That-One-Nerd e06a49c634 Version 2.3.0 has been released.
More to come in the rest of 2.3!
2022-08-02 12:31:54 -04:00

208 lines
7.9 KiB
C#

namespace Nerd_STF.Mathematics;
public struct Float2 : ICloneable, IComparable<Float2>, IEquatable<Float2>, IGroup<float>
{
public static Float2 Down => new(0, -1);
public static Float2 Left => new(-1, 0);
public static Float2 Right => new(1, 0);
public static Float2 Up => new(0, 1);
public static Float2 One => new(1, 1);
public static Float2 Zero => new(0, 0);
public float Magnitude => Mathf.Sqrt(x * x + y * y);
public Float2 Normalized => this * Mathf.InverseSqrt(x * x + y * y);
public float x, y;
public Float2(float all) : this(all, all) { }
public Float2(float x, float y)
{
this.x = x;
this.y = y;
}
public Float2(Fill<float> fill) : this(fill(0), fill(1)) { }
public Float2(Fill<int> fill) : this(fill(0), fill(1)) { }
public float this[int index]
{
get => index switch
{
0 => x,
1 => y,
_ => throw new IndexOutOfRangeException(nameof(index)),
};
set
{
switch (index)
{
case 0:
x = value;
break;
case 1:
y = value;
break;
default: throw new IndexOutOfRangeException(nameof(index));
}
}
}
public static Float2 Absolute(Float2 val) =>
new(Mathf.Absolute(val.x), Mathf.Absolute(val.y));
public static Float2 Average(params Float2[] vals) => Sum(vals) / vals.Length;
public static Float2 Ceiling(Float2 val) =>
new(Mathf.Ceiling(val.x), Mathf.Ceiling(val.y));
public static Float2 Clamp(Float2 val, Float2 min, Float2 max) =>
new(Mathf.Clamp(val.x, min.x, max.x),
Mathf.Clamp(val.y, min.y, max.y));
public static Float2 ClampMagnitude(Float2 val, float minMag, float 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 Float3 Cross(Float2 a, Float2 b, bool normalized = false) =>
Float3.Cross(a, b, normalized);
public static Float2 Divide(Float2 num, params Float2[] vals)
{
foreach (Float2 f in vals) num /= f;
return num;
}
public static float Dot(Float2 a, Float2 b) => a.x * b.x + a.y * b.y;
public static float Dot(params Float2[] vals)
{
if (vals.Length < 1) return 0;
float x = 1, y = 1;
foreach (Float2 f in vals)
{
x *= f.x;
y *= f.y;
}
return x + y;
}
public static Float2 Floor(Float2 val) =>
new(Mathf.Floor(val.x), Mathf.Floor(val.y));
public static Float2 Lerp(Float2 a, Float2 b, float t, bool clamp = true) =>
new(Mathf.Lerp(a.x, b.x, t, clamp), Mathf.Lerp(a.y, b.y, t, clamp));
public static Float2 Median(params Float2[] vals)
{
float index = Mathf.Average(0, vals.Length - 1);
Float2 valA = vals[Mathf.Floor(index)], valB = vals[Mathf.Ceiling(index)];
return Average(valA, valB);
}
public static Float2 Max(params Float2[] vals)
{
if (vals.Length < 1) return Zero;
Float2 val = vals[0];
foreach (Float2 f in vals) val = f > val ? f : val;
return val;
}
public static Float2 Min(params Float2[] vals)
{
if (vals.Length < 1) return Zero;
Float2 val = vals[0];
foreach (Float2 f in vals) val = f < val ? f : val;
return val;
}
public static Float2 Product(params Float2[] vals)
{
if (vals.Length < 1) return Zero;
Float2 val = One;
foreach (Float2 f in vals) val *= f;
return val;
}
public static Float2 Round(Float2 val) =>
new(Mathf.Round(val.x), Mathf.Round(val.y));
public static Float2 Subtract(Float2 num, params Float2[] vals)
{
foreach (Float2 f in vals) num -= f;
return num;
}
public static Float2 Sum(params Float2[] vals)
{
Float2 val = Zero;
foreach (Float2 f in vals) val += f;
return val;
}
public static (float[] Xs, float[] Ys) SplitArray(params Float2[] vals)
{
float[] Xs = new float[vals.Length], Ys = new float[vals.Length];
for (int i = 0; i < vals.Length; i++)
{
Xs[i] = vals[i].x;
Ys[i] = vals[i].y;
}
return (Xs, Ys);
}
public int CompareTo(Float2 other) => Magnitude.CompareTo(other.Magnitude);
public override bool Equals([NotNullWhen(true)] object? obj)
{
if (obj == null || obj.GetType() != typeof(Float2)) return base.Equals(obj);
return Equals((Float2)obj);
}
public bool Equals(Float2 other) => x == other.x && y == other.y;
public override int GetHashCode() => x.GetHashCode() ^ y.GetHashCode();
public override string ToString() => ToString((string?)null);
public string ToString(string? provider) =>
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider);
public string ToString(IFormatProvider provider) =>
"X: " + x.ToString(provider) + " Y: " + y.ToString(provider);
public object Clone() => new Float2(x, y);
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public IEnumerator<float> GetEnumerator()
{
yield return x;
yield return y;
}
public float[] ToArray() => new[] { x, y };
public Fill<float> ToFill()
{
Float2 @this = this;
return i => @this[i];
}
public List<float> ToList() => new() { x, y };
public Vector2d ToVector() => new(new(Mathf.ArcTan(y / x), Angle.Type.Radians), Magnitude);
public static Float2 operator +(Float2 a, Float2 b) => new(a.x + b.x, a.y + b.y);
public static Float2 operator -(Float2 d) => new(-d.x, -d.y);
public static Float2 operator -(Float2 a, Float2 b) => new(a.x - b.x, a.y - b.y);
public static Float2 operator *(Float2 a, Float2 b) => new(a.x * b.x, a.y * b.y);
public static Float2 operator *(Float2 a, float b) => new(a.x * b, a.y * b);
public static Float2 operator *(Float2 a, Matrix b) => (Float2)((Matrix)a * b);
public static Float2 operator /(Float2 a, Float2 b) => new(a.x / b.x, a.y / b.y);
public static Float2 operator /(Float2 a, float b) => new(a.x / b, a.y / b);
public static Float2 operator /(Float2 a, Matrix b) => (Float2)((Matrix)a / b);
public static bool operator ==(Float2 a, Float2 b) => a.Equals(b);
public static bool operator !=(Float2 a, Float2 b) => !a.Equals(b);
public static bool operator >(Float2 a, Float2 b) => a.CompareTo(b) > 0;
public static bool operator <(Float2 a, Float2 b) => a.CompareTo(b) < 0;
public static bool operator >=(Float2 a, Float2 b) => a == b || a > b;
public static bool operator <=(Float2 a, Float2 b) => a == b || a < b;
public static implicit operator Float2(Complex val) => new(val.u, val.i);
public static explicit operator Float2(Quaternion val) => new(val.u, val.i);
public static explicit operator Float2(Float3 val) => new(val.x, val.y);
public static explicit operator Float2(Float4 val) => new(val.x, val.y);
public static implicit operator Float2(Int2 val) => new(val.x, val.y);
public static explicit operator Float2(Int3 val) => new(val.x, val.y);
public static explicit operator Float2(Int4 val) => new(val.x, val.y);
public static explicit operator Float2(Matrix m) => new(m[0, 0], m[1, 0]);
public static explicit operator Float2(Vector2d val) => val.ToXYZ();
public static explicit operator Float2(Vert val) => new(val.position.x, val.position.y);
public static implicit operator Float2(Fill<float> fill) => new(fill);
public static implicit operator Float2(Fill<int> fill) => new(fill);
}