using System; namespace Syntriax.Engine.Core; /// /// Represents a three-dimensional vector. /// /// X position of the . /// Y position of the . /// Z position of the . /// /// Initializes a new instance of the struct with the specified positions. /// [System.Diagnostics.DebuggerDisplay("{ToString(),nq}, Length: {Magnitude}, LengthSquared: {MagnitudeSquared}, Normalized: {Normalized.ToString(),nq}")] public readonly struct Vector3D(float x, float y, float z) { /// /// The X coordinate of the . /// public readonly float X = x; /// /// The Y coordinate of the . /// public readonly float Y = y; /// /// The Y coordinate of the . /// public readonly float Z = z; /// /// The magnitude (length) of the . /// public float Magnitude => Length(this); /// /// The squared magnitude (length) of the . /// public float MagnitudeSquared => LengthSquared(this); /// /// The normalized form of the (a with the same direction and a magnitude of 1). /// public Vector3D Normalized => Normalize(this); /// /// Represents the unit pointing upwards. /// public readonly static Vector3D Up = new(0f, 1f, 0f); /// /// Represents the unit pointing downwards. /// public readonly static Vector3D Down = new(0f, -1f, 0f); /// /// Represents the unit pointing leftwards. /// public readonly static Vector3D Left = new(-1f, 0f, 0f); /// /// Represents the unit pointing rightwards. /// public readonly static Vector3D Right = new(1f, 0f, 0f); /// /// Represents the unit pointing forwards. /// public readonly static Vector3D Forward = new(0f, 0f, 1f); /// /// Represents the unit pointing backwards. public readonly static Vector3D Backward = new(0f, 0f, -1f); /// /// Represents the zero . /// public readonly static Vector3D Zero = new(0f, 0f, 0f); /// /// Represents the with both components equal to 1. /// public readonly static Vector3D One = new(1f, 1f, 1f); public static Vector3D operator -(Vector3D vector) => new(0f - vector.X, 0f - vector.Y, 0f - vector.Z); public static Vector3D operator +(Vector3D left, Vector3D right) => new(left.X + right.X, left.Y + right.Y, left.Z + right.Z); public static Vector3D operator -(Vector3D left, Vector3D right) => new(left.X - right.X, left.Y - right.Y, left.Z - right.Z); public static Vector3D operator *(Vector3D vector, float value) => new(vector.X * value, vector.Y * value, vector.Z * value); public static Vector3D operator *(float value, Vector3D vector) => new(vector.X * value, vector.Y * value, vector.Z * value); public static Vector3D operator /(Vector3D vector, float value) => new(vector.X / value, vector.Y / value, vector.Z / value); public static bool operator ==(Vector3D left, Vector3D right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z; public static bool operator !=(Vector3D left, Vector3D right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z; public static implicit operator Vector3D(Vector2D vector) => new(vector.X, vector.Y, 0f); public static implicit operator Vector3D(System.Numerics.Vector2 vector) => new(vector.X, vector.Y, 0f); /// /// Calculates the length of the . /// /// The . /// The length of the . public static float Length(Vector3D vector) => Math.Sqrt(LengthSquared(vector)); /// /// Calculates the squared length of the . /// /// The . /// The squared length of the . public static float LengthSquared(Vector3D vector) => vector.X * vector.X + vector.Y * vector.Y + vector.Z * vector.Z; /// /// Calculates the distance between two s. /// /// The start . /// The end . /// The distance between the two s. public static float Distance(Vector3D from, Vector3D to) => Length(FromTo(from, to)); /// /// Inverts the direction of the . /// /// The . /// The inverted . public static Vector3D Invert(Vector3D vector) => -vector; /// /// Adds two s. /// /// The first . /// The second . /// The sum of the two s. public static Vector3D Add(Vector3D left, Vector3D right) => left + right; /// /// Subtracts one from another. /// /// The to subtract from. /// The to subtract. /// The result of subtracting the second from the first. public static Vector3D Subtract(Vector3D left, Vector3D right) => left - right; /// /// Multiplies a by a scalar value. /// /// The . /// The scalar value. /// The result of multiplying the by the scalar value. public static Vector3D Multiply(Vector3D vector, float value) => vector * value; /// /// Divides a by a scalar value. /// /// The . /// The scalar value. /// The result of dividing the by the scalar value. public static Vector3D Divide(Vector3D vector, float value) => vector / value; /// /// Calculates the absolute value of each component of the vector. /// /// The . /// The with each component's absolute value. public static Vector3D Abs(Vector3D vector) => new(Math.Abs(vector.X), Math.Abs(vector.Y), Math.Abs(vector.Z)); /// /// Normalizes the (creates a unit with the same direction). /// /// The to normalize. /// The normalized . public static Vector3D Normalize(Vector3D vector) => vector / Length(vector); /// /// Reflects a off a surface with the specified normal. /// /// The incident . /// The normal of the surface. /// The reflected . public static Vector3D Reflect(Vector3D vector, Vector3D normal) => vector - 2f * Dot(vector, normal) * normal; /// /// Calculates the from one point to another. /// /// The starting point. /// The ending point. /// The from the starting point to the ending point. public static Vector3D FromTo(Vector3D from, Vector3D to) => to - from; /// /// Scales a by another component-wise. /// /// The to scale. /// The containing the scaling factors for each component. /// The scaled . public static Vector3D Scale(Vector3D vector, Vector3D scale) => new(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z); /// /// Rotates a around a normal by the specified angle (in radians). /// /// The to rotate. /// The to rotate around. /// The angle to rotate by, in radians. /// The rotated . public static Vector3D Rotate(Vector3D vector, Vector3D normal, float angleInRadian) => vector * Math.Cos(angleInRadian) + Cross(normal, vector) * Math.Sin(angleInRadian) + normal * Dot(normal, vector) * (1f - Math.Cos(angleInRadian)); /// /// Returns the component-wise minimum of two s. /// /// The first . /// The second . /// The containing the minimum components from both input s. public static Vector3D Min(Vector3D left, Vector3D right) => new((left.X < right.X) ? left.X : right.X, (left.Y < right.Y) ? left.Y : right.Y, (left.Z < right.Z) ? left.Z : right.Z); /// /// Returns the component-wise maximum of two s. /// /// The first . /// The second . /// The containing the maximum components from both input s. public static Vector3D Max(Vector3D left, Vector3D right) => new((left.X > right.X) ? left.X : right.X, (left.Y > right.Y) ? left.Y : right.Y, (left.Z > right.Z) ? left.Z : right.Z); /// /// Clamps each component of a between the corresponding component of two other s. /// /// The to clamp. /// The representing the minimum values for each component. /// The representing the maximum values for each component. /// A with each component clamped between the corresponding components of the min and max s. public static Vector3D Clamp(Vector3D vector, Vector3D min, Vector3D max) => new(Math.Clamp(vector.X, min.X, max.X), Math.Clamp(vector.Y, min.Y, max.Y), Math.Clamp(vector.Z, min.Z, max.Z)); /// /// Performs linear interpolation between two s. /// /// The starting (t = 0). /// The ending (t = 1). /// The interpolation parameter. /// The interpolated . public static Vector3D Lerp(Vector3D from, Vector3D to, float t) => from + FromTo(from, to) * t; /// /// Calculates the cross product of two s. /// /// The first . /// The second . /// The cross product of the two s. public static Vector3D Cross(Vector3D left, Vector3D right) => new(left.Y * right.Z - left.Z * right.Y, left.Z * right.X - left.X * right.Z, left.X * right.Y - left.Y * right.X); /// /// Calculates the angle between two s. /// /// The first . /// The second . /// The angle between the two s in radians. public static float Angle(Vector3D left, Vector3D right) => Math.Acos(Dot(left, right) / (Length(left) * Length(right))); /// /// Calculates the dot product of two s. /// /// The first . /// The second . /// The dot product of the two s. public static float Dot(Vector3D left, Vector3D right) => left.X * right.X + left.Y * right.Y + left.Z * right.Z; /// /// Checks if two s are approximately equal within a specified epsilon range. /// /// The first . /// The second . /// The epsilon range. /// if the s are approximately equal; otherwise, . public static bool ApproximatelyEquals(Vector3D left, Vector3D right, float epsilon = float.Epsilon) => left.X.ApproximatelyEquals(right.X, epsilon) && left.Y.ApproximatelyEquals(right.Y, epsilon) && left.Z.ApproximatelyEquals(right.Z, epsilon); /// /// Converts the to its string representation. /// /// A string representation of the . public override string ToString() => $"{nameof(Vector3D)}({X}, {Y}, {Z})"; /// /// Determines whether the specified object is equal to the current . /// /// The object to compare with the current . /// if the specified object is equal to the current ; otherwise, . public override bool Equals(object? obj) => obj is Vector3D objVec && X.Equals(objVec.X) && Y.Equals(objVec.Y) && Z.Equals(objVec.Z); /// /// Generates a hash code for the . /// /// A hash code for the . public override int GetHashCode() => HashCode.Combine(X, Y, Z); } /// /// Provides extension methods for type. /// public static class Vector3DExtensions { /// /// Returns the representation of the . /// /// The input . /// The representation of the provided . public static Vector2D As2D(this Vector3D vector) => new(vector.X, vector.Y); /// /// Calculates the length of the . /// /// The input . /// The length of the . public static float Length(this Vector3D vector) => Vector3D.Length(vector); /// /// Calculates the squared length of the . /// /// The input . /// The squared length of the . public static float LengthSquared(this Vector3D vector) => Vector3D.LengthSquared(vector); /// /// Calculates the distance between two s. /// /// The starting . /// The ending . /// The distance between the two s. public static float Distance(this Vector3D from, Vector3D to) => Vector3D.Distance(from, to); /// /// Returns the with its components inverted. /// /// The input . /// The inverted . public static Vector3D Invert(this Vector3D vector) => Vector3D.Invert(vector); /// /// Adds two s component-wise. /// /// The first . /// The vector to be added. /// The result of the addition. public static Vector3D Add(this Vector3D vector, Vector3D vectorToAdd) => Vector3D.Add(vector, vectorToAdd); /// /// Subtracts one from another component-wise. /// /// The first . /// The to be subtracted. /// The result of the subtraction. public static Vector3D Subtract(this Vector3D vector, Vector3D vectorToSubtract) => Vector3D.Subtract(vector, vectorToSubtract); /// /// Multiplies a by a scalar value. /// /// The to multiply. /// The scalar value to multiply with. /// The result of the multiplication. public static Vector3D Multiply(this Vector3D vector, float value) => Vector3D.Multiply(vector, value); /// /// Divides a by a scalar value. /// /// The to divide. /// The scalar value to divide with. /// The result of the division. public static Vector3D Divide(this Vector3D vector, float value) => Vector3D.Divide(vector, value); /// /// Returns a with the absolute values of each component. /// /// The input . /// The with absolute values. public static Vector3D Abs(this Vector3D vector) => Vector3D.Abs(vector); /// /// Reflects a off a surface with the specified normal. /// /// The to reflect. /// The normal of the reflecting surface. /// The reflected . public static Vector3D Reflect(this Vector3D vector, Vector3D normal) => Vector3D.Reflect(vector, normal); /// /// Normalizes the (creates a with the same direction but with a length of 1). /// /// The input . /// The normalized . public static Vector3D Normalize(this Vector3D vector) => Vector3D.Normalize(vector); /// /// Creates a pointing from one point to another. /// /// The starting point. /// The ending point. /// The pointing from to . public static Vector3D FromTo(this Vector3D from, Vector3D to) => Vector3D.FromTo(from, to); /// /// Scales a by another component-wise. /// /// The to scale. /// The containing the scaling factors for each component. /// The scaled . public static Vector3D Scale(this Vector3D vector, Vector3D scale) => Vector3D.Scale(vector, scale); /// /// Rotates a by the specified angle (in radians). /// /// The to rotate. /// The to rotate around. /// The angle to rotate by, in radians. /// The rotated . public static Vector3D Rotate(this Vector3D vector, Vector3D normal, float angleInRadian) => Vector3D.Rotate(vector, normal, angleInRadian); /// /// Returns the component-wise minimum of two s. /// /// The first . /// The second . /// The containing the minimum components from both input s. public static Vector3D Min(this Vector3D left, Vector3D right) => Vector3D.Min(left, right); /// /// Returns the component-wise maximum of two s. /// /// The first . /// The second . /// The containing the maximum components from both input s. public static Vector3D Max(this Vector3D left, Vector3D right) => Vector3D.Max(left, right); /// /// Clamps each component of a between the corresponding component of two other s. /// /// The to clamp. /// The representing the minimum values for each component. /// The representing the maximum values for each component. /// The clamped . public static Vector3D Clamp(this Vector3D vector, Vector3D min, Vector3D max) => Vector3D.Clamp(vector, min, max); /// /// Linearly interpolates between two s. /// /// The start . /// The end . /// The interpolation parameter (between 0 and 1). /// The interpolated . public static Vector3D Lerp(this Vector3D from, Vector3D to, float t) => Vector3D.Lerp(from, to, t); /// /// Calculates the cross product of two s. /// /// The first . /// The second . /// The cross product of the two s. public static Vector3D Cross(this Vector3D left, Vector3D right) => Vector3D.Cross(left, right); /// /// Calculates the angle in radians between two s. /// /// The first . /// The second . /// The angle between the two s in radians. public static float AngleBetween(this Vector3D left, Vector3D right) => Vector3D.Angle(left, right); /// /// Calculates the dot product of two s. /// /// The first . /// The second . /// The dot product of the two s. public static float Dot(this Vector3D left, Vector3D right) => Vector3D.Dot(left, right); /// /// Checks whether two s are approximately equal within a certain epsilon range. /// /// The first . /// The second . /// The maximum difference allowed between components. /// True if the s are approximately equal, false otherwise. public static bool ApproximatelyEquals(this Vector3D left, Vector3D right, float epsilon = float.Epsilon) => Vector3D.ApproximatelyEquals(left, right, epsilon); }