using System;
namespace SAMP.API
{
public struct Vector3
{
#region Class Variables
private float _x, _y, _z;
#endregion
#region Constructor
///
/// Creates a new Vector3 object.
///
/// X position.
/// Y position.
/// Z position.
public Vector3(float x, float y, float z)
{
this._x = x;
this._y = y;
this._z = z;
}
///
/// Creates a new Vector3 object.
///
/// Uniform position.
public Vector3(float v)
{
this._x = v;
this._y = v;
this._z = v;
}
///
/// Creates a new Vector3 object.
///
/// Vector2 to copy.
public Vector3(Vector2 v)
{
this._x = v.X;
this._y = v.Y;
this._z = 0f;
}
///
/// Creates a new Vector3 object.
///
/// Vector3 to copy.
public Vector3(Vector3 v)
{
this._x = v.X;
this._y = v.Y;
this._z = v.Z;
}
#endregion
#region Accessors & Mutators
///
/// Gets a zero-pointed Vector3.
///
public static Vector3 Zero
{
get { return new Vector3(0f, 0f, 0f); }
}
///
/// Gets or sets the X position of this Vector3.
///
public float X
{
get { return this._x; }
set { this._x = value; }
}
///
/// Gets or sets the Y position of this Vector3.
///
public float Y
{
get { return this._y; }
set { this._y = value; }
}
///
/// Gets or sets the Z position of this Vector3.
///
public float Z
{
get { return this._z; }
set { this._z = value; }
}
#endregion
#region Operator Overloads
///
/// Add two Vector3 objects.
///
/// The base term Vector3.
/// The factor term Vector3
/// Returns the sum of v1 and v2.
public static Vector3 operator +(Vector3 v1, Vector3 v2)
{
return new Vector3(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
}
///
/// Subtract two Vector3 objects.
///
/// The base term Vector3.
/// The factor term Vector3
/// Returns the value of v2 subratcted from v1.
public static Vector3 operator -(Vector3 v1, Vector3 v2)
{
return new Vector3(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
}
///
/// Add two Vector3 objects.
///
/// The base term Vector3.
/// The factor term Vector3
/// Returns the sum of v1 and v2.
public static Vector3 operator *(Vector3 v1, Vector3 v2)
{
return new Vector3(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
}
///
/// Subtract two Vector3 objects.
///
/// The base term Vector3.
/// The factor term Vector3
/// Returns the value of v2 subratcted from v1.
public static Vector3 operator /(Vector3 v1, Vector3 v2)
{
return new Vector3(v1.X / v2.X, v1.Y / v2.Y, v1.Z / v2.Z);
}
#endregion
#region Method Overrides
///
/// Returns a System.String that represents the Vector3.
///
/// A System.String that represents the current Vector3.
public override string ToString()
{
return string.Format("({0}, {1}, {2})", this.X, this.Y, this.Z);
}
#endregion
#region Static Methods
///
/// Determines the distance between two Vector3 objects.
///
/// The base Vector3 term.
/// The factor Vector3 term.
/// Returns a double precision decimal representing the distance between v1 and v2.
public static double Distance(Vector3 v1, Vector3 v2)
{
return Math.Sqrt(Math.Pow((double)v1.X - (double)v2.X, 2) + Math.Pow((double)v1.Y - (double)v2.Y, 2) + Math.Pow((double)v1.Z - (double)v2.Z, 2));
}
#endregion
#region Public Methods
///
/// Determines the distance between this Vector3 and another Vector3.
///
/// The Vector3 term.
/// Returns a double precision decimal representing the distance between v and this Vector3.
public double Distance(Vector3 v)
{
return Vector3.Distance(this, v);
}
///
/// Calculates the dot product of two vectors.
///
/// The base Vector3 term.
/// The factor Vector3 term.
/// Returns the dot product of v1 and v2.
public Vector3 Dot(Vector3 v1, Vector3 v2)
{
return new Vector3(
x: v1.X * v2.X,
y: v1.Y * v2.Y,
z: v1.Z * v2.Z);
}
#endregion
};
};