using System; using System.IO; public partial struct Fix64 : IEquatable, IComparable { readonly long m_rawValue; public static readonly decimal Precision = (decimal)(new Fix64(1L)); public static readonly Fix64 One = new Fix64(ONE); public static readonly Fix64 Zero = new Fix64(); public static readonly Fix64 PI = new Fix64(Pi); public static readonly Fix64 PITimes2 = new Fix64(PiTimes2); public static readonly Fix64 PIOver180 = new Fix64((long)72); public static readonly Fix64 Rad2Deg = Fix64.Pi * (Fix64)2 / (Fix64)360; public static readonly Fix64 Deg2Rad = (Fix64)360 / (Fix64.Pi * (Fix64)2); const long Pi = 12868; const long PiTimes2 = 25736; public const int FRACTIONAL_PLACES = 12; const long ONE = 1L << FRACTIONAL_PLACES; public static int Sign(Fix64 value) { return value.m_rawValue < 0 ? -1 : value.m_rawValue > 0 ? 1 : 0; } public static Fix64 Abs(Fix64 value) { return new Fix64(value.m_rawValue > 0 ? value.m_rawValue : -value.m_rawValue); } public static Fix64 Floor(Fix64 value) { return new Fix64((long)((ulong)value.m_rawValue & 0xFFFFFFFFFFFFF000)); } public static Fix64 Ceiling(Fix64 value) { var hasFractionalPart = (value.m_rawValue & 0x0000000000000FFF) != 0; return hasFractionalPart ? Floor(value) + One : value; } public static Fix64 Max(Fix64 value1, Fix64 value2) { Fix64 clampvalue = value1 > value2 ? value1 : value2; return clampvalue; } public static Fix64 Clamp(Fix64 value,Fix64 Min,Fix64 Max) { Fix64 clampvalue = value < Min ? Min : value; clampvalue = value > Max ? Max : value; return clampvalue; } public static Fix64 operator +(Fix64 x, Fix64 y) { return new Fix64(x.m_rawValue + y.m_rawValue); } public static Fix64 operator +(Fix64 x, int y) { return x + (Fix64)y; } public static Fix64 operator +(int x, Fix64 y) { return (Fix64)x + y; } public static Fix64 operator +(Fix64 x, float y) { return x + (Fix64)y; } public static Fix64 operator +(float x, Fix64 y) { return (Fix64)x + y; } public static Fix64 operator +(Fix64 x, double y) { return x + (Fix64)y; } public static Fix64 operator +(double x, Fix64 y) { return (Fix64)x + y; } public static Fix64 operator -(Fix64 x, Fix64 y) { return new Fix64(x.m_rawValue - y.m_rawValue); } public static Fix64 operator -(Fix64 x, int y) { return x - (Fix64)y; } public static Fix64 operator -(int x, Fix64 y) { return (Fix64)x - y; } public static Fix64 operator -(Fix64 x, float y) { return x - (Fix64)y; } public static Fix64 operator -(float x, Fix64 y) { return (Fix64)x + y; } public static Fix64 operator -(Fix64 x, double y) { return x - (Fix64)y; } public static Fix64 operator -(double x, Fix64 y) { return (Fix64)x - y; } public static Fix64 operator *(Fix64 x, Fix64 y) { return new Fix64((x.m_rawValue * y.m_rawValue) >> FRACTIONAL_PLACES); } public static Fix64 operator *(Fix64 x, int y) { return x * (Fix64)y; } public static Fix64 operator *(int x, Fix64 y) { return (Fix64)x * y; } public static Fix64 operator *(Fix64 x, float y) { return x * (Fix64)y; } public static Fix64 operator *(float x, Fix64 y) { return (Fix64)x * y; } public static Fix64 operator *(Fix64 x, double y) { return x * (Fix64)y; } public static Fix64 operator *(double x, Fix64 y) { return (Fix64)x * y; } public static Fix64 operator /(Fix64 x, Fix64 y) { return new Fix64((x.m_rawValue << FRACTIONAL_PLACES) / y.m_rawValue); } public static Fix64 operator /(Fix64 x, int y) { return x / (Fix64)y; } public static Fix64 operator /(int x, Fix64 y) { return (Fix64)x / y; } public static Fix64 operator /(Fix64 x, float y) { return x / (Fix64)y; } public static Fix64 operator /(float x, Fix64 y) { return (Fix64)x / y; } public static Fix64 operator /(double x, Fix64 y) { return (Fix64)x / y; } public static Fix64 operator /(Fix64 x, double y) { return x / (Fix64)y; } public static Fix64 operator %(Fix64 x, Fix64 y) { return new Fix64(x.m_rawValue % y.m_rawValue); } public static Fix64 operator -(Fix64 x) { return new Fix64(-x.m_rawValue); } public static bool operator ==(Fix64 x, Fix64 y) { return x.m_rawValue == y.m_rawValue; } public static bool operator !=(Fix64 x, Fix64 y) { return x.m_rawValue != y.m_rawValue; } public static bool operator >(Fix64 x, Fix64 y) { return x.m_rawValue > y.m_rawValue; } public static bool operator >(Fix64 x, int y) { return x > (Fix64)y; } public static bool operator <(Fix64 x, int y) { return x < (Fix64)y; } public static bool operator >(Fix64 x, float y) { return x > (Fix64)y; } public static bool operator <(Fix64 x, float y) { return x < (Fix64)y; } public static bool operator <(Fix64 x, Fix64 y) { return x.m_rawValue < y.m_rawValue; } public static bool operator >=(Fix64 x, Fix64 y) { return x.m_rawValue >= y.m_rawValue; } public static bool operator <=(Fix64 x, Fix64 y) { return x.m_rawValue <= y.m_rawValue; } public static Fix64 operator >> (Fix64 x, int amount) { return new Fix64(x.RawValue >> amount); } public static Fix64 operator << (Fix64 x, int amount) { return new Fix64(x.RawValue << amount); } public static explicit operator Fix64(long value) { return new Fix64(value * ONE); } public static explicit operator long(Fix64 value) { return value.m_rawValue >> FRACTIONAL_PLACES; } public static explicit operator Fix64(float value) { return new Fix64((long)(value * ONE)); } public static explicit operator float(Fix64 value) { return (float)value.m_rawValue / ONE; } public static explicit operator int(Fix64 value) { return (int)((float)value); } public static explicit operator Fix64(double value) { return new Fix64((long)(value * ONE)); } public static explicit operator double(Fix64 value) { return (double)value.m_rawValue / ONE; } public static explicit operator Fix64(decimal value) { return new Fix64((long)(value * ONE)); } public static explicit operator decimal(Fix64 value) { return (decimal)value.m_rawValue / ONE; } public override bool Equals(object obj) { return obj is Fix64 && ((Fix64)obj).m_rawValue == m_rawValue; } public override int GetHashCode() { return m_rawValue.GetHashCode(); } public bool Equals(Fix64 other) { return m_rawValue == other.m_rawValue; } public int CompareTo(Fix64 other) { return m_rawValue.CompareTo(other.m_rawValue); } public override string ToString() { return ((decimal)this).ToString(); } public string ToStringRound(int round = 2) { return (float)Math.Round((float)this, round) + ""; } public static Fix64 FromRaw(long rawValue) { return new Fix64(rawValue); } public static Fix64 Pow(Fix64 x, int y) { if (y == 1) return x; Fix64 result = Fix64.Zero; Fix64 tmp = Pow(x, y / 2); if ((y & 1) != 0) //奇数 { result = x * tmp * tmp; } else { result = tmp * tmp; } return result; } public long RawValue { get { return m_rawValue; } } Fix64(long rawValue) { m_rawValue = rawValue; } public Fix64(int value) { m_rawValue = value * ONE; } public static Fix64 Sqrt(Fix64 f, int numberIterations) { if (f.RawValue < 0) { throw new ArithmeticException("sqrt error"); } if (f.RawValue == 0) return Fix64.Zero; Fix64 k = f + Fix64.One >> 1; for (int i = 0; i < numberIterations; i++) k = (k + (f / k)) >> 1; if (k.RawValue < 0) throw new ArithmeticException("Overflow"); else return k; } public static Fix64 Lerp(Fix64 from, Fix64 to, Fix64 factor) { return from * (1 - factor) + to * factor; } public static Fix64 Sqrt(Fix64 f) { byte numberOfIterations = 8; if (f.RawValue > 0x64000) numberOfIterations = 12; if (f.RawValue > 0x3e8000) numberOfIterations = 16; return Sqrt(f, numberOfIterations); } #region Sin public static Fix64 Sin(Fix64 i) { Fix64 j = (Fix64)0; for (; i < Fix64.Zero; i += Fix64.FromRaw(PiTimes2)); if (i > Fix64.FromRaw(PiTimes2)) i %= Fix64.FromRaw(PiTimes2); Fix64 k = (i * Fix64.FromRaw(100000000)) / Fix64.FromRaw(7145244444); if (i != Fix64.Zero && i != Fix64.FromRaw(6434) && i != Fix64.FromRaw(Pi) && i != Fix64.FromRaw(19302) && i != Fix64.FromRaw(PiTimes2)) j = (i * Fix64.FromRaw(100000000)) / Fix64.FromRaw(7145244444) - k * Fix64.FromRaw(10); if (k <= Fix64.FromRaw(90)) return sin_lookup(k, j); if (k <= Fix64.FromRaw(180)) return sin_lookup(Fix64.FromRaw(180) - k, j); if (k <= Fix64.FromRaw(270)) return -sin_lookup(k - Fix64.FromRaw(180), j); else return -sin_lookup(Fix64.FromRaw(360) - k, j); } private static Fix64 sin_lookup(Fix64 i, Fix64 j) { if (j > 0 && j < Fix64.FromRaw(10) && i < Fix64.FromRaw(90)) return Fix64.FromRaw(SIN_TABLE[i.RawValue]) + ((Fix64.FromRaw(SIN_TABLE[i.RawValue + 1]) - Fix64.FromRaw(SIN_TABLE[i.RawValue])) / Fix64.FromRaw(10)) * j; else return Fix64.FromRaw(SIN_TABLE[i.RawValue]); } private static int[] SIN_TABLE = { 0, 71, 142, 214, 285, 357, 428, 499, 570, 641, 711, 781, 851, 921, 990, 1060, 1128, 1197, 1265, 1333, 1400, 1468, 1534, 1600, 1665, 1730, 1795, 1859, 1922, 1985, 2048, 2109, 2170, 2230, 2290, 2349, 2407, 2464, 2521, 2577, 2632, 2686, 2740, 2793, 2845, 2896, 2946, 2995, 3043, 3091, 3137, 3183, 3227, 3271, 3313, 3355, 3395, 3434, 3473, 3510, 3547, 3582, 3616, 3649, 3681, 3712, 3741, 3770, 3797, 3823, 3849, 3872, 3895, 3917, 3937, 3956, 3974, 3991, 4006, 4020, 4033, 4045, 4056, 4065, 4073, 4080, 4086, 4090, 4093, 4095, 4096 }; #endregion #region Cos, Tan, Asin public static Fix64 Cos(Fix64 i) { return Sin(i + Fix64.FromRaw(6435)); } public static Fix64 Tan(Fix64 i) { return Sin(i) / Cos(i); } public static Fix64 Asin(Fix64 F) { bool isNegative = F < 0; F = Abs(F); if (F > Fix64.One) throw new ArithmeticException("Bad Asin Input:" + (double)F); Fix64 f1 = ((((Fix64.FromRaw(145103 >> FRACTIONAL_PLACES) * F) - Fix64.FromRaw(599880 >> FRACTIONAL_PLACES)* F) + Fix64.FromRaw(1420468 >> FRACTIONAL_PLACES)* F) - Fix64.FromRaw(3592413 >> FRACTIONAL_PLACES)* F) + Fix64.FromRaw(26353447 >> FRACTIONAL_PLACES); Fix64 f2 = PI / (Fix64)2 - (Sqrt(Fix64.One - F) * f1); return isNegative ? -f2 : f2; } #endregion #region ATan, ATan2 public static Fix64 Atan(Fix64 F) { return Asin(F / Sqrt(Fix64.One + (F * F))); } public static Fix64 Atan2(Fix64 F1, Fix64 F2) { if (F2.RawValue == 0 && F1.RawValue == 0) return (Fix64)0; Fix64 result = (Fix64)0; if (F2 > 0) result = Atan(F1 / F2); else if (F2 < 0) { if (F1 >= (Fix64)0) result = (PI - Atan(Abs(F1 / F2))); else result = -(PI - Atan(Abs(F1 / F2))); } else result = (F1 >= (Fix64)0 ? PI : -PI) / (Fix64)2; return result; } #endregion } public struct FixVector3 { public Fix64 x; public Fix64 y; public Fix64 z; public FixVector3(Fix64 x, Fix64 y, Fix64 z) { this.x = x; this.y = y; this.z = z; } public FixVector3(UnityEngine.Vector3 v3Pos) { this.x = (Fix64)v3Pos.x; this.y = (Fix64)v3Pos.y; this.z = (Fix64)v3Pos.z; } public FixVector3(FixVector3 v) { this.x = v.x; this.y = v.y; this.z = v.z; } public Fix64 this[int index] { get { if (index == 0) return x; else if (index == 1) return y; else return z; } set { if (index == 0) x = value; else if (index == 1) y = value; else y = value; } } public static FixVector3 Up { get { return new FixVector3(Fix64.Zero, Fix64.One, Fix64.Zero); } } public static FixVector3 Zero { get { return new FixVector3(Fix64.Zero, Fix64.Zero, Fix64.Zero); } } public static FixVector3 operator +(FixVector3 a, FixVector3 b) { Fix64 x = a.x + b.x; Fix64 y = a.y + b.y; Fix64 z = a.z + b.z; return new FixVector3(x, y, z); } public static FixVector3 operator -(FixVector3 a, FixVector3 b) { Fix64 x = a.x - b.x; Fix64 y = a.y - b.y; Fix64 z = a.z - b.z; return new FixVector3(x, y, z); } public static FixVector3 operator *(Fix64 d, FixVector3 a) { Fix64 x = a.x * d; Fix64 y = a.y * d; Fix64 z = a.z * d; return new FixVector3(x, y, z); } public static FixVector3 operator *(FixVector3 a, Fix64 d) { Fix64 x = a.x * d; Fix64 y = a.y * d; Fix64 z = a.z * d; return new FixVector3(x, y, z); } public static FixVector3 operator /(FixVector3 a, Fix64 d) { Fix64 x = a.x / d; Fix64 y = a.y / d; Fix64 z = a.z / d; return new FixVector3(x, y, z); } public static Fix64 Dot(FixVector3 a, FixVector3 b) { return a.x*b.x + a.y*b.y + a.z*b.z; } public static FixVector3 Cross(FixVector3 a, FixVector3 b) { Fix64 x = a.y * b.z - a.z * b.y; Fix64 y = a.z * b.x - a.x * b.z; Fix64 z = a.x * b.y - a.y * b.x; return new FixVector3(x, y, z); } public static bool operator ==(FixVector3 lhs, FixVector3 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z; } public static bool operator !=(FixVector3 lhs, FixVector3 rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z; } public static Fix64 SqrMagnitude(FixVector3 a) { return a.x * a.x + a.y * a.y + a.z * a.z; } public static Fix64 Distance(FixVector3 a, FixVector3 b) { return Magnitude(a - b); } public static Fix64 Magnitude(FixVector3 a) { return Fix64.Sqrt(FixVector3.SqrMagnitude(a)); } public void Normalize() { Fix64 n = x * x + y * y + z * z; if (n == Fix64.Zero) return; n = Fix64.Sqrt(n); if (n < (Fix64)0.0001) { return; } n = 1 / n; x *= n; y *= n; z *= n; } public FixVector3 GetNormalized() { FixVector3 v = new FixVector3(this); v.Normalize(); return v; } public override string ToString() { return string.Format("x:{0} y:{1} z:{2}", x, y, z); } public override bool Equals(object obj) { return obj is FixVector2 && ((FixVector3)obj) == this; } public override int GetHashCode() { return this.x.GetHashCode() + this.y.GetHashCode() + this.z.GetHashCode(); } public static FixVector3 Lerp(FixVector3 from, FixVector3 to, Fix64 factor) { return from * (1 - factor) + to * factor; } public UnityEngine.Vector3 ToVector3() { return new UnityEngine.Vector3((float)x, (float)y, (float)z); } } public struct FixVector2 { public Fix64 x; public Fix64 y; public FixVector2(Fix64 x, Fix64 y) { this.x = x; this.y = y; } public FixVector2(Fix64 x, int y) { this.x = x; this.y = (Fix64)y; } public FixVector2(int x, int y) { this.x = (Fix64)x; this.y = (Fix64)y; } public FixVector2(FixVector2 v) { this.x = v.x; this.y = v.y; } public static FixVector2 operator -(FixVector2 a, int b) { Fix64 x = a.x - b; Fix64 y = a.y - b; return new FixVector2(x, y); } public Fix64 this[int index] { get { return index == 0 ? x : y; } set { if (index == 0) { x = value; } else { y = value; } } } public static FixVector2 Zero { get { return new FixVector2(Fix64.Zero, Fix64.Zero); } } public static FixVector2 operator +(FixVector2 a, FixVector2 b) { Fix64 x = a.x + b.x; Fix64 y = a.y + b.y; return new FixVector2(x, y); } public static FixVector2 operator -(FixVector2 a, FixVector2 b) { Fix64 x = a.x - b.x; Fix64 y = a.y - b.y; return new FixVector2(x, y); } public static FixVector2 operator *(Fix64 d, FixVector2 a) { Fix64 x = a.x * d; Fix64 y = a.y * d; return new FixVector2(x, y); } public static FixVector2 operator *(FixVector2 a, Fix64 d) { Fix64 x = a.x * d; Fix64 y = a.y * d; return new FixVector2(x, y); } public static FixVector2 operator /(FixVector2 a, Fix64 d) { Fix64 x = a.x / d; Fix64 y = a.y / d; return new FixVector2(x, y); } public static bool operator ==(FixVector2 lhs, FixVector2 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } public static bool operator !=(FixVector2 lhs, FixVector2 rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } public override bool Equals(object obj) { return obj is FixVector2 && ((FixVector2)obj) == this; } public override int GetHashCode() { return this.x.GetHashCode() + this.y.GetHashCode(); } public static Fix64 SqrMagnitude(FixVector2 a) { return a.x * a.x + a.y * a.y; } public static Fix64 Distance(FixVector2 a, FixVector2 b) { return Magnitude(a - b); } public static Fix64 Magnitude(FixVector2 a) { return Fix64.Sqrt(FixVector2.SqrMagnitude(a)); } public void Normalize() { Fix64 n = x * x + y * y; if (n == Fix64.Zero) return; n = Fix64.Sqrt(n); if (n < (Fix64)0.0001) { return; } n = 1 / n; x *= n; y *= n; } public FixVector2 GetNormalized() { FixVector2 v = new FixVector2(this); v.Normalize(); return v; } public override string ToString() { return string.Format("x:{0} y:{1}", x, y); } #if _CLIENTLOGIC_ public UnityEngine.Vector2 ToVector2() { return new UnityEngine.Vector2((float)x, (float)y); } #endif } public struct NormalVector2 { public float x; public float y; public NormalVector2(float x, float y) { this.x = x; this.y = y; } public NormalVector2(int x, int y) { this.x = x; this.y = y; } public NormalVector2(NormalVector2 v) { this.x = v.x; this.y = v.y; } public static NormalVector2 operator -(NormalVector2 a, int b) { float x = a.x - b; float y = a.y - b; return new NormalVector2(x, y); } public float this[int index] { get { return index == 0 ? x : y; } set { if (index == 0) { x = value; } else { y = value; } } } public static NormalVector2 Zero { get { return new NormalVector2(0, 0); } } public static NormalVector2 operator +(NormalVector2 a, NormalVector2 b) { float x = a.x + b.x; float y = a.y + b.y; return new NormalVector2(x, y); } public static NormalVector2 operator -(NormalVector2 a, NormalVector2 b) { float x = a.x - b.x; float y = a.y - b.y; return new NormalVector2(x, y); } public static NormalVector2 operator *(float d, NormalVector2 a) { float x = a.x * d; float y = a.y * d; return new NormalVector2(x, y); } public static NormalVector2 operator *(NormalVector2 a, float d) { float x = a.x * d; float y = a.y * d; return new NormalVector2(x, y); } public static NormalVector2 operator /(NormalVector2 a, float d) { float x = a.x / d; float y = a.y / d; return new NormalVector2(x, y); } public static bool operator ==(NormalVector2 lhs, NormalVector2 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } public static bool operator !=(NormalVector2 lhs, NormalVector2 rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } public override bool Equals(object obj) { return obj is NormalVector2 && ((NormalVector2)obj) == this; } public override int GetHashCode() { return this.x.GetHashCode() + this.y.GetHashCode(); } public static float SqrMagnitude(NormalVector2 a) { return a.x * a.x + a.y * a.y; } public static float Distance(NormalVector2 a, NormalVector2 b) { return Magnitude(a - b); } public static float Magnitude(NormalVector2 a) { return NormalVector2.SqrMagnitude(a); } public void Normalize() { float n = x * x + y * y; if (n == 0) return; //n = float.Sqrt(n); if (n < (float)0.0001) { return; } n = 1 / n; x *= n; y *= n; } public NormalVector2 GetNormalized() { NormalVector2 v = new NormalVector2(this); v.Normalize(); return v; } public override string ToString() { return string.Format("x:{0} y:{1}", x, y); } public UnityEngine.Vector2 ToVector2() { return new UnityEngine.Vector2((float)x, (float)y); } } public struct IntVector2 { public int x; public int y; public IntVector2(int x, int y) { this.x = x; this.y = y; } public IntVector2(IntVector2 v) { this.x = v.x; this.y = v.y; } public static IntVector2 operator -(IntVector2 a, int b) { int x = a.x - b; int y = a.y - b; return new IntVector2(x, y); } public int this[int index] { get { return index == 0 ? x : y; } set { if (index == 0) { x = value; } else { y = value; } } } public static IntVector2 Zero { get { return new IntVector2(0, 0); } } public static IntVector2 operator +(IntVector2 a, IntVector2 b) { int x = a.x + b.x; int y = a.y + b.y; return new IntVector2(x, y); } public static IntVector2 operator -(IntVector2 a, IntVector2 b) { int x = a.x - b.x; int y = a.y - b.y; return new IntVector2(x, y); } public static IntVector2 operator *(int d, IntVector2 a) { int x = a.x * d; int y = a.y * d; return new IntVector2(x, y); } public static IntVector2 operator *(IntVector2 a, int d) { int x = a.x * d; int y = a.y * d; return new IntVector2(x, y); } public static IntVector2 operator /(IntVector2 a, int d) { int x = a.x / d; int y = a.y / d; return new IntVector2(x, y); } public static bool operator ==(IntVector2 lhs, IntVector2 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } public static bool operator !=(IntVector2 lhs, IntVector2 rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } public override bool Equals(object obj) { return obj is IntVector2 && ((IntVector2)obj) == this; } public override int GetHashCode() { return this.x.GetHashCode() + this.y.GetHashCode(); } public static int SqrMagnitude(IntVector2 a) { return a.x * a.x + a.y * a.y; } public static int Distance(IntVector2 a, IntVector2 b) { return Magnitude(a - b); } public static int Magnitude(IntVector2 a) { return IntVector2.SqrMagnitude(a); } public void Normalize() { int n = x * x + y * y; if (n == 0) return; //n = int.Sqrt(n); if (n < (int)0.0001) { return; } n = 1 / n; x *= n; y *= n; } public IntVector2 GetNormalized() { IntVector2 v = new IntVector2(this); v.Normalize(); return v; } public override string ToString() { return string.Format("x:{0} y:{1}", x, y); } public UnityEngine.Vector2 ToVector2() { return new UnityEngine.Vector2((int)x, (int)y); } }