2022-04-17 13:43:38 -04:00

222 lines
9.2 KiB
C#

using Nerd_STF.Mathematics.Geometry;
using System.Collections;
using System.Diagnostics.CodeAnalysis;
namespace Nerd_STF.Mathematics
{
public struct Int4 : ICloneable, IComparable<Int4>, IEquatable<Int4>, IGroup<int>
{
public static Int4 Back => new(0, 0, -1, 0);
public static Int4 Deep => new(0, 0, 0, -1);
public static Int4 Down => new(0, -1, 0, 0);
public static Int4 Far => new(0, 0, 0, 1);
public static Int4 Forward => new(0, 0, 1, 0);
public static Int4 Left => new(-1, 0, 0, 0);
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 double Magnitude => Mathf.Sqrt(x * x + y * y + z * z + w * w);
public Int4 Normalized => (Int4)((Double4)this / Magnitude);
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 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));
double 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)
{
foreach (Int4 d in vals) num /= d;
return num;
}
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, double 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)
{
int index = Mathf.Average(0, vals.Length - 1);
Int4 valA = vals[Mathf.Floor(index)], valB = vals[Mathf.Ceiling(index)];
return Average(valA, valB);
}
public static Int4 Max(params Int4[] vals)
{
if (vals.Length < 1) return Zero;
Int4 val = vals[0];
foreach (Int4 d in vals) val = d > val ? 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 < val ? d : val;
return val;
}
public static Int4 Multiply(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)
{
foreach (Int4 d in vals) num -= d;
return num;
}
public static Int4 Sum(params Int4[] vals)
{
Int4 val = Zero;
foreach (Int4 d in vals) val += d;
return val;
}
public int CompareTo(Int4 other) => Magnitude.CompareTo(other.Magnitude);
public override bool Equals([NotNullWhen(true)] object? obj)
{
if (obj == null || obj.GetType() != typeof(Int4)) return false;
return Equals((Int4)obj);
}
public bool Equals(Int4 other) => x == other.x && y == other.y && z == other.z && w == other.w;
public override int GetHashCode() => x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
public override string ToString() => ToString((string?)null);
public string ToString(string? provider) =>
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider)
+ " W: " + w.ToString(provider);
public string ToString(IFormatProvider provider) =>
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider) + " Z: " + z.ToString(provider)
+ " W: " + w.ToString(provider);
public object Clone() => new Int4(x, y, z, w);
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 List<int> ToList() => new() { x, y, z, 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 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, 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, 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 bool operator ==(Int4 a, Int4 b) => a.Equals(b);
public static bool operator !=(Int4 a, Int4 b) => !a.Equals(b);
public static bool operator >(Int4 a, Int4 b) => a.CompareTo(b) > 0;
public static bool operator <(Int4 a, Int4 b) => a.CompareTo(b) < 0;
public static bool operator >=(Int4 a, Int4 b) => a == b || a > b;
public static bool operator <=(Int4 a, Int4 b) => a == b || a < b;
public static explicit operator Int4(Double2 val) => new((int)val.x, (int)val.y, 0, 0);
public static explicit operator Int4(Double3 val) => new((int)val.x, (int)val.y, (int)val.z, 0);
public static explicit operator Int4(Double4 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(Vert val) => new((int)val.position.x, (int)val.position.y,
(int)val.position.z, 0);
public static implicit operator Int4(Fill<int> fill) => new(fill);
}
}