Vector3.cs :  » Game » RealmForge » Axiom » MathLib » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » MathLib » Vector3.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

The math library included in this project, in addition to being a derivative of
the works of Ogre, also include derivative work of the free portion of the 
Wild Magic mathematics source code that is distributed with the excellent
book Game Engine Design.
http://www.wild-magic.com/

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.ComponentModel;
using System.ComponentModel.Design.Serialization;
using System.Collections;
using System.Globalization;

namespace Axiom.MathLib{
  /// <summary>
  ///    Standard 3-dimensional vector.
  /// </summary>
  /// <remarks>
  ///      A direction in 3D space represented as distances along the 3
  ///      orthoganal axes (x, y, z). Note that positions, directions and
  ///      scaling factors can be represented by a vector, depending on how
  ///      you interpret the values.
  /// </remarks>
  [StructLayout(LayoutKind.Sequential), TypeConverter(typeof(Vector3Converter))]
  public struct Vector3 : ICustomTypeDescriptor
  {
    #region Fields
    /// <summary>X component.</summary>
    public float x;
    /// <summary>Y component.</summary>
    public float y;
    /// <summary>Z component.</summary>
    public float z;

    
    private static readonly Vector3 positiveInfinityVector = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
    public static Vector3 PositiveInfinity { get { return positiveInfinityVector; } }
    
    private static readonly Vector3 negativeInfinityVector = new Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
    public static Vector3 NegativeInfinity { get { return negativeInfinityVector; } }
    
    private static readonly Vector3 invalidVector = new Vector3(float.NaN, float.NaN, float.NaN);
    public static Vector3 Invalid { get { return invalidVector; } }
    private static readonly Vector3 zeroVector = new Vector3(0.0f, 0.0f, 0.0f);
    private static readonly Vector3 unitX = new Vector3(1.0f, 0.0f, 0.0f);
    private static readonly Vector3 unitY = new Vector3(0.0f, 1.0f, 0.0f);
    private static readonly Vector3 unitZ = new Vector3(0.0f, 0.0f, 1.0f);
    private static readonly Vector3 negativeUnitX = new Vector3(-1.0f, 0.0f, 0.0f);
    private static readonly Vector3 negativeUnitY = new Vector3(0.0f, -1.0f, 0.0f);
    private static readonly Vector3 negativeUnitZ = new Vector3(0.0f, 0.0f, -1.0f);
    private static readonly Vector3 unitVector = new Vector3(1.0f, 1.0f, 1.0f);

    #endregion

    #region Constructors

    /// <summary>
    ///    Creates a new 3 dimensional Vector.
    /// </summary>
    public Vector3(float x, float y, float z) 
    {
      this.x = x;
      this.y = y;
      this.z = z;
    }

    #endregion

    #region Overloaded operators + CLS compliant method equivalents

    /// <summary>
    ///    User to compare two Vector3 instances for equality.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns>true or false</returns>
    public static bool operator == (Vector3 left, Vector3 right) 
    {
      return (left.x == right.x && left.y == right.y && left.z == right.z);
    }

    /// <summary>
    ///    User to compare two Vector3 instances for inequality.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns>true or false</returns>
    public static bool operator != (Vector3 left, Vector3 right) 
    {
      return (left.x != right.x || left.y != right.y || left.z != right.z);
    }

    /// <summary>
    ///    Used when a Vector3 is multiplied by another vector.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 Multiply (Vector3 left, Vector3 right) 
    {
      return left * right;
    }
        
    /// <summary>
    ///    Used when a Vector3 is multiplied by another vector.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 operator * (Vector3 left, Vector3 right) 
    {
      return new Vector3(left.x * right.x, left.y * right.y, left.z * right.z);
    }

    /// <summary>
    /// Used to divide a vector by a scalar value.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="scalar"></param>
    /// <returns></returns>
    public static Vector3 Divide (Vector3 left, float scalar) 
    {
      return left / scalar;
    }

    /// <summary>
    ///    Used when a Vector3 is divided by another vector.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 operator / (Vector3 left, Vector3 right) 
    {
      return new Vector3(left.x / right.x, left.y / right.y, left.z / right.z);
    }

    /// <summary>
    ///    Used when a Vector3 is divided by another vector.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 Divide (Vector3 left, Vector3 right) 
    {
      return left / right;
    }
        
    /// <summary>
    /// Used to divide a vector by a scalar value.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="scalar"></param>
    /// <returns></returns>
    public static Vector3 operator / (Vector3 left, float scalar) 
    {
      Debug.Assert(scalar != 0.0f, "Cannot divide a Vector3 by zero.");

      Vector3 vector = new Vector3();

      // get the inverse of the scalar up front to avoid doing multiple divides later
      float inverse = 1.0f / scalar;

      vector.x = left.x * inverse;
      vector.y = left.y * inverse;
      vector.z = left.z * inverse;

      return vector;
    }

    /// <summary>
    ///    Used when a Vector3 is added to another Vector3.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 Add (Vector3 left, Vector3 right) 
    {
      return left + right;
    }
        
    /// <summary>
    ///    Used when a Vector3 is added to another Vector3.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 operator + (Vector3 left, Vector3 right) 
    {
      return new Vector3(left.x + right.x, left.y + right.y, left.z + right.z);
    }

    /// <summary>
    ///    Used when a Vector3 is multiplied by a scalar value.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="scalar"></param>
    /// <returns></returns>
    public static Vector3 Multiply (Vector3 left, float scalar) 
    {
      return left * scalar;
    }
        
    /// <summary>
    ///    Used when a Vector3 is multiplied by a scalar value.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="scalar"></param>
    /// <returns></returns>
    public static Vector3 operator * (Vector3 left, float scalar) 
    {
      return new Vector3(left.x * scalar, left.y * scalar, left.z * scalar);
    }

    /// <summary>
    ///    Used when a scalar value is multiplied by a Vector3.
    /// </summary>
    /// <param name="scalar"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 Multiply (float scalar, Vector3 right) 
    {
      return scalar * right;
    }
        
    /// <summary>
    ///    Used when a scalar value is multiplied by a Vector3.
    /// </summary>
    /// <param name="scalar"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 operator * (float scalar, Vector3 right) 
    {
      return new Vector3(right.x * scalar, right.y * scalar, right.z * scalar);
    }

    /// <summary>
    ///    Used to subtract a Vector3 from another Vector3.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 Subtract (Vector3 left, Vector3 right) 
    {
      return left - right;
    }
        
    /// <summary>
    ///    Used to subtract a Vector3 from another Vector3.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static Vector3 operator - (Vector3 left, Vector3 right) 
    {
      return new Vector3(left.x - right.x, left.y - right.y, left.z - right.z);
    }


    /// <summary>
    ///    Used to negate the elements of a vector.
    /// </summary>
    /// <param name="left"></param>
    /// <returns></returns>
    public static Vector3 Negate (Vector3 left) 
    {
      return -left;
    }
        
    /// <summary>
    ///    Used to negate the elements of a vector.
    /// </summary>
    /// <param name="left"></param>
    /// <returns></returns>
    public static Vector3 operator - (Vector3 left) 
    {
      return new Vector3(-left.x, -left.y, -left.z);
    }

    /// <summary>
    ///    Returns true if the vector's scalar components are all smaller
    ///    that the ones of the vector it is compared against.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static bool operator > (Vector3 left, Vector3 right) 
    {
      return (left.x > right.x && left.y > right.y && left.z > right.z);
    }

    /// <summary>
    ///    Returns true if the vector's scalar components are all greater
    ///    that the ones of the vector it is compared against.
    /// </summary>
    /// <param name="left"></param>
    /// <param name="right"></param>
    /// <returns></returns>
    public static bool operator < (Vector3 left, Vector3 right) 
    {
      return (left.x < right.x && left.y < right.y && left.z < right.z);
    }

    /// <summary>
    ///    
    /// </summary>
    /// <param name="vec3"></param>
    /// <returns></returns>
    public static explicit operator Vector4 (Vector3 vec3) 
    {
      return new Vector4(vec3.x, vec3.y, vec3.z, 1.0f);
    }

    /// <summary>
    ///    Used to access a Vector by index 0 = x, 1 = y, 2 = z.  
    /// </summary>
    /// <remarks>
    ///    Uses unsafe pointer arithmetic to reduce the code required.
    ///  </remarks>
    public float this[int index] 
    {
      get 
      {
        switch(index) 
        {
          case 0: return x;
          case 1: return y;
          case 2: return z;
          default:
            throw new ArgumentOutOfRangeException("Indexer boundaries overrun in Vector3, index must be from 0 to 2");
        }
      }
      set 
      {
        switch(index) 
        {
          case 0: x = value; break;
          case 1: y = value; break;
          case 2: z = value; break;
          default:
            throw new ArgumentOutOfRangeException("Indexer boundaries overrun in Vector3, index must be from 0 to 2");
        }
      }
    }

    #endregion

    #region Public methods

    
    public object[] ToObjectArray() 
    {
      return new object[] { x, y, z };
    }
    public float[] ToArray() 
    {
      return new float[] { x, y, z };
    }

    public void KeepLessThan(float minX, float minY, float minZ) 
    {
      if(!float.IsNaN(minX) && x < minX) this.x = x;
      if(!float.IsNaN(minY) && y < minY) this.y = y;
      if(!float.IsNaN(minZ) && z < minZ) this.z = z;
    }
    public void KeepGreaterThan(float maxX, float maxY, float maxZ) 
    {
      if(!float.IsNaN(maxX) && x > maxX) this.x = x;
      if(!float.IsNaN(maxY) && y > maxY) this.y = y;
      if(!float.IsNaN(maxZ) && z > maxZ) this.z = z;
    }

    public bool IsAnyComponentGreaterThan(Vector3 vector) 
    {
      return (this.x > vector.x || this.y > vector.y || this.z > vector.z);
    }
    
    public bool IsAnyComponentGreaterThanOrEqualTo(Vector3 vector) 
    {
      return (this.x >= vector.x || this.y >= vector.y || this.z >= vector.z);
    }
    
    public bool IsAnyComponentLessThan(Vector3 vector) 
    {
      return (this.x < vector.x || this.y < vector.y || this.z < vector.z);
    }
    public bool IsAnyComponentLessThanOrEqualTo(Vector3 vector) 
    {
      return (this.x <= vector.x || this.y <= vector.y || this.z <= vector.z);
    }    

    public Vector3 Offset(float x, float y, float z) 
    {
      return new Vector3(this.x + x, this.y + y, this.z + z);
    }

    /// <summary>
    ///    Performs a Dot Product operation on 2 vectors, which produces the angle between them.
    /// </summary>
    /// <param name="vector">The vector to perform the Dot Product against.</param>
    /// <returns>The angle between the 2 vectors.</returns>
    public float Dot(Vector3 vector) 
    {
      return (float)x * vector.x + y * vector.y + z * vector.z;
    }

    /// <summary>
    ///    Performs a Cross Product operation on 2 vectors, which returns a vector that is perpendicular
    ///    to the intersection of the 2 vectors.  Useful for finding face normals.
    /// </summary>
    /// <param name="vector">A vector to perform the Cross Product against.</param>
    /// <returns>A new Vector3 perpedicular to the 2 original vectors.</returns>
    public Vector3 Cross(Vector3 vector) 
    {
      return new Vector3(
        (this.y * vector.z) - (this.z * vector.y),
        (this.z * vector.x) - (this.x * vector.z),
        (this.x * vector.y) - (this.y * vector.x)
        );

    }

    /// <summary>
    ///    Finds a vector perpendicular to this one.
    /// </summary>
    /// <returns></returns>
    public Vector3 Perpendicular() 
    {
      Vector3 result = this.Cross(Vector3.UnitX);

      // check length
      if(result.LengthSquared < float.Epsilon) 
      {
        // This vector is the Y axis multiplied by a scalar, so we have to use another axis
        result = this.Cross(Vector3.UnitY);
      }

      return result;
    }
    public static Vector3 SymmetricRandom() 
    {
      return SymmetricRandom(1f, 1f, 1f);
    }

    public static Vector3 SymmetricRandom(Vector3 maxComponentMagnitude) 
    {
      return SymmetricRandom(maxComponentMagnitude.x, maxComponentMagnitude.y, maxComponentMagnitude.z);
    }

    public static Vector3 SymmetricRandom(float maxComponentMagnitude) 
    {
      return SymmetricRandom(maxComponentMagnitude, maxComponentMagnitude, maxComponentMagnitude);
    }
    
    public static Vector3 SymmetricRandom(float xMult, float yMult, float zMult) 
    {
      return new Vector3(
        (xMult == 0)? 0: xMult * MathUtil.SymmetricRandom(),
        (yMult == 0)? 0: yMult * MathUtil.SymmetricRandom(),
        (zMult == 0)? 0: zMult * MathUtil.SymmetricRandom()
        );
    }


    /// <summary>
    /// 
    /// </summary>
    /// <param name="angle"></param>
    /// <param name="up"></param>
    /// <returns></returns>
    public Vector3 RandomDeviant(float angle, Vector3 up) 
    {
      Vector3 newUp = Vector3.Zero;

      if(up == Vector3.Zero)
        newUp = this.Perpendicular();
      else
        newUp = up;

      // rotate up vector by random amount around this
      Quaternion q = Quaternion.FromAngleAxis(MathUtil.UnitRandom() * MathUtil.TWO_PI, this);
      newUp = q * newUp;

      // finally, rotate this by given angle around randomized up vector
      q = Quaternion.FromAngleAxis(angle, newUp);

      return q * this;
    }

    /// <summary>
    ///    Finds the midpoint between the supplied Vector and this vector.
    /// </summary>
    /// <param name="vector"></param>
    /// <returns></returns>
    public Vector3 MidPoint(Vector3 vector) 
    {
      return new Vector3(  (this.x + vector.x) / 2f, 
        (this.y + vector.y) / 2f, 
        (this.z + vector.z) / 2f);
    }

    /// <summary>
    ///    Compares the supplied vector and updates it's x/y/z components of they are higher in value.
    /// </summary>
    /// <param name="compare"></param>
    public void Ceil(Vector3 compare) 
    {
      if(compare.x >  x) 
        x = compare.x;
      if(compare.y >  y) 
        y = compare.y;
      if(compare.z >  z) 
        z = compare.z;
    }

    /// <summary>
    ///    Compares the supplied vector and updates it's x/y/z components of they are lower in value.
    /// </summary>
    /// <param name="compare"></param>
    /// <returns></returns>
    public void Floor(Vector3 compare) 
    {
      if(compare.x <  x) 
        x = compare.x;
      if(compare.y <  y) 
        y = compare.y;
      if(compare.z <  z) 
        z = compare.z;
    }

    /// <summary>
    ///    Gets the shortest arc quaternion to rotate this vector to the destination vector. 
    /// </summary>
    /// <remarks>
    ///    Don't call this if you think the dest vector can be close to the inverse
    ///    of this vector, since then ANY axis of rotation is ok.
    ///  </remarks>
    public Quaternion GetRotationTo(Vector3 destination) 
    {
      // Based on Stan Melax's article in Game Programming Gems
      Quaternion q = new Quaternion();

      Vector3 v0 = new Vector3(this.x, this.y, this.z);
      Vector3 v1 = destination;

      // normalize both vectors 
      v0.Normalize();
      v1.Normalize();

      // get the cross product of the vectors
      Vector3 c = v0.Cross(v1);

      // If the cross product approaches zero, we get unstable because ANY axis will do
      // when v0 == -v1
      float d = v0.Dot(v1);

      // If dot == 1, vectors are the same
      if (d >= 1.0f) 
      {
        return Quaternion.Identity;
      }

      float s = MathUtil.Sqrt( (1+d) * 2 );
      float inverse = 1 / s;

      q.x = c.x * inverse;
      q.y = c.y * inverse;
      q.z = c.z * inverse;
      q.w = s * 0.5f;

      return q;
    }

    public Vector3 ToNormalized() 
    {
      Vector3 vec = this;
      vec.Normalize();
      return vec;
    }

    /// <summary>
    ///    Normalizes the vector.
    /// </summary>
    /// <remarks>
    ///    This method normalises the vector such that it's
    ///    length / magnitude is 1. The result is called a unit vector.
    ///    <p/>
    ///    This function will not crash for zero-sized vectors, but there
    ///    will be no changes made to their components.
    ///  </remarks>
    ///  <returns>The previous length of the vector.</returns>
    public float Normalize() 
    {
      float length = MathUtil.Sqrt( this.x * this.x + this.y * this.y + this.z * this.z );

      // Will also work for zero-sized vectors, but will change nothing
      if ( length > float.Epsilon ) 
      {
        float inverseLength = 1.0f / length;

        this.x *= inverseLength;
        this.y *= inverseLength;
        this.z *= inverseLength;
      }

      return length;
    }

    /// <summary>
    ///    Calculates a reflection vector to the plane with the given normal.
    /// </summary>
    /// <remarks>
    ///    Assumes this vector is pointing AWAY from the plane, invert if not.
    /// </remarks>
    /// <param name="normal">Normal vector on which this vector will be reflected.</param>
    /// <returns></returns>
    public Vector3 Reflect(Vector3 normal) 
    {
      return this - 2 * this.Dot(normal) * normal;
    }

    #endregion

    #region Public properties

    /// <summary>
    ///    Gets the length (magnitude) of this Vector3.  The Sqrt operation is expensive, so 
    ///    only use this if you need the exact length of the Vector.  If vector lengths are only going
    ///    to be compared, use LengthSquared instead.
    /// </summary>
    public float Length 
    {
      get 
      { 
        return MathUtil.Sqrt(this.x * this.x + this.y * this.y + this.z * this.z); 
      }
    }

    /// <summary>
    ///    Returns the length (magnitude) of the vector squared.
    /// </summary>
    public float LengthSquared 
    {
      get 
      { 
        return (this.x * this.x + this.y * this.y + this.z * this.z); 
      }
    }

    #endregion

    #region Static Constant Properties

    /// <summary>
    ///    Gets a Vector3 with all components set to 0.
    /// </summary>
    public static Vector3 Zero 
    {
      get 
      { 
        return zeroVector; 
      }
    }
    
    /// <summary>
    ///    Gets a Vector3 with all components set to 1.
    /// </summary>
    public static Vector3 UnitScale 
    {
      get 
      { 
        return unitVector; 
      }
    }

    /// <summary>
    ///    Gets a Vector3 with the X set to 1, and the others set to 0.
    /// </summary>
    public static Vector3 UnitX 
    {
      get 
      { 
        return unitX; 
      }
    }

    /// <summary>
    ///    Gets a Vector3 with the Y set to 1, and the others set to 0.
    /// </summary>
    public static Vector3 UnitY 
    {
      get 
      { 
        return unitY; 
      }
    }

    /// <summary>
    ///    Gets a Vector3 with the Z set to 1, and the others set to 0.
    /// </summary>
    public static Vector3 UnitZ 
    {
      get 
      { 
        return unitZ; 
      }
    }

    /// <summary>
    ///    Gets a Vector3 with the X set to -1, and the others set to 0.
    /// </summary>
    public static Vector3 NegativeUnitX 
    {
      get 
      { 
        return negativeUnitX; 
      }
    }

    /// <summary>
    ///    Gets a Vector3 with the Y set to -1, and the others set to 0.
    /// </summary>
    public static Vector3 NegativeUnitY 
    {
      get 
      { 
        return negativeUnitY; 
      }
    }

    /// <summary>
    ///    Gets a Vector3 with the Z set to -1, and the others set to 0.
    /// </summary>
    public static Vector3 NegativeUnitZ 
    {
      get 
      { 
        return negativeUnitZ; 
      }
    }

    #endregion

    #region Object overloads

    /// <summary>
    ///    Overrides the Object.ToString() method to provide a text representation of 
    ///    a Vector3.
    /// </summary>
    /// <returns>A string representation of a vector3.</returns>
    public override string ToString() 
    {
      return string.Format("({0},{1},{2})", this.x, this.y, this.z);
    }

    
    /// <summary>
    ///    Overrides the Object.ToString() method to provide a text representation of 
    ///    a Vector3.
    /// </summary>
    /// <returns>A string representation of a vector3.</returns>
    public string ToIntegerString() 
    {
      return string.Format("({0},{1},{2})", (int)this.x, (int)this.y, (int)this.z);
    }
    /// <summary>
    ///    Overrides the Object.ToString() method to provide a text representation of 
    ///    a Vector3.
    /// </summary>
    /// <returns>A string representation of a vector3.</returns>
    public string ToString(bool shortenDecmialPlaces) 
    {
      if(shortenDecmialPlaces)
        return string.Format("({0:0.##}, {1:0.##} ,{2:0.##})", this.x, this.y, this.z);
      return ToString();
    }

    public static Vector3 Parse(string text) 
    {
      string[] vals = text.TrimStart('(','[','<').TrimEnd(')',']','>').Split(',');
      if(vals.Length != 3)
        throw new FormatException(string.Format("Cannot parse the text '{0}' because it does not have 3 parts separated by commas in the form (x,y,z) with optional parenthesis.",text));
      try
      {
        return new Vector3(
          float.Parse(vals[0].Trim()),
          float.Parse(vals[1].Trim()), 
          float.Parse(vals[2].Trim())
          );
      }
      catch(Exception e) 
      {
        throw new FormatException("The parts of the vectors must be decimal numbers");
      }
    }

    /// <summary>
    ///    Provides a unique hash code based on the member variables of this
    ///    class.  This should be done because the equality operators (==, !=)
    ///    have been overriden by this class.
    ///    <p/>
    ///    The standard implementation is a simple XOR operation between all local
    ///    member variables.
    /// </summary>
    /// <returns></returns>
    public override int GetHashCode() 
    { 
      return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode(); 
    } 

    /// <summary>
    ///    Compares this Vector to another object.  This should be done because the 
    ///    equality operators (==, !=) have been overriden by this class.
    /// </summary>
    /// <param name="obj"></param>
    /// <returns></returns>
    public override bool Equals(object obj) 
    {
      return (obj is Vector3) && (this == (Vector3)obj);
    }

    #endregion

    #region ICustomTypeDescriptor
    
    #region Public Methods

    object ICustomTypeDescriptor.GetPropertyOwner(PropertyDescriptor pd)
    {
      return this; // properties belong to the this object
    }


    PropertyDescriptorCollection ICustomTypeDescriptor.GetProperties()
    {
      return ((ICustomTypeDescriptor)this).GetProperties(null);
    }

    PropertyDescriptorCollection ICustomTypeDescriptor.GetProperties(
      Attribute[] attributes)
    {
      // Create the property collection and filter
      return new PropertyDescriptorCollection(
      new PropertyDescriptor[] {   new FieldPropertyDescriptor(this,"x"),
                     new FieldPropertyDescriptor(this,"y"),
                     new FieldPropertyDescriptor(this,"z")});
    }

    
    #region Delegated to TypeDescriptor

    AttributeCollection ICustomTypeDescriptor.GetAttributes()
    {
      // Gets the attributes of the this object
      return TypeDescriptor.GetAttributes(this, true);
    }

    string ICustomTypeDescriptor.GetClassName()
    {
      // Gets the class name of the this object
      return TypeDescriptor.GetClassName(this, true);
    }

    TypeConverter ICustomTypeDescriptor.GetConverter()
    {
      return TypeDescriptor.GetConverter(this,true);
    }

    EventDescriptorCollection ICustomTypeDescriptor.GetEvents(Attribute[] attributes)
    {
      return TypeDescriptor.GetEvents(this,attributes,true);
    }

    EventDescriptorCollection ICustomTypeDescriptor.GetEvents()
    {
      return ((ICustomTypeDescriptor)this).GetEvents(null);
    }

    string ICustomTypeDescriptor.GetComponentName()
    {
      return TypeDescriptor.GetComponentName(this, true);
    }

    object ICustomTypeDescriptor.GetEditor(Type editorBaseType)
    {
      return TypeDescriptor.GetEditor(this, editorBaseType, true);
    }

    PropertyDescriptor ICustomTypeDescriptor.GetDefaultProperty()
    {
      return TypeDescriptor.GetDefaultProperty(this,true);
    }

    EventDescriptor ICustomTypeDescriptor.GetDefaultEvent()
    {
      return TypeDescriptor.GetDefaultEvent(this,true);
    }

    #endregion
    #endregion
    #endregion
  }
}
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