using System; using Nerd_STF.Interfaces; namespace Nerd_STF.Mathematics { public struct Angle : INegatives { public float value; public Angle Clamped { get { Angle returned = this; while (returned.value >= 360) { returned.value -= 360; } while (returned.value < 0) { returned.value += 360; } return returned; } } public Angle Absolute { get { Angle returned = new(value); if (value < 0) returned *= -1; return returned; } } public bool IsAcute { get { Angle returned = Clamped; return returned.value > 0 && returned.value < 90; } } public bool IsClamped { get { return value < 360 && value >= 0; } } public bool IsNegative { get { return value < 0; } } public bool IsObtuse { get { Angle returned = Clamped; return returned.value > 90 && returned.value < 180; } } public bool IsReflex { get { Angle returned = Clamped; return returned.value > 180 && returned.value < 360; } } public bool IsRight { get { Angle returned = Clamped; return returned.value == 90; } } public bool IsStraight { get { Angle returned = Clamped; return returned.value == 180; } } public bool IsZero { get { Angle returned = Clamped; return returned.value == 0; } } public Angle Negative { get { Angle returned = new(value); if (value > 0) returned *= -1; return returned; } } public Angle Positive { get { return Absolute; } } public AngleType Type { get { if (IsAcute) return AngleType.Acute; else if (IsObtuse) return AngleType.Obtuse; else if (IsReflex) return AngleType.Reflex; else if (IsRight) return AngleType.Right; else if (IsStraight) return AngleType.Straight; else if (IsZero) return AngleType.Zero; else throw new ArithmeticException(); } } public Angle(float degree) { value = degree; } public static Angle Acute { get { return new Angle(45); } } public static Angle Obtuse { get { return new Angle(135); } } public static Angle Reflex { get { return new Angle(270); } } public static Angle Right { get { return new Angle(90); } } public static Angle Straight { get { return new Angle(180); } } public static Angle Zero { get { return new Angle(0); } } public override bool Equals(object obj) { return base.Equals(obj); } public bool Equals(Angle other) { return value == other.value; } public bool Equals(float other) { return value == other; } public override int GetHashCode() { return base.GetHashCode(); } public override string ToString() { return value.ToString() + "°"; } public string ToString(string format) { return value.ToString(format) + "°"; } public static Angle Average(params Angle[] input) { float[] average = new float[input.Length]; for (int i = 0; i < input.Length; i++) { average[i] = input[i].value; } return new(Math.Average(average)); } public static Angle Max(params Angle[] input) { float[] max = new float[input.Length]; for (int i = 0; i < input.Length; i++) { max[i] = input[i].value; } return new(Math.Max(max)); } public static Angle Min(params Angle[] input) { float[] min = new float[input.Length]; for (int i = 0; i < input.Length; i++) { min[i] = input[i].value; } return new(Math.Min(min)); } public static Angle operator +(Angle a, Angle b) { return new(a.value + b.value); } public static Angle operator +(Angle a, float b) { return new(a.value + b); } public static Angle operator +(float a, Angle b) { return new(a + b.value); } public static Angle operator -(Angle a, Angle b) { return new(a.value - b.value); } public static Angle operator -(Angle a, float b) { return new(a.value - b); } public static Angle operator -(float a, Angle b) { return new(a - b.value); } public static Angle operator *(Angle a, Angle b) { return new(a.value * b.value); } public static Angle operator *(Angle a, float b) { return new(a.value * b); } public static Angle operator *(float a, Angle b) { return new(a * b.value); } public static Angle operator /(Angle a, Angle b) { return new(a.value / b.value); } public static Angle operator /(Angle a, float b) { return new(a.value / b); } public static Angle operator /(float a, Angle b) { return new Angle(a / b.value); } public static bool operator ==(Angle a, Angle b) { return a.Equals(b); } public static bool operator ==(Angle a, float b) { return a.Equals(b); } public static bool operator ==(float a, Angle b) { return b.Equals(a); } public static bool operator !=(Angle a, Angle b) { return !a.Equals(b); } public static bool operator !=(Angle a, float b) { return !a.Equals(b); } public static bool operator !=(float a, Angle b) { return !b.Equals(a); } public static bool operator >(Angle a, Angle b) { return a.value > b.value; } public static bool operator >(Angle a, float b) { return a.value > b; } public static bool operator >(float a, Angle b) { return a > b.value; } public static bool operator <(Angle a, Angle b) { return a.value < b.value; } public static bool operator <(Angle a, float b) { return a.value < b; } public static bool operator <(float a, Angle b) { return a < b.value; } public static bool operator >=(Angle a, Angle b) { return a.value > b.value || a.Equals(b); } public static bool operator >=(Angle a, float b) { return a.value > b || a.Equals(b); } public static bool operator >=(float a, Angle b) { return a > b.value || b.Equals(a); } public static bool operator <=(Angle a, Angle b) { return a.value < b.value || a.Equals(b); } public static bool operator <=(Angle a, float b) { return a.value < b || a.Equals(b); } public static bool operator <=(float a, Angle b) { return a < b.value || b.Equals(a); } public static explicit operator float(Angle input) { return input.value; } public static explicit operator Angle(float input) { return new Angle(input); } public enum AngleType { Acute, Obtuse, Reflex, Right, Straight, Zero, } } public struct Color { public float r, g, b, a; public bool IsBlue { get { return b != 0; } } public bool IsClear { get { return a == 0; } } public bool IsGreen { get { return g != 0; } } public bool IsRed { get { return a != 0; } } public bool IsTransparent { get { return a > 0 && a < 1; } } public bool IsBroken { get { bool returned = false; returned |= r < 0 || r > 1; returned |= g < 0 || g > 1; returned |= b < 0 || b > 1; returned |= a < 0 || a > 1; return returned; } } public static Color Black { get { return new Color(0, 0, 0); } } public static Color Blue { get { return new Color(0, 0, 1); } } public static Color Clear { get { return new Color(0, 0, 0, 0); } } public static Color Cyan { get { return new Color(0, 1, 1); } } public static Color Gray { get { return new Color(0.5f, 0.5f, 0.5f); } } public static Color Green { get { return new Color(0, 1, 0); } } public static Color Magenta { get { return new Color(1, 0, 1); } } public static Color Orange { get { return new Color(1, 0.5f, 0); } } public static Color Purple { get { return new Color(0.5f, 0, 1); } } public static Color Red { get { return new Color(1, 0, 0); } } public static Color White { get { return new Color(1, 1, 1); } } public static Color Yellow { get { return new Color(1, 1, 0); } } public Color(float r, float g, float b) { this = new Color(r, g, b, 1); } public Color(float r, float g, float b, float a) { r = Math.Clamp(r, 0, 1); g = Math.Clamp(g, 0, 1); b = Math.Clamp(b, 0, 1); a = Math.Clamp(a, 0, 1); this.r = r; this.g = g; this.b = b; this.a = a; } public void Check() { r = Math.Clamp(r, 0, 1); g = Math.Clamp(g, 0, 1); b = Math.Clamp(b, 0, 1); a = Math.Clamp(a, 0, 1); } public static Color Average(params Color[] input) { float[] averageR = new float[input.Length]; float[] averageG = new float[input.Length]; float[] averageB = new float[input.Length]; float[] averageA = new float[input.Length]; for (int i = 0; i < input.Length; i++) { averageR[i] = input[i].r; averageG[i] = input[i].g; averageB[i] = input[i].b; averageA[i] = input[i].a; } return new(Math.Average(averageR), Math.Average(averageG), Math.Average(averageB), Math.Average(averageA)); } public static Color Max(params Color[] input) { float[] maxR = new float[input.Length]; float[] maxG = new float[input.Length]; float[] maxB = new float[input.Length]; float[] maxA = new float[input.Length]; for (int i = 0; i < input.Length; i++) { maxR[i] = input[i].r; maxG[i] = input[i].g; maxB[i] = input[i].b; maxA[i] = input[i].a; } return new(Math.Max(maxR), Math.Max(maxG), Math.Max(maxB), Math.Max(maxA)); } public static Color Min(params Color[] input) { float[] minR = new float[input.Length]; float[] minG = new float[input.Length]; float[] minB = new float[input.Length]; float[] minA = new float[input.Length]; for (int i = 0; i < input.Length; i++) { minR[i] = input[i].r; minG[i] = input[i].g; minB[i] = input[i].b; minA[i] = input[i].a; } return new(Math.Min(minR), Math.Min(minG), Math.Min(minB), Math.Min(minA)); } public override bool Equals(object obj) { return base.Equals(obj); } public bool Equals(Color other) { return r == other.r && g == other.g && b == other.b && a == other.a; } public override int GetHashCode() { return base.GetHashCode(); } public override string ToString() { return "R: " + r.ToString() + " | G: " + g.ToString() + " | B: " + b.ToString() + " | A: " + a.ToString(); } public string ToString(string format) { return "R: " + r.ToString(format) + " | G: " + g.ToString(format) + " | B: " + b.ToString(format) + " | A: " + a.ToString(format); } public static Color operator +(Color a, Color b) { return new Color(a.r + b.r, a.g + b.g, a.b + b.b, a.a + b.a); } public static Color operator +(Color a, float b) { return new Color(a.r + b, a.g + b, a.b + b, a.a + b); } public static Color operator +(float a, Color b) { return new Color(a + b.r, a + b.g, a + b.b, a + b.a); } public static Color operator -(Color a, Color b) { return new Color(a.r - b.r, a.g - b.g, a.b - b.b, a.a - b.a); } public static Color operator -(Color a, float b) { return new Color(a.r - b, a.g - b, a.b - b, a.a - b); } public static Color operator -(float a, Color b) { return new Color(a - b.r, a - b.g, a - b.b, a - b.a); } public static Color operator *(Color a, Color b) { return new Color(a.r * b.r, a.g * b.g, a.b * b.b, a.a * b.a); } public static Color operator *(Color a, float b) { return new Color(a.r * b, a.g * b, a.b * b, a.a * b); } public static Color operator *(float a, Color b) { return new Color(a * b.r, a * b.g, a * b.b, a * b.a); } public static Color operator /(Color a, Color b) { return new Color(a.r / b.r, a.g / b.g, a.b / b.b, a.a / b.a); } public static Color operator /(Color a, float b) { return new Color(a.r / b, a.g / b, a.b / b, a.a / b); } public static Color operator /(float a, Color b) { return new Color(a / b.r, a / b.g, a / b.b, a / b.a); } public static bool operator ==(Color a, Color b) { return a.Equals(b); } public static bool operator !=(Color a, Color b) { return !a.Equals(b); } public static implicit operator Color(ColorByte input) { return new Color(input.r / 255, input.g / 255, input.b / 255, input.a / 255); } public static explicit operator Color(Vector3 input) { return new Color(input.x, input.y, input.z, 1); } public static explicit operator Color(Vector4 input) { return new Color(input.x, input.y, input.z, input.w); } } public struct ColorByte { public byte r, g, b, a; public bool IsBlue { get { return b != byte.MinValue; } } public bool IsClear { get { return a == byte.MinValue; } } public bool IsGreen { get { return g != byte.MinValue; } } public bool IsRed { get { return a != byte.MinValue; } } public bool IsTransparent { get { return a > byte.MinValue && a < byte.MaxValue; } } public static ColorByte Black { get { return new ColorByte(0, 0, 0); } } public static ColorByte Blue { get { return new ColorByte(0, 0, 255); } } public static ColorByte Clear { get { return new ColorByte(0, 0, 0, 0); } } public static ColorByte Cyan { get { return new ColorByte(0, 255, 255); } } public static ColorByte Gray { get { return new ColorByte(128, 128, 128); } } public static ColorByte Green { get { return new ColorByte(0, 255, 0); } } public static ColorByte Magenta { get { return new ColorByte(255, 0, 255); } } public static ColorByte Orange { get { return new ColorByte(1, 128, 0); } } public static ColorByte Purple { get { return new ColorByte(128, 0, 1); } } public static ColorByte Red { get { return new ColorByte(255, 0, 0); } } public static ColorByte White { get { return new ColorByte(255, 255, 255); } } public static ColorByte Yellow { get { return new ColorByte(255, 255, 0); } } public ColorByte(byte r, byte g, byte b) { this = new ColorByte(r, g, b, byte.MaxValue); } public ColorByte(byte r, byte g, byte b, byte a) { this.r = r; this.g = g; this.b = b; this.a = a; } public ColorByte(int r, int g, int b) { this = new ColorByte(r, g, b, byte.MaxValue); } public ColorByte(int r, int g, int b, int a) { this.r = (byte)r; this.g = (byte)g; this.b = (byte)b; this.a = (byte)a; } public static ColorByte Average(params ColorByte[] input) { float[] averageR = new float[input.Length]; float[] averageG = new float[input.Length]; float[] averageB = new float[input.Length]; float[] averageA = new float[input.Length]; for (int i = 0; i < input.Length; i++) { averageR[i] = input[i].r; averageG[i] = input[i].g; averageB[i] = input[i].b; averageA[i] = input[i].a; } return new(Math.RoundToInt(Math.Average(averageR)), Math.RoundToInt(Math.Average(averageG)), Math.RoundToInt(Math.Average(averageB)), Math.RoundToInt(Math.Average(averageA))); } public static ColorByte Max(params ColorByte[] input) { float[] maxR = new float[input.Length]; float[] maxG = new float[input.Length]; float[] maxB = new float[input.Length]; float[] maxA = new float[input.Length]; for (int i = 0; i < input.Length; i++) { maxR[i] = input[i].r; maxG[i] = input[i].g; maxB[i] = input[i].b; maxA[i] = input[i].a; } return new(Math.RoundToInt(Math.Max(maxR)), Math.RoundToInt(Math.Max(maxG)), Math.RoundToInt(Math.Max(maxB)), Math.RoundToInt(Math.Max(maxA))); } public static ColorByte Min(params ColorByte[] input) { float[] minR = new float[input.Length]; float[] minG = new float[input.Length]; float[] minB = new float[input.Length]; float[] minA = new float[input.Length]; for (int i = 0; i < input.Length; i++) { minR[i] = input[i].r; minG[i] = input[i].g; minB[i] = input[i].b; minA[i] = input[i].a; } return new(Math.RoundToInt(Math.Min(minR)), Math.RoundToInt(Math.Min(minG)), Math.RoundToInt(Math.Min(minB)), Math.RoundToInt(Math.Min(minA))); } public override bool Equals(object obj) { return base.Equals(obj); } public bool Equals(ColorByte other) { return r == other.r && g == other.g && b == other.b && a == other.a; } public override int GetHashCode() { return base.GetHashCode(); } public override string ToString() { return "R: " + r.ToString() + " | G: " + g.ToString() + " | B: " + b.ToString() + " | A: " + a.ToString(); } public string ToString(string format) { return "R: " + r.ToString(format) + " | G: " + g.ToString(format) + " | B: " + b.ToString(format) + " | A: " + a.ToString(format); } public static ColorByte operator +(ColorByte a, ColorByte b) { return new ColorByte(a.r + b.r, a.g + b.g, a.b + b.b, a.a + b.a); } public static ColorByte operator +(ColorByte a, byte b) { return new ColorByte(a.r + b, a.g + b, a.b + b, a.a + b); } public static ColorByte operator +(byte a, ColorByte b) { return new ColorByte(a + b.r, a + b.g, a + b.b, a + b.a); } public static ColorByte operator -(ColorByte a, ColorByte b) { return new ColorByte(a.r - b.r, a.g - b.g, a.b - b.b, a.a - b.a); } public static ColorByte operator -(ColorByte a, byte b) { return new ColorByte(a.r - b, a.g - b, a.b - b, a.a - b); } public static ColorByte operator -(byte a, ColorByte b) { return new ColorByte(a - b.r, a - b.g, a - b.b, a - b.a); } public static ColorByte operator *(ColorByte a, ColorByte b) { return new ColorByte(a.r * b.r, a.g * b.g, a.b * b.b, a.a * b.a); } public static ColorByte operator *(ColorByte a, byte b) { return new ColorByte(a.r * b, a.g * b, a.b * b, a.a * b); } public static ColorByte operator *(byte a, ColorByte b) { return new ColorByte(a * b.r, a * b.g, a * b.b, a * b.a); } public static ColorByte operator /(ColorByte a, ColorByte b) { return new ColorByte(a.r / b.r, a.g / b.g, a.b / b.b, a.a / b.a); } public static ColorByte operator /(ColorByte a, byte b) { return new ColorByte(a.r / b, a.g / b, a.b / b, a.a / b); } public static ColorByte operator /(byte a, ColorByte b) { return new ColorByte(a / b.r, a / b.g, a / b.b, a / b.a); } public static bool operator ==(ColorByte a, ColorByte b) { return a.Equals(b); } public static bool operator !=(ColorByte a, ColorByte b) { return !a.Equals(b); } public static explicit operator ColorByte(Color input) { return new ColorByte((byte)(input.r * 255), (byte)(input.g * 255), (byte)(input.b * 255), (byte)(input.a * 255)); } } public static class Math { public const float E = 2.7182818284590451f; public const float Pi = 3.1415926535897931f; public const float Tau = 6.2831853071795862f; public static float Absolute(float input) { if (input < 0) input *= -1; return input; } public static float Add(params float[] input) { float returned = 0; foreach (float f in input) { returned += f; } return returned; } public static float Average(params float[] input) { float returned = 0; foreach (float f in input) { returned += f; } returned /= input.Length; return returned; } public static float Clamp(float input, float min, float max) { if (min > max) throw new ArgumentException("Minimun cannot be greater than maximum."); if (input > max) input = max; else if (input < min) input = min; return input; } public static int Clamp(float input, int min, int max) { if (min > max) throw new ArgumentException("Minimun cannot be greater than maximum."); if (input > max) input = max; else if (input < min) input = min; return (int)input; } public static float Divide(params float[] input) { float returned = input[0]; for (uint i = 1; i < input.Length; i++) { returned /= input[i]; } return returned; } public static float Max(params float[] input) { float returned = input[1]; for (uint i = 0; i < input.Length; i++) { if (input[i] > returned) returned = input[1]; } return returned; } public static float Min(params float[] input) { float returned = input[1]; for (uint i = 0; i < input.Length; i++) { if (input[i] < returned) returned = input[1]; } return returned; } public static float Multiply(params float[] input) { float returned = 1; foreach (float f in input) { returned *= f; } return returned; } public static float Power(float input, int power) { float returned = 1; for (uint i = 0; i < Absolute(power); i++) { returned *= input; } if (power < 0) returned = 1 / returned; return returned; } public static float Round(float value) { if (value % 1 >= 0.5f) value += 1 - (value % 1); else value -= value % 1; return value; } public static float Round(float value, float dividend) { return Round(value / dividend) * dividend; } public static int RoundToInt(float value) { return (int)Round(value); } public static float Subtract(params float[] input) { float returned = input[0]; for (uint i = 1; i < input.Length; i++) { returned -= input[i]; } return returned; } public static class Formulas { public static float CircleArea(float radius) { return Pi * radius * radius; } public static float CircleCircum(float radius) { return 2 * radius * Pi; } public static float CircleDiam(float radius) { return radius * 2; } public static float CircleRadius(float circumference) { return circumference / Pi / 2; } public static float Perimeter(params float[] sideLengths) { return Add(sideLengths); } public static float RectangleArea(float length, float width) { return length * width; } public static float SquareArea(float length) { return RectangleArea(length, length); } } } public struct Percent : INegatives { public float value; public Percent Absolute { get { Percent returned = new (value); if (returned < 0) returned *= -1; return returned; } } public bool IsFull { get { return value == 100; } } public bool IsNegative { get { return value < 0; } } public bool IsOverflow { get { return value > 100; } } public bool IsZero { get { return value == 0; } } public Percent Negative { get { Percent returned = new(value); if (returned > 0) returned *= -1; return returned; } } public Percent Positive { get { return Absolute; } } public static Percent Full { get { return new Percent(100); } } public static Percent One { get { return new Percent(1); } } public static Percent Zero { get { return new Percent(0); } } public Percent(float value) { this = new Percent(value, 0, 100); } public Percent(float value, float maxValue) { this = new Percent(value, 0, maxValue); } public Percent(float value, float minValue, float maxValue) { this.value = value / (maxValue - minValue); } public static Percent Average(params Percent[] input) { float[] average = new float[input.Length]; for (int i = 0; i < input.Length; i++) { average[i] = input[i].value; } return new(Math.Average(average)); } public static Percent Max(params Percent[] input) { float[] max = new float[input.Length]; for (int i = 0; i < input.Length; i++) { max[i] = input[i].value; } return new(Math.Max(max)); } public static Percent Min(params Percent[] input) { float[] min = new float[input.Length]; for (int i = 0; i < input.Length; i++) { min[i] = input[i].value; } return new(Math.Min(min)); } public override bool Equals(object obj) { return base.Equals(obj); } public bool Equals(float other) { return value == other || value == (other / 100); } public bool Equals(Percent other) { return value == other.value; } public override int GetHashCode() { return base.GetHashCode(); } public override string ToString() { return value.ToString() + "%"; } public string ToString(string format) { return value.ToString(format) + "%"; } public static Percent operator +(Percent a, Percent b) { return new Percent { value = a.value + b.value }; } public static Percent operator +(Percent a, float b) { return new Percent { value = a.value + (b / 100) }; } public static Percent operator +(float a, Percent b) { return new Percent { value = (a / 100) + b.value }; } public static Percent operator -(Percent a, Percent b) { return new Percent { value = a.value - b.value }; } public static Percent operator -(Percent a, float b) { return new Percent { value = a.value - (b / 100) }; } public static Percent operator -(float a, Percent b) { return new Percent { value = (a / 100) + b.value }; } public static Percent operator *(Percent a, Percent b) { return new Percent { value = a.value * b.value }; } public static Percent operator *(Percent a, float b) { return new Percent { value = a.value * (b / 100) }; } public static Percent operator *(float a, Percent b) { return new Percent { value = (a / 100) + b.value }; } public static Percent operator /(Percent a, Percent b) { return new Percent { value = a.value / b.value }; } public static Percent operator /(Percent a, float b) { return new Percent { value = a.value / b / 100 }; } public static Percent operator /(float a, Percent b) { return new Percent { value = (a / 100) + b.value }; } public static bool operator ==(Percent a, Percent b) { return a.Equals(b); } public static bool operator ==(Percent a, float b) { return a.Equals(b); } public static bool operator ==(float a, Percent b) { return b.Equals(a); } public static bool operator !=(Percent a, Percent b) { return !a.Equals(b); } public static bool operator !=(Percent a, float b) { return !a.Equals(b); } public static bool operator !=(float a, Percent b) { return !b.Equals(a); } public static bool operator >(Percent a, Percent b) { return a.value > b.value; } public static bool operator >(Percent a, float b) { return a.value > b; } public static bool operator >(float a, Percent b) { return a > b.value; } public static bool operator <(Percent a, Percent b) { return a.value < b.value; } public static bool operator <(Percent a, float b) { return a.value < b; } public static bool operator <(float a, Percent b) { return a < b.value; } public static bool operator >=(Percent a, Percent b) { return a.value > b.value || a.Equals(b); } public static bool operator >=(Percent a, float b) { return a.value > b || a.Equals(b); } public static bool operator >=(float a, Percent b) { return a > b.value || b.Equals(a); } public static bool operator <=(Percent a, Percent b) { return a.value < b.value || a.Equals(b); } public static bool operator <=(Percent a, float b) { return a.value < b || a.Equals(b); } public static bool operator <=(float a, Percent b) { return a < b.value || b.Equals(a); } public static explicit operator float(Percent input) { return input.value; } public static explicit operator Percent(float input) { return new Percent(input); } } public struct Vector { public Angle direction; public float strength; public Vector Inverse { get { return new(direction.value - 180, -strength); } } public Vector Reflected { get { return new(360 - direction, strength); } } public static Vector Zero { get { return new Vector(0, 0); } } public Vector(Angle direction, float strength, bool clampDir = true) { if (clampDir) direction = direction.Clamped; this.direction = direction; this.strength = strength; } public Vector(float direction, float strength, bool clampDir = true) { this = new Vector(new Angle(direction), strength, clampDir); } public static Vector Average(params Vector[] input) { float[] averageD = new float[input.Length]; float[] averageS = new float[input.Length]; for (int i = 0; i < input.Length; i++) { averageD[i] = input[i].direction.Clamped.value; averageS[i] = input[i].strength; } return new(Math.Average(averageD), Math.Average(averageS)); } public static Vector Max(params Vector[] input) { float[] maxD = new float[input.Length]; float[] maxS = new float[input.Length]; for (int i = 0; i < input.Length; i++) { maxD[i] = input[i].direction.Clamped.value; maxS[i] = input[i].strength; } return new(Math.Max(maxD), Math.Max(maxS)); } public static Vector Min(params Vector[] input) { float[] minD = new float[input.Length]; float[] minS = new float[input.Length]; for (int i = 0; i < input.Length; i++) { minD[i] = input[i].direction.Clamped.value; minS[i] = input[i].strength; } return new(Math.Min(minD), Math.Min(minS)); } public override bool Equals(object obj) { return base.Equals(obj); } public bool Equals(Vector other) { return direction == other.direction && strength == other.strength; } public override int GetHashCode() { return base.GetHashCode(); } public override string ToString() { return "D: " + direction.ToString() + " | S: " + strength.ToString(); } public string ToString(string format) { return "D: " + direction.ToString(format) + " | S: " + strength.ToString(format); } public static Vector operator +(Vector a, Vector b) { return new Vector(a.direction + b.direction, a.strength + b.strength, false); } public static Vector operator -(Vector a, Vector b) { return new Vector(a.direction - b.direction, a.strength - b.strength, false); } public static Vector operator *(Vector a, Vector b) { return new Vector(a.direction * b.direction, a.strength * b.strength, false); } public static Vector operator /(Vector a, Vector b) { return new Vector(a.direction / b.direction, a.strength / b.strength, false); } public static bool operator ==(Vector a, Vector b) { return a.Equals(b); } public static bool operator !=(Vector a, Vector b) { return !a.Equals(b); } } public struct Vector2 { public float x, y; public static Vector2 NegativeInfinity { get { return new Vector2(float.NegativeInfinity, float.NegativeInfinity); } } public static Vector2 One { get { return new Vector2(1, 1); } } public static Vector2 PositiveInfinity { get { return new Vector2(float.PositiveInfinity, float.PositiveInfinity); } } public static Vector2 Zero { get { return new Vector2(0, 0); } } public Vector2(float x) { this = new Vector2(x, 0); } public Vector2(float x, float y) { this.x = x; this.y = y; } public static Vector2 Average(params Vector2[] input) { float[] averageX = new float[input.Length]; float[] averageY = new float[input.Length]; for (int i = 0; i < input.Length; i++) { averageX[i] = input[i].x; averageY[i] = input[i].y; } return new(Math.Average(averageX), Math.Average(averageY)); } public static Vector2 Max(params Vector2[] input) { float[] maxX = new float[input.Length]; float[] maxY = new float[input.Length]; for (int i = 0; i < input.Length; i++) { maxX[i] = input[i].x; maxY[i] = input[i].y; } return new(Math.Max(maxX), Math.Max(maxY)); } public static Vector2 Min(params Vector2[] input) { float[] minX = new float[input.Length]; float[] minY = new float[input.Length]; for (int i = 0; i < input.Length; i++) { minX[i] = input[i].x; minY[i] = input[i].y; } return new(Math.Min(minX), Math.Min(minY)); } public override bool Equals(object obj) { return base.Equals(obj); } public bool Equals(Vector2 other) { return x == other.x && y == other.y; } public override int GetHashCode() { return base.GetHashCode(); } public override string ToString() { return "X: " + x.ToString() + " | Y: " + y.ToString(); } public string ToString(string format) { return "X: " + x.ToString(format) + " | Y: " + y.ToString(format); } public static Vector2 operator +(Vector2 a, Vector2 b) { return new Vector2(a.x + b.x, a.y + b.y); } public static Vector2 operator +(Vector2 a, float b) { return new Vector2(a.x + b, a.y + b); } public static Vector2 operator +(float a, Vector2 b) { return new Vector2(a + b.x, a + b.y); } public static Vector2 operator -(Vector2 a, Vector2 b) { return new Vector2(a.x - b.x, a.y - b.y); } public static Vector2 operator -(Vector2 a, float b) { return new Vector2(a.x - b, a.y - b); } public static Vector2 operator -(float a, Vector2 b) { return new Vector2(a - b.x, a - b.y); } public static Vector2 operator *(Vector2 a, Vector2 b) { return new Vector2(a.x * b.x, a.y * b.y); } public static Vector2 operator *(Vector2 a, float b) { return new Vector2(a.x * b, a.y * b); } public static Vector2 operator *(float a, Vector2 b) { return new Vector2(a * b.x, a * b.y); } public static Vector2 operator /(Vector2 a, Vector2 b) { return new Vector2(a.x / b.x, a.y / b.y); } public static Vector2 operator /(Vector2 a, float b) { return new Vector2(a.x / b, a.y / b); } public static Vector2 operator /(float a, Vector2 b) { return new Vector2(a / b.x, a / b.y); } public static bool operator ==(Vector2 a, Vector2 b) { return a.Equals(b); } public static bool operator !=(Vector2 a, Vector2 b) { return !a.Equals(b); } public static bool operator >(Vector2 a, Vector2 b) { return a.x > b.x && a.y > b.y; } public static bool operator <(Vector2 a, Vector2 b) { return a.x < b.x && a.y < b.y; } public static bool operator >=(Vector2 a, Vector2 b) { return (a.x > b.x && a.y > b.y) || a.Equals(b); } public static bool operator <=(Vector2 a, Vector2 b) { return (a.x < b.x && a.y < b.y) || a.Equals(b); } public static explicit operator Vector2(Vector3 input) { return new Vector2(input.x, input.y); } public static explicit operator Vector2(Vector4 input) { return new Vector2(input.x, input.y); } } public struct Vector3 { public float x, y, z; public static Vector3 NegativeInfinity { get { return new Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity); } } public static Vector3 One { get { return new Vector3(1, 1, 1); } } public static Vector3 PositiveInfinity { get { return new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity); } } public static Vector3 Zero { get { return new Vector3(0, 0, 0); } } public Vector3(float x) { this = new Vector3(x, 0, 0); } public Vector3(float x, float y) { this = new Vector3(x, y, 0); } public Vector3(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } public static Vector3 Average(params Vector3[] input) { float[] averageX = new float[input.Length]; float[] averageY = new float[input.Length]; float[] averageZ = new float[input.Length]; for (int i = 0; i < input.Length; i++) { averageX[i] = input[i].x; averageY[i] = input[i].y; averageZ[i] = input[i].z; } return new(Math.Average(averageX), Math.Average(averageY), Math.Average(averageZ)); } public static Vector3 Max(params Vector3[] input) { float[] maxX = new float[input.Length]; float[] maxY = new float[input.Length]; float[] maxZ = new float[input.Length]; for (int i = 0; i < input.Length; i++) { maxX[i] = input[i].x; maxY[i] = input[i].y; maxZ[i] = input[i].z; } return new(Math.Max(maxX), Math.Max(maxY), Math.Max(maxZ)); } public static Vector3 Min(params Vector3[] input) { float[] minX = new float[input.Length]; float[] minY = new float[input.Length]; float[] minZ = new float[input.Length]; for (int i = 0; i < input.Length; i++) { minX[i] = input[i].x; minY[i] = input[i].y; minZ[i] = input[i].z; } return new(Math.Min(minX), Math.Min(minY), Math.Min(minZ)); } public override bool Equals(object obj) { return base.Equals(obj); } public bool Equals(Vector3 other) { return x == other.x && y == other.y && z == other.z; } public override int GetHashCode() { return base.GetHashCode(); } public override string ToString() { return "X: " + x.ToString() + " | Y: " + y.ToString() + " | Z:" + z.ToString(); } public string ToString(string format) { return "X: " + x.ToString(format) + " | Y: " + y.ToString(format) + " | Z:" + z.ToString(format); } public static Vector3 operator +(Vector3 a, Vector3 b) { return new Vector3(a.x + b.x, a.y + b.y, a.z + b.z); } public static Vector3 operator +(Vector3 a, float b) { return new Vector3(a.x + b, a.y + b, a.z + b); } public static Vector3 operator +(float a, Vector3 b) { return new Vector3(a + b.x, a + b.y, a + b.z); } public static Vector3 operator -(Vector3 a, Vector3 b) { return new Vector3(a.x - b.x, a.y - b.y, a.z - b.z); } public static Vector3 operator -(Vector3 a, float b) { return new Vector3(a.x - b, a.y - b, a.z - b); } public static Vector3 operator -(float a, Vector3 b) { return new Vector3(a - b.x, a - b.y, a - b.z); } public static Vector3 operator *(Vector3 a, Vector3 b) { return new Vector3(a.x * b.x, a.y * b.y, a.z * b.z); } public static Vector3 operator *(Vector3 a, float b) { return new Vector3(a.x * b, a.y * b, a.z * b); } public static Vector3 operator *(float a, Vector3 b) { return new Vector3(a * b.x, a * b.y, a * b.z); } public static Vector3 operator /(Vector3 a, Vector3 b) { return new Vector3(a.x / b.x, a.y / b.y, a.z / b.z); } public static Vector3 operator /(Vector3 a, float b) { return new Vector3(a.x / b, a.y / b, a.z / b); } public static Vector3 operator /(float a, Vector3 b) { return new Vector3(a / b.x, a / b.y, a / b.z); } public static bool operator ==(Vector3 a, Vector3 b) { return a.Equals(b); } public static bool operator !=(Vector3 a, Vector3 b) { return !a.Equals(b); } public static bool operator >(Vector3 a, Vector3 b) { return a.x > b.x && a.y > b.y && a.z > b.z; } public static bool operator <(Vector3 a, Vector3 b) { return a.x < b.x && a.y < b.y && a.z < b.z; } public static bool operator >=(Vector3 a, Vector3 b) { return (a.x > b.x && a.y > b.y && a.z > b.z) || a.Equals(b); } public static bool operator <=(Vector3 a, Vector3 b) { return (a.x < b.x && a.y < b.y && a.z < b.z) || a.Equals(b); } public static implicit operator Vector3(Color input) { return new Vector3(input.r, input.g, input.b); } public static implicit operator Vector3(Vector2 input) { return new Vector3(input.x, input.y); } public static explicit operator Vector3(Vector4 input) { return new Vector3(input.x, input.y, input.z); } } public struct Vector4 { public float x, y, z, w; public static Vector4 NegativeInfinity { get { return new Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity); } } public static Vector4 One { get { return new Vector4(1, 1, 1, 1); } } public static Vector4 PositiveInfinity { get { return new Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity); } } public static Vector4 Zero { get { return new Vector4(0, 0, 0, 0); } } public Vector4(float x) { this = new Vector4(x, 0, 0, 0); } public Vector4(float x, float y) { this = new Vector4(x, y, 0, 0); } public Vector4(float x, float y, float z) { this = new Vector4(x, y, z, 0); } public Vector4(float x, float y, float z, float w) { this.x = x; this.y = y; this.z = z; this.w = w; } public static Vector4 Average(params Vector4[] input) { float[] averageX = new float[input.Length]; float[] averageY = new float[input.Length]; float[] averageZ = new float[input.Length]; float[] averageW = new float[input.Length]; for (int i = 0; i < input.Length; i++) { averageX[i] = input[i].x; averageY[i] = input[i].y; averageZ[i] = input[i].z; averageW[i] = input[i].w; } return new(Math.Average(averageX), Math.Average(averageY), Math.Average(averageZ), Math.Average(averageW)); } public static Vector4 Max(params Vector4[] input) { float[] maxX = new float[input.Length]; float[] maxY = new float[input.Length]; float[] maxZ = new float[input.Length]; float[] maxW = new float[input.Length]; for (int i = 0; i < input.Length; i++) { maxX[i] = input[i].x; maxY[i] = input[i].y; maxZ[i] = input[i].z; maxW[i] = input[i].w; } return new(Math.Max(maxX), Math.Max(maxY), Math.Max(maxZ), Math.Max(maxW)); } public static Vector4 Min(params Vector4[] input) { float[] minX = new float[input.Length]; float[] minY = new float[input.Length]; float[] minZ = new float[input.Length]; float[] minW = new float[input.Length]; for (int i = 0; i < input.Length; i++) { minX[i] = input[i].x; minY[i] = input[i].y; minZ[i] = input[i].z; minW[i] = input[i].w; } return new(Math.Min(minX), Math.Min(minY), Math.Min(minZ), Math.Min(minW)); } public override bool Equals(object obj) { return base.Equals(obj); } public bool Equals(Vector4 other) { return x == other.x && y == other.y && z == other.z && w == other.w; } public override int GetHashCode() { return base.GetHashCode(); } public override string ToString() { return "X: " + x.ToString() + " | Y: " + y.ToString() + " | Z: " + z.ToString() + " | W: " + w.ToString(); } public string ToString(string format) { return "X: " + x.ToString(format) + " | Y: " + y.ToString(format) + " | Z: " + z.ToString(format) + " | W: " + w.ToString(format); } public static Vector4 operator +(Vector4 a, Vector4 b) { return new Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); } public static Vector4 operator +(Vector4 a, float b) { return new Vector4(a.x + b, a.y + b, a.z + b, a.w + b); } public static Vector4 operator +(float a, Vector4 b) { return new Vector4(a + b.x, a + b.y, a + b.z, a + b.w); } public static Vector4 operator -(Vector4 a, Vector4 b) { return new Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); } public static Vector4 operator -(Vector4 a, float b) { return new Vector4(a.x - b, a.y - b, a.z - b, a.w - b); } public static Vector4 operator -(float a, Vector4 b) { return new Vector4(a - b.x, a - b.y, a - b.z, a - b.w); } public static Vector4 operator *(Vector4 a, Vector4 b) { return new Vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); } public static Vector4 operator *(Vector4 a, float b) { return new Vector4(a.x * b, a.y * b, a.z * b, a.w * b); } public static Vector4 operator *(float a, Vector4 b) { return new Vector4(a * b.x, a * b.y, a * b.z, a * b.w); } public static Vector4 operator /(Vector4 a, Vector4 b) { return new Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); } public static Vector4 operator /(Vector4 a, float b) { return new Vector4(a.x / b, a.y / b, a.z / b, a.w / b); } public static Vector4 operator /(float a, Vector4 b) { return new Vector4(a / b.x, a / b.y, a / b.z, a / b.w); } public static bool operator ==(Vector4 a, Vector4 b) { return a.Equals(b); } public static bool operator !=(Vector4 a, Vector4 b) { return !a.Equals(b); } public static bool operator >(Vector4 a, Vector4 b) { return a.x > b.x && a.y > b.y && a.z > b.z && a.w > b.w; } public static bool operator <(Vector4 a, Vector4 b) { return a.x < b.x && a.y < b.y && a.z < b.z && a.w < b.w; } public static bool operator >=(Vector4 a, Vector4 b) { return (a.x > b.x && a.y > b.y && a.z > b.z && a.w > b.w) || a.Equals(b); } public static bool operator <=(Vector4 a, Vector4 b) { return (a.x < b.x && a.y < b.y && a.z < b.z && a.w < b.w) || a.Equals(b); } public static implicit operator Vector4(Color input) { return new Vector4(input.r, input.g, input.b, input.a); } public static implicit operator Vector4(Vector2 input) { return new Vector4(input.x, input.y); } public static implicit operator Vector4(Vector3 input) { return new Vector4(input.x, input.y, input.z); } } }