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MVector.cs
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using UnityEngine;
namespace OptimizationTools
{
public enum VectorDimension {
X, Y, Z, W
}
public static class MVector
{
#region Asignacion de un valor
public static void Set (ref Vector2 v, float x, float y)
{
v.x = x;
v.y = y;
}
public static void Set (ref Vector2 storeVector, ref Vector2 referenceVector)
{
storeVector.x = referenceVector.x;
storeVector.y = referenceVector.y;
}
public static void SetX (ref Vector2 storeVector, ref Vector2 referenceVector)
{
storeVector.x = referenceVector.x;
}
public static void SetY (ref Vector2 storeVector, ref Vector2 referenceVector)
{
storeVector.y = referenceVector.y;
}
public static void Set (ref Vector2 storeVector, ref Vector2 referenceVector, VectorDimension dimension)
{
switch (dimension) {
case VectorDimension.X:
storeVector.x = referenceVector.x;
break;
case VectorDimension.Y:
storeVector.y = referenceVector.y;
break;
}
}
public static void Set (ref Vector3 v, float x, float y, float z)
{
v.x = x;
v.y = y;
v.z = z;
}
public static void Set (ref Vector3 storeVector, ref Vector3 referenceVector)
{
storeVector.x = referenceVector.x;
storeVector.y = referenceVector.y;
storeVector.z = referenceVector.z;
}
public static void SetX (ref Vector3 storeVector, ref Vector3 referenceVector)
{
storeVector.x = referenceVector.x;
}
public static void SetY (ref Vector3 storeVector, ref Vector3 referenceVector)
{
storeVector.y = referenceVector.y;
}
public static void SetZ (ref Vector3 storeVector, ref Vector3 referenceVector)
{
storeVector.z = referenceVector.z;
}
public static void Set (ref Vector3 storeVector, ref Vector3 referenceVector, VectorDimension dimension)
{
switch (dimension) {
case VectorDimension.X:
storeVector.x = referenceVector.x;
break;
case VectorDimension.Y:
storeVector.y = referenceVector.y;
break;
case VectorDimension.Z:
storeVector.z = referenceVector.z;
break;
}
}
public static void SetPosition (ref Vector3 storeVector, Transform transform)
{
storeVector.x = transform.position.x;
storeVector.y = transform.position.y;
storeVector.z = transform.position.z;
}
public static void Set (ref Vector4 v, float x, float y, float z, float w)
{
v.x = x;
v.y = y;
v.z = z;
v.w = w;
}
public static void Set (ref Vector4 storeVector, ref Vector4 referenceVector)
{
storeVector.x = referenceVector.x;
storeVector.y = referenceVector.y;
storeVector.z = referenceVector.z;
storeVector.w = referenceVector.w;
}
public static void SetX (ref Vector4 storeVector, ref Vector4 referenceVector)
{
storeVector.x = referenceVector.x;
}
public static void SetY (ref Vector4 storeVector, ref Vector4 referenceVector)
{
storeVector.y = referenceVector.y;
}
public static void SetZ (ref Vector4 storeVector, ref Vector4 referenceVector)
{
storeVector.z = referenceVector.z;
}
public static void SetW (ref Vector4 storeVector, ref Vector4 referenceVector)
{
storeVector.w = referenceVector.w;
}
public static void Set (ref Vector4 storeVector, ref Vector4 referenceVector, VectorDimension dimension)
{
switch (dimension) {
case VectorDimension.X:
storeVector.x = referenceVector.x;
break;
case VectorDimension.Y:
storeVector.y = referenceVector.y;
break;
case VectorDimension.Z:
storeVector.z = referenceVector.z;
break;
case VectorDimension.W:
storeVector.w = referenceVector.w;
break;
}
}
#endregion
#region Operaciones basicas de suma
public static void AddTo (ref Vector2 v1, ref Vector2 v2)
{
v1.x = v1.x + v2.x;
v1.y = v1.y + v2.y;
}
public static void AddTo (ref Vector2 v1, ref Vector2 v2, ref Vector2 result)
{
result.x = v1.x + v2.x;
result.y = v1.y + v2.y;
}
public static void AddTo (ref Vector2 v, float x, float y)
{
v.x += x;
v.y += y;
}
public static void AddTo (ref Vector3 v1, ref Vector3 v2)
{
v1.x = v1.x + v2.x;
v1.y = v1.y + v2.y;
v1.z = v1.z + v2.z;
}
public static void AddTo (ref Vector3 v1, ref Vector3 v2, ref Vector3 result)
{
result.x = v1.x + v2.x;
result.y = v1.y + v2.y;
result.z = v1.z + v2.z;
}
public static void AddTo (ref Vector3 v, float x, float y, float z)
{
v.x += x;
v.y += y;
v.z += z;
}
public static void AddTo (ref Vector4 v1, ref Vector4 v2)
{
v1.x = v1.x + v2.x;
v1.y = v1.y + v2.y;
v1.z = v1.z + v2.z;
v1.w = v1.w + v2.w;
}
public static void AddTo (ref Vector4 v1, ref Vector4 v2, ref Vector4 result)
{
result.x = v1.x + v2.x;
result.y = v1.y + v2.y;
result.z = v1.z + v2.z;
result.w = v1.w + v2.w;
}
public static void AddTo (ref Vector4 v, float x, float y, float z, float w)
{
v.x += x;
v.y += y;
v.z += z;
v.w += w;
}
#endregion
#region Operaciones basicas de resta
public static void RemoveFrom (ref Vector2 v1, ref Vector2 v2)
{
v1.x = v1.x - v2.x;
v1.y = v1.y - v2.y;
}
public static void RemoveFrom (ref Vector2 v1, ref Vector2 v2, ref Vector2 result)
{
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
}
public static void RemoveFrom (ref Vector2 v, float x, float y)
{
v.x -= x;
v.y -= y;
}
public static void RemoveFrom (ref Vector3 v1, ref Vector3 v2)
{
v1.x = v1.x - v2.x;
v1.y = v1.y - v2.y;
v1.z = v1.z - v2.z;
}
public static void RemoveFrom (ref Vector3 v1, ref Vector3 v2, ref Vector3 result)
{
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
result.z = v1.z - v2.z;
}
public static void RemoveFrom (ref Vector3 v, float x, float y, float z)
{
v.x -= x;
v.y -= y;
v.z -= z;
}
public static void RemoveFrom (ref Vector4 v1, ref Vector4 v2)
{
v1.x = v1.x - v2.x;
v1.y = v1.y - v2.y;
v1.z = v1.z - v2.z;
v1.w = v1.w - v2.w;
}
public static void RemoveFrom (ref Vector4 v1, ref Vector4 v2, ref Vector4 result)
{
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
result.z = v1.z - v2.z;
result.w = v1.w - v2.w;
}
public static void RemoveFrom (ref Vector4 v, float x, float y, float z, float w)
{
v.x -= x;
v.y += y;
v.z += z;
v.w += w;
}
#endregion
#region Operaciones basicas de multiplicacion
public static void ScalarProduct (ref Vector2 v, float s)
{
v.x *= s;
v.y *= s;
}
public static void ScalarProduct (ref Vector2 v, float s, ref Vector2 result)
{
result.x *= s;
result.y *= s;
}
public static void ScalarProduct (ref Vector3 v, float s)
{
v.x *= s;
v.y *= s;
v.z *= s;
}
public static void ScalarProduct (ref Vector3 v, float s, ref Vector3 result)
{
result.x *= s;
result.y *= s;
result.z *= s;
}
public static void ScalarProduct (ref Vector4 v, float s)
{
v.x *= s;
v.y *= s;
v.z *= s;
v.w *= s;
}
public static void ScalarProduct (ref Vector4 v, float s, ref Vector4 result)
{
result.x *= s;
result.y *= s;
result.z *= s;
result.w *= s;
}
#endregion
}
}