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vec3 helper functions


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Are there any similar functions like they are in Unity engine for vec3? In Unity engine there are methods in Vector3 class like Normalize() or Distance().

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you also have free functions for dot and cross product (free as in: not member of the class, use them as: dot(v1,v2) or cross(v1,v2) )

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Dear @romcioPaluszek,

Documentation needs an update. I understood your confusion.

This code is from  in C# project.

using Unigine;


vec3 vector = new vec3(5.0f, 5.0f, 5.0f);
vector.Normalize();
float x = vector.x;
float y = vector.y;
float z = vector.z;
float len = vector.Length;

Works Charm. And if in doubt with documentation. You may right click on vec3 and check the definition.

NOTE:: I use Visual Studio. Definitions can be browsed in it. Not sure about Visual Code.

#region Assembly UnigineSharpCore_x64d, Version=1.0.1.0, Culture=neutral, PublicKeyToken=f6ef6838e040fba0
// path_to\UnigineSharpCore_x64d.dll
#endregion

using Unigine;

namespace Unigine
{
    public struct vec3
    {
        public static readonly vec3 BACK;
        public static readonly vec3 LEFT;
        public static readonly vec3 RIGHT;
        public static readonly vec3 FORWARD;
        public static readonly vec3 ZERO;
        public static readonly vec3 ONE;
        public static readonly vec3 EPS;
        public static readonly vec3 INF;
        public static readonly vec3 UP;
        public static readonly vec3 DOWN;
        public float x;
        public float z;
        public float y;
        public float w;

        public vec3(vec4 v);
        public vec3(double[] v);
        public vec3(float[] v);
        public vec3(ivec4 v);
        public vec3(ivec2 v);
        public vec3(dvec4 v);
        public vec3(dvec3 v);
        public vec3(dvec2 v);
        public vec3(vec3 v);
        public vec3(ivec3 v);
        public vec3(double v);
        public vec3(float v);
        public vec3(vec2 v);
        public vec3(dvec2 v, double vz);
        public vec3(vec2 v, float vz);
        public vec3(double vx, double vy, float vz);
        public vec3(float vx, float vy, float vz);

        public float MaxXY { get; }
        public float Length { get; }
        public float Length2 { get; }
        public vec3 Normalized { get; }
        public float Max { get; }

        public static float Dot(vec3 v0, vec3 v1);
        public static vec3 Lerp(vec3 v0, vec3 v1, float k);
        public float Dot(vec3 v);
        public bool Equals(vec3 v, float epsilon);
        public vec3 Equals(vec3 v_min, vec3 v_max);
        public vec3 Lerp(vec3 v, float k);
        public vec3 Normalize();
        public vec3 Saturate();
        public vec3 SetX(float v);
        public void SetY(float v);
        public override string ToString();

        public static vec3 operator +(vec3 v0, vec3 v1);
        public static vec3 operator +(vec3 v0, dvec3 v1);
        public static vec3 operator -(vec3 v);
        public static vec3 operator -(vec3 v0, vec3 v1);
        public static vec3 operator -(vec3 v0, dvec3 v1);
        public static vec3 operator *(vec3 v0, float v1);
        public static vec3 operator *(vec3 v0, dvec3 v1);
        public static vec3 operator *(vec3 v0, double v1);
        public static vec3 operator *(vec3 v0, vec3 v1);
        public static vec3 operator /(vec3 v0, float v1);
        public static vec3 operator /(vec3 v0, vec3 v1);
        public static vec3 operator /(vec3 v0, dvec3 v1);
        public static vec3 operator /(vec3 v0, double v1);
    }
}

So you can use..

C# documentation is confusing at many places.

Rohit

 

Edited by rohit.gonsalves
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Yeah, documentation for some classes in C# may be confusing. Right now we are rewriting entire C# mathlib (to increase performance and add missing utility methods). This is not a fast process, please bear with us :)

We will take a look the documentation generation after 2.12 release.

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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Thanks for your answers. They finally helped me to find solution. One more question. I miss in quat struct functions that are in Unity3D engine in Quaternion class ( Quaternion.AngleAxis and Quaternion.Euler). Are there any alternatives in Unigine? I searched forum and docs, but did not found any solution. These functions are last step to port our Unity project to Unigine.

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Hello,

Instead of Quaternion.AngleAxis you can use quaternion constructor with the axis and angle parameters:

float angle = 30.0f;
vec3 axis = vec3.FORWARD;
quat rotation = new quat(axis, angle);

Also function Quaternion.Euler can be replaced by quaternion constructor with angles parameters:
 

float x = 0.0f;
float y = 30.0f;
float z = 0.0f;
quat rotation = new quat(x, y, z);

 

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