
// Back substitution
- for (uint i = n - 1; i >= 0; i--)
- {
+ for (uint i = n - 1; i >= 0; i--) {
// Eliminate the column above the pivot
- for (uint j = i - 1; j >= 0; j--)
- {
+ for (uint 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];
@@ -417,8 +351,7 @@ namespace LinearAlgebra
// Extract the inverse matrix from the augmented matrix
float[,] inverse = new float[n, n];
- for (int i = 0; i < n; i++)
- {
+ for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++)
inverse[i, j] = augmentedMatrix[i, j + n];
}
@@ -426,8 +359,7 @@ namespace LinearAlgebra
return new Matrix2(inverse);
}
- public float Determinant()
- {
+ public float Determinant() {
uint n = this.nRows;
if (n != this.nCols)
throw new System.ArgumentException("Matrix must be square.");
@@ -446,19 +378,16 @@ namespace LinearAlgebra
}
// Helper function to compute the minor of a matrix
- private Matrix2 Minor(int rowToRemove, int colToRemove)
- {
+ private Matrix2 Minor(int rowToRemove, int colToRemove) {
uint n = this.nRows;
float[,] minor = new float[n - 1, n - 1];
int r = 0, c = 0;
- for (int i = 0; i < n; i++)
- {
+ for (int i = 0; i < n; i++) {
if (i == rowToRemove) continue;
c = 0;
- for (int j = 0; j < n; j++)
- {
+ for (int j = 0; j < n; j++) {
if (j == colToRemove) continue;
minor[r, c] = this.data[i, j];
@@ -471,37 +400,31 @@ namespace LinearAlgebra
}
}
- public class Matrix1
- {
+ public class Matrix1 {
public float[] data { get; }
public uint size => (uint)data.GetLength(0);
- public Matrix1(uint size)
- {
+ public Matrix1(uint size) {
this.data = new float[size];
}
- public Matrix1(float[] data)
- {
+ public Matrix1(float[] data) {
this.data = data;
}
- public static Matrix1 Zero(uint size)
- {
+ public static Matrix1 Zero(uint size) {
return new Matrix1(size);
}
- public static Matrix1 FromVector2(Vector2Float v)
- {
+ public static Matrix1 FromVector2(Vector2Float v) {
float[] result = new float[2];
result[0] = v.x;
result[1] = v.y;
return new Matrix1(result);
}
- public static Matrix1 FromVector3(Vector3Float v)
- {
+ public static Matrix1 FromVector3(Vector3Float v) {
float[] result = new float[3];
result[0] = v.x;
result[1] = v.y;
@@ -520,19 +443,15 @@ namespace LinearAlgebra
}
#endif
- public Vector2Float vector2
- {
- get
- {
+ 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
- {
+ 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]);
@@ -549,8 +468,7 @@ namespace LinearAlgebra
}
#endif
- public Matrix1 Clone()
- {
+ public Matrix1 Clone() {
float[] data = new float[this.size];
for (int rowIx = 0; rowIx < this.size; rowIx++)
data[rowIx] = this.data[rowIx];
@@ -558,32 +476,27 @@ namespace LinearAlgebra
}
- public float magnitude
- {
- get
- {
+ 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)
- {
+ 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++)
- {
+ for (int i = 0; i < A.size; i++) {
result[i] = A.data[i] + B.data[i];
}
return new Matrix1(result);
}
- public Matrix2 Transpose()
- {
+ public Matrix2 Transpose() {
float[,] r = new float[1, this.size];
for (uint colIx = 0; colIx < this.size; colIx++)
r[1, colIx] = this.data[colIx];
@@ -591,21 +504,18 @@ namespace LinearAlgebra
return new Matrix2(r);
}
- public static float Dot(Matrix1 a, Matrix1 b)
- {
+ 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++)
- {
+ for (int i = 0; i < a.size; i++) {
result += a.data[i] * b.data[i];
}
return result;
}
- public static Matrix1 operator *(Matrix1 A, float f)
- {
+ public static Matrix1 operator *(Matrix1 A, float f) {
float[] result = new float[A.size];
for (int i = 0; i < A.size; i++)
@@ -613,17 +523,14 @@ namespace LinearAlgebra
return new Matrix1(result);
}
- public static Matrix1 operator *(float f, Matrix1 A)
- {
+ public static Matrix1 operator *(float f, Matrix1 A) {
return A * f;
}
- public Matrix1 Slice(Slice range)
- {
+ public Matrix1 Slice(Slice range) {
return Slice(range.start, range.stop);
}
- public Matrix1 Slice(uint from, uint to)
- {
+ public Matrix1 Slice(uint from, uint to) {
if (from < 0 || to >= this.size)
throw new System.ArgumentException("Slice index out of range.");
@@ -634,8 +541,7 @@ namespace LinearAlgebra
return new Matrix1(result);
}
- public void UpdateSlice(Slice slice, Matrix1 v)
- {
+ public void UpdateSlice(Slice slice, Matrix1 v) {
int vIx = 0;
for (uint ix = slice.start; ix < slice.stop; ix++, vIx++)
this.data[ix] = v.data[vIx];
diff --git a/src/Quat32.cs b/src/Quat32.cs
index 3026f8e..f13266d 100644
--- a/src/Quat32.cs
+++ b/src/Quat32.cs
@@ -1,38 +1,32 @@
using System;
-namespace LinearAlgebra
-{
- public class Quat32
- {
+namespace LinearAlgebra {
+ public class Quat32 {
public float x;
public float y;
public float z;
public float w;
- public Quat32()
- {
+ public Quat32() {
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 1;
}
- public Quat32(float x, float y, float z, float w)
- {
+ 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)
- {
+ public static Quat32 FromSwingTwist(SwingTwist s) {
Quat32 q32 = Quat32.Euler(-s.swing.vertical, s.swing.horizontal, s.twist);
return q32;
}
- public static Quat32 Euler(float yaw, float pitch, float roll)
- {
+ public static Quat32 Euler(float yaw, float pitch, float roll) {
float rollOver2 = roll * Angle.Deg2Rad * 0.5f;
float sinRollOver2 = (float)Math.Sin((float)rollOver2);
float cosRollOver2 = (float)Math.Cos((float)rollOver2);
@@ -42,8 +36,7 @@ namespace LinearAlgebra
float yawOver2 = yaw * 0.5f;
float sinYawOver2 = (float)Math.Sin((float)yawOver2);
float cosYawOver2 = (float)Math.Cos((float)yawOver2);
- Quat32 result = new Quat32()
- {
+ Quat32 result = new Quat32() {
w = cosYawOver2 * cosPitchOver2 * cosRollOver2 +
sinYawOver2 * sinPitchOver2 * sinRollOver2,
x = sinYawOver2 * cosPitchOver2 * cosRollOver2 +
@@ -56,27 +49,23 @@ namespace LinearAlgebra
return result;
}
- public void ToAngles(out float right, out float up, out float forward)
- {
+ 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
+ if (test > 0.499f) { // singularity at north pole
right = 0;
up = 2 * (float)Math.Atan2(this.x, this.w) * Angle.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
+ else if (test < -0.499f) { // singularity at south pole
right = 0;
up = -2 * (float)Math.Atan2(this.x, this.w) * Angle.Rad2Deg;
forward = -90;
return;
//return Vector3(0, -2 * (float)atan2(this.x, this.w) * Angle.Rad2Deg, -90);
}
- else
- {
+ else {
float sqx = this.x * this.x;
float sqy = this.y * this.y;
float sqz = this.z * this.z;
diff --git a/src/Quaternion.cs b/src/Quaternion.cs
index f481ef4..30f86c1 100644
--- a/src/Quaternion.cs
+++ b/src/Quaternion.cs
@@ -3,18 +3,15 @@ using System;
using Quaternion = UnityEngine.Quaternion;
#endif
-namespace LinearAlgebra
-{
+namespace LinearAlgebra {
- public class QuaternionOf
- {
+ public class QuaternionOf {
public T x;
public T y;
public T z;
public T w;
- public QuaternionOf(T x, T y, T z, T w)
- {
+ public QuaternionOf(T x, T y, T z, T w) {
this.x = x;
this.y = y;
this.z = z;
diff --git a/src/Spherical.cs b/src/Spherical.cs
index 497a508..ad6d9b8 100644
--- a/src/Spherical.cs
+++ b/src/Spherical.cs
@@ -3,42 +3,92 @@ using System;
using Vector3Float = UnityEngine.Vector3;
#endif
-namespace LinearAlgebra
-{
- public class Spherical
- {
- public float distance;
- public Direction direction;
+namespace LinearAlgebra {
+ ///
+ /// A spherical vector
+ ///
+ public class Spherical {
- public static Spherical zero = new Spherical(0, 0, 0);
- public static Spherical forward = new Spherical(1, 0, 0);
-
- public Spherical(float distance, float horizontal, float vertical)
- {
- this.distance = distance;
- this.direction = new Direction(horizontal, vertical);
+ ///
+ /// Create a default vector with zero distance
+ ///
+ public Spherical() {
+ this.distance = 0;
+ this.direction = new Direction();
}
- public Spherical(float distance, Direction direction)
- {
+
+ ///
+ /// Create a spherical vector
+ ///
+ /// The distance in meters
+ /// The direction of the vector
+ public Spherical(float distance, Direction direction) {
this.distance = distance;
this.direction = direction;
}
- public static Spherical FromVector3(Vector3Float v)
- {
+ ///
+ /// Create spherical vector. All given angles are in degrees
+ ///
+ /// The distance in meters
+ /// The horizontal angle in degrees
+ /// The vertical angle in degrees
+ ///
+ 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;
+ }
+
+ ///
+ /// The distance in meters
+ ///
+ /// @remark The distance should never be negative
+ public float distance;
+ ///
+ /// The direction of the vector
+ ///
+ public Direction direction;
+
+ ///
+ /// A spherical vector with zero degree angles and distance
+ ///
+ public readonly static Spherical zero = new(0, Direction.forward);
+ ///
+ /// A normalized forward-oriented vector
+ ///
+ public readonly static Spherical forward = new(1, Direction.forward);
+
+
+ public static Spherical FromVector3Float(Vector3Float v) {
float distance = v.magnitude;
if (distance == 0.0f)
- return new Spherical(distance, 0, 0);
- else
- {
+ return Spherical.zero;
+ else {
float verticalAngle = (float)((Angle.pi / 2 - Math.Acos(v.y / distance)) * Angle.Rad2Deg);
float horizontalAngle = (float)Math.Atan2(v.x, v.z) * Angle.Rad2Deg;
- return new Spherical(distance, horizontalAngle, verticalAngle);
+ return Spherical.Degrees(distance, horizontalAngle, verticalAngle);
}
}
- public Vector3Float ToVector3()
- {
+ public static Spherical FromVector3(Vector3 v) {
+ float distance = v.magnitude;
+ if (distance == 0.0f)
+ return Spherical.zero;
+ else {
+ float verticalAngle = (float)((Angle.pi / 2 - Math.Acos(v.y / distance)) * Angle.Rad2Deg);
+ float horizontalAngle = (float)Math.Atan2(v.x, v.z) * Angle.Rad2Deg;
+ return Spherical.Degrees(distance, horizontalAngle, verticalAngle);
+ }
+ }
+
+ public Vector3Float ToVector3Float() {
float verticalRad = (Angle.pi / 2) - this.direction.vertical * Angle.Deg2Rad;
float horizontalRad = this.direction.horizontal * Angle.Deg2Rad;
float cosVertical = (float)Math.Cos(verticalRad);
@@ -50,8 +100,34 @@ namespace LinearAlgebra
float y = this.distance * cosVertical;
float z = this.distance * sinVertical * cosHorizontal;
- Vector3Float v = new Vector3Float(x, y, z);
+ Vector3Float v = new(x, y, z);
return v;
}
+
+ public Vector3 ToVector3() {
+ float verticalRad = (Angle.pi / 2) - this.direction.vertical * Angle.Deg2Rad;
+ float horizontalRad = this.direction.horizontal * Angle.Deg2Rad;
+ 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;
+
+ Vector3 v = new(x, y, z);
+ return v;
+ }
+
+ public static Spherical operator +(Spherical s1, Spherical s2) {
+ // let's do it the easy way...
+ Vector3 v1 = s1.ToVector3();
+ Vector3 v2 = s2.ToVector3();
+ Vector3 v = v1 + v2;
+ Spherical r = FromVector3(v);
+ return r;
+ }
+
}
}
\ No newline at end of file
diff --git a/src/SwingTwist.cs b/src/SwingTwist.cs
index a7a73da..8db0b1c 100644
--- a/src/SwingTwist.cs
+++ b/src/SwingTwist.cs
@@ -1,26 +1,21 @@
-namespace LinearAlgebra
-{
+namespace LinearAlgebra {
- public class SwingTwist
- {
+ public class SwingTwist {
public Direction swing;
public float twist;
public static readonly SwingTwist zero = new SwingTwist(0, 0, 0);
- public SwingTwist(Direction swing, float twist)
- {
+ public SwingTwist(Direction swing, float twist) {
this.swing = swing;
this.twist = twist;
}
- public SwingTwist(float horizontalSwing, float verticalSwing, float twist)
- {
- this.swing = new Direction(horizontalSwing, verticalSwing);
+ public SwingTwist(float horizontalSwing, float verticalSwing, float twist) {
+ this.swing = Direction.Degrees(horizontalSwing, verticalSwing);
this.swing.Normalize();
this.twist = twist;
}
- public static SwingTwist FromQuat32(Quat32 q32)
- {
+ public static SwingTwist FromQuat32(Quat32 q32) {
// UnityEngine.Quaternion q = new(q32.x, q32.y, q32.z, q32.w);
// SwingTwist r = new(q.eulerAngles.y, q.eulerAngles.x, q.eulerAngles.z);
q32.ToAngles(out float right, out float up, out float forward);
diff --git a/src/Vector2.cs b/src/Vector2.cs
index 603b0de..1840a7a 100644
--- a/src/Vector2.cs
+++ b/src/Vector2.cs
@@ -1,63 +1,50 @@
using System;
using System.Numerics;
-namespace LinearAlgebra
-{
+namespace LinearAlgebra {
- public class Vector2Of where T : IComparable
- {
+ public class Vector2Of where T : IComparable {
public T x;
public T y;
- public Vector2Of(T x, T y)
- {
+ public Vector2Of(T x, T y) {
this.x = x;
this.y = y;
}
}
- public class Vector2Int : Vector2Of
- {
+ public class Vector2Int : Vector2Of {
public Vector2Int(int x, int y) : base(x, y) { }
- public static Vector2Int operator -(Vector2Int v1, Vector2Int v2)
- {
+ public static Vector2Int operator -(Vector2Int v1, Vector2Int v2) {
return new Vector2Int(v1.x - v2.x, v1.y - v2.y);
}
- public float magnitude
- {
- get
- {
+ public float magnitude {
+ get {
return (float)Math.Sqrt(this.x * this.x + this.y * this.y);
}
}
- public static float Distance(Vector2Int v1, Vector2Int v2)
- {
+ public static float Distance(Vector2Int v1, Vector2Int v2) {
return (v1 - v2).magnitude;
}
}
- public class Vector2Float : Vector2Of
- {
+ public class Vector2Float : Vector2Of {
public Vector2Float(float x, float y) : base(x, y) { }
- public static Vector2Float operator -(Vector2Float v1, Vector2Float v2)
- {
+ public static Vector2Float operator -(Vector2Float v1, Vector2Float v2) {
return new Vector2Float(v1.x - v2.x, v1.y - v2.y);
}
- public float magnitude
- {
- get
- {
+ public float magnitude {
+ get {
return (float)Math.Sqrt(this.x * this.x + this.y * this.y);
}
}
- public static float Distance(Vector2Float v1, Vector2Float v2)
- {
+ public static float Distance(Vector2Float v1, Vector2Float v2) {
return (v1 - v2).magnitude;
}
}
@@ -65,8 +52,7 @@ namespace LinearAlgebra
///
/// 2-dimensional vectors
///
- public struct Vector2 : IEquatable
- {
+ public struct Vector2 : IEquatable {
///
/// The right axis of the vector
@@ -83,8 +69,7 @@ namespace LinearAlgebra
///
/// x axis value
/// y axis value
- public Vector2(float x, float y)
- {
+ public Vector2(float x, float y) {
this.x = x;
this.y = y;
}
@@ -129,10 +114,8 @@ namespace LinearAlgebra
/// 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 float sqrMagnitude
- {
- get
- {
+ public float sqrMagnitude {
+ get {
float d = x * x + y * y;
return d;
}
@@ -142,10 +125,8 @@ namespace LinearAlgebra
/// The length of this vector
///
/// The length of this vector
- public float magnitude
- {
- get
- {
+ public float magnitude {
+ get {
float d = (float)Math.Sqrt(x * x + y * y);
return d;
}
@@ -155,10 +136,8 @@ namespace LinearAlgebra
/// Convert the vector to a length of a 1
///
/// The vector with length 1
- public Vector2 normalized
- {
- get
- {
+ public Vector2 normalized {
+ get {
float l = magnitude;
Vector2 v = zero;
if (l > Float.epsilon)
@@ -173,8 +152,7 @@ namespace LinearAlgebra
/// The first vector
/// The second vector
/// The result of adding the two vectors
- public static Vector2 operator +(Vector2 v1, Vector2 v2)
- {
+ public static Vector2 operator +(Vector2 v1, Vector2 v2) {
Vector2 v = new Vector2(v1.x + v2.x, v1.y + v2.y);
return v;
}
@@ -185,8 +163,7 @@ namespace LinearAlgebra
/// The first vector
/// The second vector
/// The result of adding the two vectors
- public static Vector2 operator -(Vector2 v1, Vector2 v2)
- {
+ public static Vector2 operator -(Vector2 v1, Vector2 v2) {
Vector2 v = new Vector2(v1.x - v2.x, v1.y - v2.y);
return v;
}
@@ -197,8 +174,7 @@ namespace LinearAlgebra
/// The vector to negate
/// The negated vector
/// This will result in a vector pointing in the opposite direction
- public static Vector2 operator -(Vector2 v1)
- {
+ public static Vector2 operator -(Vector2 v1) {
Vector2 v = new Vector2(-v1.x, -v1.y);
return v;
}
@@ -210,8 +186,7 @@ namespace LinearAlgebra
/// The scaling factor
/// The scaled vector
/// Each component of the vector will be multipled with the same factor.
- public static Vector2 operator *(Vector2 v1, float f)
- {
+ public static Vector2 operator *(Vector2 v1, float f) {
Vector2 v = new Vector2(v1.x * f, v1.y * f);
return v;
}
@@ -223,8 +198,7 @@ namespace LinearAlgebra
/// The vector to scale
/// The scaled vector
/// Each component of the vector will be multipled with the same factor.
- public static Vector2 operator *(float f, Vector2 v1)
- {
+ public static Vector2 operator *(float f, Vector2 v1) {
Vector2 v = new Vector2(f * v1.x, f * v1.y);
return v;
}
@@ -236,8 +210,7 @@ namespace LinearAlgebra
/// The scaling factor
/// The scaled vector
/// Each component of the vector will be devided by the same factor.
- public static Vector2 operator /(Vector2 v1, float f)
- {
+ public static Vector2 operator /(Vector2 v1, float f) {
Vector2 v = new Vector2(v1.x / f, v1.y / f);
return v;
}
@@ -254,8 +227,7 @@ namespace LinearAlgebra
///
/// The object to compare to
/// false when the object is not a Vector2 or does not have equal values
- public override bool Equals(object obj)
- {
+ public override bool Equals(object obj) {
if (!(obj is Vector2 v))
return false;
@@ -271,8 +243,7 @@ namespace LinearAlgebra
/// 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 ==(Vector2 v1, Vector2 v2)
- {
+ public static bool operator ==(Vector2 v1, Vector2 v2) {
return (v1.x == v2.x && v1.y == v2.y);
}
@@ -285,8 +256,7 @@ namespace LinearAlgebra
/// 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 !=(Vector2 v1, Vector2 v2)
- {
+ public static bool operator !=(Vector2 v1, Vector2 v2) {
return (v1.x != v2.x || v1.y != v2.y);
}
@@ -294,8 +264,7 @@ namespace LinearAlgebra
/// Get an hash code for the vector
///
/// The hash code
- public override int GetHashCode()
- {
+ public override int GetHashCode() {
return (x, y).GetHashCode();
}
@@ -305,8 +274,7 @@ namespace LinearAlgebra
/// The first vector
/// The second vector
/// The distance between the two vectors
- public static float Distance(Vector2 v1, Vector2 v2)
- {
+ public static float Distance(Vector2 v1, Vector2 v2) {
float x = v1.x - v2.x;
float y = v1.y - v2.y;
float d = (float)Math.Sqrt(x * x + y * y);
@@ -319,8 +287,7 @@ namespace LinearAlgebra
/// The first vector
/// The second vector
/// The dot product of the two vectors
- public static float Dot(Vector2 v1, Vector2 v2)
- {
+ public static float Dot(Vector2 v1, Vector2 v2) {
return v1.x * v2.x + v1.y * v2.y;
}
@@ -334,8 +301,7 @@ namespace LinearAlgebra
/// 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 Vector2 Lerp(Vector2 v1, Vector2 v2, float f)
- {
+ public static Vector2 Lerp(Vector2 v1, Vector2 v2, float f) {
Vector2 v = v1 + (v2 - v1) * f;
return v;
}
@@ -347,8 +313,7 @@ namespace LinearAlgebra
/// The ending vector
/// The axis to rotate around
/// The signed angle in degrees
- public static float SignedAngle(Vector2 from, Vector2 to)
- {
+ public static float SignedAngle(Vector2 from, Vector2 to) {
//float sign = Math.Sign(v1.y * v2.x - v1.x * v2.y);
//return Vector2.Angle(v1, v2) * sign;
@@ -371,15 +336,13 @@ namespace LinearAlgebra
/// The vector to rotate
/// The angle in degrees
///
- public static Vector2 Rotate(Vector2 v1, float angle)
- {
+ public static Vector2 Rotate(Vector2 v1, float angle) {
float sin = (float)Math.Sin(angle * Angle.Deg2Rad);
float cos = (float)Math.Cos(angle * Angle.Deg2Rad);
float tx = v1.x;
float ty = v1.y;
- Vector2 v = new Vector2()
- {
+ Vector2 v = new Vector2() {
x = (cos * tx) - (sin * ty),
y = (sin * tx) + (cos * ty)
};
@@ -393,8 +356,7 @@ namespace LinearAlgebra
/// The second vector
/// The resulting factor in interval [0..1]
/// Vectors a and b must be normalized
- public static float ToFactor(Vector2 v1, Vector2 v2)
- {
+ public static float ToFactor(Vector2 v1, Vector2 v2) {
return (1 - Vector2.Dot(v1, v2)) / 2;
}
}
diff --git a/src/Vector3.cs b/src/Vector3.cs
index 616b82e..7994dcb 100644
--- a/src/Vector3.cs
+++ b/src/Vector3.cs
@@ -1,16 +1,13 @@
#if !UNITY_5_3_OR_NEWER
using System;
-namespace LinearAlgebra
-{
- public class Vector3Of
- {
+namespace LinearAlgebra {
+ public class Vector3Of {
public T x;
public T y;
public T z;
- public Vector3Of(T x, T y, T z)
- {
+ public Vector3Of(T x, T y, T z) {
this.x = x;
this.y = y;
this.z = z;
@@ -21,16 +18,13 @@ namespace LinearAlgebra
// }
}
- public class Vector3Int : Vector3Of
- {
+ public class Vector3Int : Vector3Of {
public Vector3Int(int x, int y, int z) : base(x, y, z) { }
}
- public class Vector3Float : Vector3Of
- {
+ public class Vector3Float : Vector3Of {
public Vector3Float(float x, float y, float z) : base(x, y, z) { }
- public float magnitude
- {
+ public float magnitude {
get => (float)Math.Sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
}
}
@@ -39,8 +33,7 @@ namespace LinearAlgebra
/// 3-dimensional vectors
///
/// This uses the right-handed coordinate system.
- public struct Vector3 : IEquatable
- {
+ public struct Vector3 : IEquatable {
///
/// The right axis of the vector
@@ -61,8 +54,7 @@ namespace LinearAlgebra
/// x axis value
/// y axis value
/// z axis value
- public Vector3(float x, float y, float z)
- {
+ public Vector3(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
@@ -101,19 +93,15 @@ namespace LinearAlgebra
///
public static readonly Vector3 forward = new Vector3(0, 1, 0);
- public float magnitude
- {
- get
- {
- float d = (float)Math.Sqrt(x * x + y * y);
+ public readonly float magnitude {
+ get {
+ float d = (float)Math.Sqrt(x * x + y * y + z * z);
return d;
}
}
- public Vector3 normalized
- {
- get
- {
+ public Vector3 normalized {
+ get {
float l = magnitude;
Vector3 v = zero;
if (l > Float.epsilon)
@@ -122,79 +110,66 @@ namespace LinearAlgebra
}
}
- public static Vector3 operator +(Vector3 v1, Vector3 v2)
- {
+ public static Vector3 operator +(Vector3 v1, Vector3 v2) {
Vector3 v = new Vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
return v;
}
- public static Vector3 operator -(Vector3 v1, Vector3 v2)
- {
+ public static Vector3 operator -(Vector3 v1, Vector3 v2) {
Vector3 v = new Vector3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
return v;
}
- public static Vector3 operator -(Vector3 v1)
- {
+ public static Vector3 operator -(Vector3 v1) {
Vector3 v = new Vector3(-v1.x, -v1.y, -v1.z);
return v;
}
- public static Vector3 operator *(Vector3 v1, float d)
- {
+ public static Vector3 operator *(Vector3 v1, float d) {
Vector3 v = new Vector3(v1.x * d, v1.y * d, v1.z * d);
return v;
}
- public static Vector3 operator *(float d, Vector3 v1)
- {
+ public static Vector3 operator *(float d, Vector3 v1) {
Vector3 v = new Vector3(d * v1.x, d * v1.y, d * v1.z);
return v;
}
- public static Vector3 operator /(Vector3 v1, float d)
- {
+ public static Vector3 operator /(Vector3 v1, float d) {
Vector3 v = new Vector3(v1.x / d, v1.y / d, v1.z / d);
return v;
}
public bool Equals(Vector3 v) => (x == v.x && y == v.y && z == v.z);
- public override bool Equals(object obj)
- {
+ public override bool Equals(object obj) {
if (!(obj is Vector3 v))
return false;
return (x == v.x && y == v.y && z == v.z);
}
- public static bool operator ==(Vector3 v1, Vector3 v2)
- {
+ public static bool operator ==(Vector3 v1, Vector3 v2) {
return (v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
}
- public static bool operator !=(Vector3 v1, Vector3 v2)
- {
+ public static bool operator !=(Vector3 v1, Vector3 v2) {
return (v1.x != v2.x || v1.y != v2.y || v1.z != v2.z);
}
- public override int GetHashCode()
- {
+ public override int GetHashCode() {
return (x, y, z).GetHashCode();
}
- public static float Distance(Vector3 v1, Vector3 v2)
- {
+ public static float Distance(Vector3 v1, Vector3 v2) {
return (v2 - v1).magnitude;
}
- public static float Dot(Vector3 v1, Vector3 v2)
- {
+ public static float Dot(Vector3 v1, Vector3 v2) {
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
- public static Vector3 Lerp(Vector3 v1, Vector3 v2, float f)
- {
+ public static Vector3 Lerp(Vector3 v1, Vector3 v2, float f) {
Vector3 v = v1 + (v2 - v1) * f;
return v;
}
diff --git a/src/float16.cs b/src/float16.cs
index 5d94014..4b58cdd 100644
--- a/src/float16.cs
+++ b/src/float16.cs
@@ -1,10 +1,8 @@
using System;
-namespace LinearAlgebra
-{
+namespace LinearAlgebra {
- public class float16
- {
+ public class float16 {
//
// FILE: float16.cpp
// AUTHOR: Rob Tillaart
@@ -16,14 +14,12 @@ namespace LinearAlgebra
public float16() { _value = 0; }
- public float16(float f)
- {
+ public float16(float f) {
//_value = f32tof16(f);
_value = F32ToF16__(f);
}
- public float toFloat()
- {
+ public float toFloat() {
return f16tof32(_value);
}
@@ -157,8 +153,7 @@ namespace LinearAlgebra
//
// CORE CONVERSION
//
- float f16tof32(ushort _value)
- {
+ float f16tof32(ushort _value) {
//ushort sgn;
ushort man;
int exp;
@@ -173,13 +168,11 @@ namespace LinearAlgebra
//Debug.Log($"{sgn} {exp} {man}");
// ZERO
- if ((_value & 0x7FFF) == 0)
- {
+ if ((_value & 0x7FFF) == 0) {
return sgn ? -0 : 0;
}
// NAN & INF
- if (exp == 0x001F)
- {
+ if (exp == 0x001F) {
if (man == 0)
return sgn ? float.NegativeInfinity : float.PositiveInfinity; //-INFINITY : INFINITY;
else
@@ -193,50 +186,43 @@ namespace LinearAlgebra
f = 1;
// PROCESS MANTISSE
- for (int i = 9; i >= 0; i--)
- {
+ for (int i = 9; i >= 0; i--) {
f *= 2;
if ((man & (1 << i)) != 0)
f = f + 1;
}
//Debug.Log($"{f}");
f = f * (float)Math.Pow(2.0f, exp - 25);
- if (exp == 0)
- {
+ 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)
- {
+ 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)
- {
+ 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)
- {
+ if ((t & 0x7FFFFFFF) == 0) {
return sgn ? (ushort)0x8000 : (ushort)0x0000;
}
// denormalized float32 does not fit in float16
- if (exp == 0x00)
- {
+ if (exp == 0x00) {
return sgn ? (ushort)0x8000 : (ushort)0x0000;
}
// handle infinity & NAN
- if (exp == 0x00FF)
- {
+ if (exp == 0x00FF) {
if (man != 0)
return 0xFE00; // NAN
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
@@ -245,13 +231,11 @@ namespace LinearAlgebra
// normal numbers
exp = exp - 127 + 15;
// overflow does not fit => INF
- if (exp > 30)
- {
+ if (exp > 30) {
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
}
// subnormal numbers
- if (exp < -38)
- {
+ if (exp < -38) {
return sgn ? (ushort)0x8000 : (ushort)0x0000; // -0 or 0 ? just 0 ?
}
if (exp <= 0) // subnormal
@@ -276,8 +260,7 @@ namespace LinearAlgebra
}
//This function is faulty!!!!
- ushort f32tof16(float f)
- {
+ ushort f32tof16(float f) {
//uint t = *(uint*)&f;
//uint t = (uint)BitConverter.SingleToInt32Bits(f);
uint t = SingleToInt32Bits(f);
@@ -287,18 +270,15 @@ namespace LinearAlgebra
bool sgn = (t & 0x80000000) != 0;
// handle 0
- if ((t & 0x7FFFFFFF) == 0)
- {
+ if ((t & 0x7FFFFFFF) == 0) {
return sgn ? (ushort)0x8000 : (ushort)0x0000;
}
// denormalized float32 does not fit in float16
- if (exp == 0x00)
- {
+ if (exp == 0x00) {
return sgn ? (ushort)0x8000 : (ushort)0x0000;
}
// handle infinity & NAN
- if (exp == 0x00FF)
- {
+ if (exp == 0x00FF) {
if (man != 0)
return 0xFE00; // NAN
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
@@ -307,13 +287,11 @@ namespace LinearAlgebra
// normal numbers
exp = (short)(exp - 127 + 15);
// overflow does not fit => INF
- if (exp > 30)
- {
+ if (exp > 30) {
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
}
// subnormal numbers
- if (exp < -38)
- {
+ if (exp < -38) {
return sgn ? (ushort)0x8000 : (ushort)0x0000; // -0 or 0 ? just 0 ?
}
if (exp <= 0) // subnormal
diff --git a/test/SphericalTest.cs b/test/SphericalTest.cs
new file mode 100644
index 0000000..d9cca1d
--- /dev/null
+++ b/test/SphericalTest.cs
@@ -0,0 +1,28 @@
+using NUnit.Framework;
+
+namespace LinearAlgebra.Test {
+ public class SphericalTest {
+ [SetUp]
+ public void Setup() {
+ }
+
+ [Test]
+ public void FromVector3() {
+ Vector3 v = new(0, 0, 1);
+ Spherical s = Spherical.FromVector3(v);
+ Assert.AreEqual(1.0f, s.distance, "s.distance 0 0 1");
+ Assert.AreEqual(0.0f, s.direction.horizontal, "s.hor 0 0 1");
+ Assert.AreEqual(0.0f, s.direction.vertical, "s.vert 0 0 1");
+ }
+
+ [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, "Addition(0,0,0)");
+ }
+ }
+}
\ No newline at end of file