Nerd_STF/Scripts/Mathematics.cs

2096 lines
62 KiB
C#

using System;
using Nerd_STF.Interfaces;
namespace Nerd_STF.Mathematics
{
public struct Angle : INegatives<Angle>
{
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<Percent>
{
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);
}
}
}