280 lines
11 KiB
C#
280 lines
11 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Nerd_STF.Exceptions;
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using Nerd_STF.Mathematics.Abstract;
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namespace Nerd_STF.Mathematics
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{
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public struct Int4 : INumberGroup<Int4, int>
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#if CS11_OR_GREATER
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,IFromTuple<Int4, (int, int, int, int)>,
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IPresets4d<Int4>,
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ISplittable<Int4, (int[] Ws, int[] Xs, int[] Ys, int[] Zs)>
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#endif
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{
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public static Int4 Backward => new Int4(0, 0, 0, -1);
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public static Int4 Down => new Int4(0, 0, -1, 0);
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public static Int4 Forward => new Int4(0, 0, 0, 1);
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public static Int4 HighW => new Int4(1, 0, 0, 0);
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public static Int4 Left => new Int4(0, -1, 0, 0);
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public static Int4 LowW => new Int4(-1, 0, 0, 0);
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public static Int4 Right => new Int4(0, 1, 0, 0);
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public static Int4 Up => new Int4(0, 0, 1, 0);
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public static Int4 One => new Int4(1, 1, 1, 1);
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public static Int4 Zero => new Int4(0, 0, 0, 0);
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public double InverseMagnitude => MathE.InverseSqrt(w * w + x * x + y * y + z * z);
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public double Magnitude => MathE.Sqrt(w * w + x * x + y * y + z * z);
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public Float4 Normalized => (Float4)this * InverseMagnitude;
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public int w, x, y, z;
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public Int4(int w, int x, int y, int z)
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{
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this.w = w;
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this.x = x;
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this.y = y;
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this.z = z;
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}
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public Int4(IEnumerable<int> nums)
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{
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w = 0;
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x = 0;
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y = 0;
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z = 0;
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int index = 0;
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foreach (int item in nums)
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{
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this[index] = item;
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index++;
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if (index >= 2) break;
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}
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}
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public int this[int index]
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{
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get
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{
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switch (index)
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{
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case 0: return w;
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case 1: return x;
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case 2: return y;
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case 3: return z;
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default: throw new ArgumentOutOfRangeException(nameof(index));
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}
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}
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set
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{
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switch (index)
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{
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case 0: w = value; break;
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case 1: x = value; break;
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case 2: y = value; break;
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case 3: z = value; break;
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default: throw new ArgumentOutOfRangeException(nameof(index));
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}
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}
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}
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public IEnumerable<int> this[string key]
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{
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get
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{
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for (int i = 0; i < key.Length; i++)
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{
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char c = key[i];
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switch (c)
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{
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case 'w': yield return w; break;
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case 'x': yield return x; break;
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case 'y': yield return y; break;
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case 'z': yield return z; break;
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default: throw new ArgumentException("Invalid key.", nameof(key));
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}
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}
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}
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set
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{
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IEnumerator<int> stepper = value.GetEnumerator();
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for (int i = 0; i < key.Length; i++)
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{
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char c = key[i];
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stepper.MoveNext();
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switch (c)
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{
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case 'w': w = stepper.Current; break;
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case 'x': x = stepper.Current; break;
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case 'y': y = stepper.Current; break;
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case 'z': z = stepper.Current; break;
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default: throw new ArgumentException("Invalid key.", nameof(key));
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}
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}
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}
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}
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public static Int4 Average(IEnumerable<Int4> values)
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{
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Int4 total = Zero;
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int count = 0;
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foreach (Int4 val in values)
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{
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total += val;
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count++;
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}
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return total / count;
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}
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public static Int4 Clamp(Int4 value, Int4 min, Int4 max) =>
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new Int4(MathE.Clamp(value.w, min.w, max.w),
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MathE.Clamp(value.x, min.x, max.x),
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MathE.Clamp(value.y, min.y, max.y),
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MathE.Clamp(value.z, min.z, max.z));
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public static void Clamp(ref Int4 value, Int4 min, Int4 max)
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{
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MathE.Clamp(ref value.w, min.w, max.w);
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MathE.Clamp(ref value.x, min.x, max.x);
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MathE.Clamp(ref value.y, min.y, max.y);
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MathE.Clamp(ref value.z, min.z, max.z);
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}
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public static Int4 ClampMagnitude(Int4 value, double minMag, double maxMag)
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{
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Int4 copy = value;
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ClampMagnitude(ref copy, minMag, maxMag);
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return copy;
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}
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public static void ClampMagnitude(ref Int4 value, double minMag, double maxMag)
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{
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if (minMag > maxMag) throw new ClampOrderMismatchException(nameof(minMag), nameof(maxMag));
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double mag = value.Magnitude;
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if (mag < minMag)
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{
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double factor = minMag / mag;
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value.w = (int)(value.w * factor);
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value.x = (int)(value.x * factor);
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value.y = (int)(value.y * factor);
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value.z = (int)(value.z * factor);
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}
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else if (mag > maxMag)
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{
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double factor = maxMag / mag;
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value.w = (int)(value.w * factor);
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value.x = (int)(value.x * factor);
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value.y = (int)(value.y * factor);
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value.z = (int)(value.z * factor);
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}
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}
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public static int Dot(Int4 a, Int4 b) => a.w * b.w + a.x * b.x + a.y * b.y + a.z * b.z;
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public static int Dot(IEnumerable<Int4> values)
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{
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int w = 1, x = 1, y = 1, z = 1;
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foreach (Int4 val in values)
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{
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w *= val.w;
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x *= val.x;
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y *= val.y;
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z *= val.z;
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}
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return w + x + y + z;
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}
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public static Int4 Lerp(Int4 a, Int4 b, double t, bool clamp = true) =>
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new Int4(MathE.Lerp(a.w, b.w, t, clamp),
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MathE.Lerp(a.x, b.x, t, clamp),
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MathE.Lerp(a.y, b.y, t, clamp),
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MathE.Lerp(a.z, b.z, t, clamp));
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public static Int4 Product(IEnumerable<Int4> values)
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{
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bool any = false;
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Int4 total = One;
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foreach (Int4 val in values)
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{
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any = true;
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total *= val;
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}
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return any ? total : Zero;
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}
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public static Int4 Sum(IEnumerable<Int4> values)
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{
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Int4 total = Zero;
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foreach (Int4 val in values) total += val;
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return total;
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}
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public static (int[] Ws, int[] Xs, int[] Ys, int[] Zs) SplitArray(IEnumerable<Int4> values)
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{
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int count = values.Count();
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int[] Ws = new int[count], Xs = new int[count], Ys = new int[count], Zs = new int[count];
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int index = 0;
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foreach (Int4 val in values)
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{
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Ws[index] = val.w;
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Xs[index] = val.x;
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Ys[index] = val.y;
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Zs[index] = val.z;
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index++;
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}
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return (Ws, Xs, Ys, Zs);
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}
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public IEnumerator<int> GetEnumerator()
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{
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yield return w;
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yield return x;
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yield return y;
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yield return z;
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}
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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public void Deconstruct(out int w, out int x, out int y, out int z)
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{
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w = this.w;
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x = this.x;
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y = this.y;
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z = this.z;
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}
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public bool Equals(Int4 other) => w == other.w && x == other.x && y == other.y && z == other.z;
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#if CS8_OR_GREATER
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public override bool Equals(object? obj)
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#else
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public override bool Equals(object obj)
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#endif
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{
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if (obj is null) return false;
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else if (obj is Int4 objInt4) return Equals(objInt4);
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else if (obj is Float4 objFloat4) return objFloat4.Equals(this);
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else return false;
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}
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public override int GetHashCode() => w.GetHashCode() ^ x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
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public override string ToString() => $"({w}, {x}, {y}, {z})";
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public string ToString(string format) => $"({w.ToString(format)}, {x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)})";
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public int[] ToArray() => new int[] { w, x, y, z };
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public List<int> ToList() => new List<int> { w, x, y, z };
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public static Int4 operator +(Int4 a, Int4 b) => new Int4(a.w + b.w, a.x + b.x, a.y + b.y, a.z + b.z);
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public static Int4 operator -(Int4 a) => new Int4(-a.w, -a.x, -a.y, -a.z);
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public static Int4 operator -(Int4 a, Int4 b) => new Int4(a.w - b.w, a.x - b.x, a.y - b.y, a.z - b.z);
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public static Int4 operator *(Int4 a, int b) => new Int4(a.w * b, a.x * b, a.y * b, a.z * b);
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public static Int4 operator *(Int4 a, Int4 b) => new Int4(a.w * b.w, a.x * b.x, a.y * b.y, a.z * b.z);
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public static Int4 operator /(Int4 a, int b) => new Int4(a.w / b, a.x / b, a.y / b, a.z / b);
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public static Int4 operator /(Int4 a, Int4 b) => new Int4(a.w / b.w, a.x / b.x, a.y / b.y, a.z / b.z);
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public static Int4 operator &(Int4 a, Int4 b) => new Int4(a.w & b.w, a.x & b.x, a.y & b.y, a.z & b.z);
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public static Int4 operator |(Int4 a, Int4 b) => new Int4(a.w | b.w, a.x | b.x, a.y | b.y, a.z | b.z);
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public static Int4 operator ^(Int4 a, Int4 b) => new Int4(a.w ^ b.w, a.x ^ b.x, a.y ^ b.y, a.z ^ b.z);
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public static bool operator ==(Int4 a, Int4 b) => a.Equals(b);
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public static bool operator !=(Int4 a, Int4 b) => !a.Equals(b);
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public static implicit operator Int4(Int2 ints) => new Int4(0, ints.x, ints.y, 0);
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public static implicit operator Int4(Int3 ints) => new Int4(0, ints.x, ints.y, ints.z);
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public static explicit operator Int4(Float2 floats) => new Int4(0, (int)floats.x, (int)floats.y, 0);
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public static explicit operator Int4(Float3 floats) => new Int4(0, (int)floats.x, (int)floats.y, (int)floats.z);
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public static explicit operator Int4(Float4 floats) => new Int4((int)floats.w, (int)floats.x, (int)floats.y, (int)floats.z);
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public static implicit operator Int4((int, int, int, int) tuple) => new Int4(tuple.Item1, tuple.Item2, tuple.Item3, tuple.Item4);
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public static implicit operator ValueTuple<int, int, int, int>(Int4 group) => (group.w, group.x, group.y, group.z);
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}
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}
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