261 lines
10 KiB
C#

namespace Nerd_STF.Mathematics;
public record struct Int4 : IAbsolute<Int4>, IAverage<Int4>, IClamp<Int4>, IClampMagnitude<Int4, int>,
IComparable<Int4>, IDivide<Int4>, IDot<Int4, int>, IEquatable<Int4>,
IFromTuple<Int4, (int x, int y, int z, int w)>, IGroup<int>, IIndexAll<int>, IIndexRangeAll<int>,
ILerp<Int4, float>, IMathOperators<Int4>, IMax<Int4>, IMedian<Int4>, IMin<Int4>, IPresets4d<Int4>,
IProduct<Int4>, ISplittable<Int4, (int[] Xs, int[] Ys, int[] Zs, int[] Ws)>, ISubtract<Int4>, ISum<Int4>
{
public static Int4 Back => new(0, 0, -1, 0);
public static Int4 Down => new(0, -1, 0, 0);
public static Int4 Forward => new(0, 0, 1, 0);
public static Int4 HighW => new(0, 0, 0, 1);
public static Int4 Left => new(-1, 0, 0, 0);
public static Int4 LowW => new(0, 0, 0, -1);
public static Int4 Right => new(1, 0, 0, 0);
public static Int4 Up => new(0, 1, 0, 0);
public static Int4 One => new(1, 1, 1, 1);
public static Int4 Zero => new(0, 0, 0, 0);
public float Magnitude => Mathf.Sqrt(x * x + y * y + z * z + w * w);
public Int4 Normalized => (Int4)((Float4)this * Mathf.InverseSqrt(x * x + y * y + z * z + w * w));
public Int2 XY => new(x, y);
public Int2 XZ => new(x, z);
public Int2 XW => new(x, w);
public Int2 YW => new(y, w);
public Int2 YZ => new(y, z);
public Int2 ZW => new(z, w);
public Int3 XYW => new(x, y, w);
public Int3 XYZ => new(x, y, z);
public Int3 YZW => new(y, z, w);
public Int3 XZW => new(x, z, w);
public int x, y, z, w;
public Int4(int all) : this(all, all, all, all) { }
public Int4(int x, int y) : this(x, y, 0, 0) { }
public Int4(int x, int y, int z) : this(x, y, z, 0) { }
public Int4(int x, int y, int z, int w)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public Int4(Fill<int> fill) : this(fill(0), fill(1), fill(2), fill(3)) { }
public int this[int index]
{
get => index switch
{
0 => x,
1 => y,
2 => z,
3 => w,
_ => throw new IndexOutOfRangeException(nameof(index)),
};
set
{
switch (index)
{
case 0:
x = value;
break;
case 1:
y = value;
break;
case 2:
z = value;
break;
case 3:
w = value;
break;
default: throw new IndexOutOfRangeException(nameof(index));
}
}
}
public int this[Index index]
{
get => this[index.IsFromEnd ? 4 - index.Value : index.Value];
set => this[index.IsFromEnd ? 4 - index.Value : index.Value] = value;
}
public int[] this[Range range]
{
get
{
int start = range.Start.IsFromEnd ? 4 - range.Start.Value : range.Start.Value;
int end = range.End.IsFromEnd ? 4 - range.End.Value : range.End.Value;
List<int> res = new();
for (int i = start; i < end; i++) res.Add(this[i]);
return res.ToArray();
}
set
{
int start = range.Start.IsFromEnd ? 4 - range.Start.Value : range.Start.Value;
int end = range.End.IsFromEnd ? 4 - range.End.Value : range.End.Value;
for (int i = start; i < end; i++) this[i] = value[i];
}
}
public static Int4 Absolute(Int4 val) =>
new(Mathf.Absolute(val.x), Mathf.Absolute(val.y), Mathf.Absolute(val.z), Mathf.Absolute(val.w));
public static Int4 Average(params Int4[] vals) => Sum(vals) / vals.Length;
public static Int4 Clamp(Int4 val, Int4 min, Int4 max) =>
new(Mathf.Clamp(val.x, min.x, max.x),
Mathf.Clamp(val.y, min.y, max.y),
Mathf.Clamp(val.z, min.z, max.z),
Mathf.Clamp(val.w, min.w, max.w));
public static Int4 ClampMagnitude(Int4 val, int minMag, int maxMag)
{
if (maxMag < minMag) throw new ArgumentOutOfRangeException(nameof(maxMag),
nameof(maxMag) + " must be greater than or equal to " + nameof(minMag));
float mag = val.Magnitude;
if (mag >= minMag && mag <= maxMag) return val;
val = val.Normalized;
if (mag < minMag) val *= minMag;
else if (mag > maxMag) val *= maxMag;
return val;
}
public static Int4 Divide(Int4 num, params Int4[] vals) => num / Product(vals);
public static int Dot(Int4 a, Int4 b) => a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
public static int Dot(params Int4[] vals)
{
if (vals.Length < 1) return 0;
int x = 1, y = 1, z = 1, w = 1;
foreach (Int4 d in vals)
{
x *= d.x;
y *= d.y;
z *= d.z;
w *= d.w;
}
return x + y + z;
}
public static Int4 Lerp(Int4 a, Int4 b, float t, bool clamp = true) =>
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp), Mathf.Lerp(a.z, b.z, t, clamp),
Mathf.Lerp(a.w, b.w, t, clamp));
public static Int4 Median(params Int4[] vals)
{
float index = (vals.Length - 1) * 0.5f;
Int4 valA = vals[Mathf.Floor(index)], valB = vals[Mathf.Ceiling(index)];
return (valA + valB) / 2;
}
public static Int4 Max(params Int4[] vals)
{
if (vals.Length < 1) return Zero;
Int4 val = vals[0];
foreach (Int4 d in vals) val = d.Magnitude > val.Magnitude ? d : val;
return val;
}
public static Int4 Min(params Int4[] vals)
{
if (vals.Length < 1) return Zero;
Int4 val = vals[0];
foreach (Int4 d in vals) val = d.Magnitude < val.Magnitude ? d : val;
return val;
}
public static Int4 Product(params Int4[] vals)
{
if (vals.Length < 1) return Zero;
Int4 val = One;
foreach (Int4 d in vals) val *= d;
return val;
}
public static Int4 Subtract(Int4 num, params Int4[] vals) => num - Sum(vals);
public static Int4 Sum(params Int4[] vals)
{
Int4 val = Zero;
foreach (Int4 d in vals) val += d;
return val;
}
public static (int[] Xs, int[] Ys, int[] Zs, int[] Ws) SplitArray(params Int4[] vals)
{
int[] Xs = new int[vals.Length], Ys = new int[vals.Length], Zs = new int[vals.Length],
Ws = new int[vals.Length];
for (int i = 0; i < vals.Length; i++)
{
Xs[i] = vals[i].x;
Ys[i] = vals[i].y;
Zs[i] = vals[i].z;
Ws[i] = vals[i].w;
}
return (Xs, Ys, Zs, Ws);
}
public int CompareTo(Int4 other) => Magnitude.CompareTo(other.Magnitude);
public bool Equals(Int4 other) => x == other.x && y == other.y && z == other.z && w == other.w;
public override int GetHashCode() => base.GetHashCode();
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public IEnumerator<int> GetEnumerator()
{
yield return x;
yield return y;
yield return z;
yield return w;
}
public int[] ToArray() => new[] { x, y, z, w };
public Fill<int> ToFill()
{
Int4 @this = this;
return i => @this[i];
}
public List<int> ToList() => new() { x, y, z, w };
private bool PrintMembers(StringBuilder builder)
{
builder.Append("x = ");
builder.Append(x);
builder.Append(", y = ");
builder.Append(y);
builder.Append(", z = ");
builder.Append(z);
builder.Append(", w = ");
builder.Append(w);
return true;
}
public static Int4 operator +(Int4 a, Int4 b) => new(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
public static Int4 operator -(Int4 d) => new(-d.x, -d.y, -d.z, -d.w);
public static Int4 operator -(Int4 a, Int4 b) => new(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
public static Int4 operator *(Int4 a, Int4 b) => new(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
public static Int4 operator *(Int4 a, int b) => new(a.x * b, a.y * b, a.z * b, a.w * b);
public static Int4 operator *(Int4 a, Matrix b) => (Int4)((Matrix)(Float4)a * b);
public static Int4 operator /(Int4 a, Int4 b) => new(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
public static Int4 operator /(Int4 a, int b) => new(a.x / b, a.y / b, a.z / b, a.w / b);
public static Int4 operator /(Int4 a, Matrix b) => (Int4)((Matrix)(Float4)a / b);
public static Int4 operator &(Int4 a, Int4 b) => new(a.x & b.x, a.y & b.y, a.z & b.z, a.w & b.w);
public static Int4 operator |(Int4 a, Int4 b) => new(a.x | b.x, a.y | b.y, a.z | b.z, a.w | b.w);
public static Int4 operator ^(Int4 a, Int4 b) => new(a.x ^ b.x, a.y ^ b.y, a.z ^ b.z, a.w ^ b.w);
public static explicit operator Int4(Complex val) => new((int)val.u, (int)val.i, 0, 0);
public static explicit operator Int4(Quaternion val) => new((int)val.u, (int)val.i, (int)val.j, (int)val.k);
public static explicit operator Int4(Float2 val) => new((int)val.x, (int)val.y, 0, 0);
public static explicit operator Int4(Float3 val) => new((int)val.x, (int)val.y, (int)val.z, 0);
public static explicit operator Int4(Float4 val) => new((int)val.x, (int)val.y, (int)val.z, (int)val.w);
public static implicit operator Int4(Int2 val) => new(val.x, val.y, 0, 0);
public static implicit operator Int4(Int3 val) => new(val.x, val.y, val.z, 0);
public static explicit operator Int4(Matrix m) => new((int)m[0, 0], (int)m[1, 0], (int)m[2, 0], (int)m[3, 0]);
public static explicit operator Int4(Vector2d val) => (Int4)val.ToXYZ();
public static explicit operator Int4(Vert val) => new((int)val.position.x, (int)val.position.y,
(int)val.position.z, 0);
public static explicit operator Int4(RGBA val) => val.ToRGBAByte();
public static explicit operator Int4(CMYKA val) => (Int4)val.ToCMYKAByte();
public static explicit operator Int4(HSVA val) => val.ToHSVAByte();
public static implicit operator Int4(RGBAByte val) => new(val.R, val.G, val.B, val.A);
public static explicit operator Int4(CMYKAByte val) => new(val.C, val.M, val.Y, val.K);
public static implicit operator Int4(HSVAByte val) => new(val.H, val.S, val.V, val.A);
public static implicit operator Int4(Fill<int> fill) => new(fill);
public static implicit operator Int4((int x, int y, int z, int w) vals) =>
new(vals.x, vals.y, vals.z, vals.w);
}