324 lines
12 KiB
C#

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