using System; namespace Engine.Core; /// /// Represents a four-dimensional vector. /// /// X position of the . /// Y position of the . /// Z position of the . /// W 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 Vector4D(float x, float y, float z, float w) : IEquatable { /// /// The X coordinate of the . /// public readonly float X = x; /// /// The Y coordinate of the . /// public readonly float Y = y; /// /// The Z coordinate of the . /// public readonly float Z = z; /// /// The W coordinate of the . /// public readonly float W = w; /// /// 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 Vector4D Normalized => Normalize(this); /// /// Represents the zero . /// public readonly static Vector4D Zero = new(0f, 0f, 0f, 0f); /// /// Represents the one . /// public readonly static Vector4D One = new(1f, 1f, 1f, 1f); /// /// Represents the unit X . /// public readonly static Vector4D UnitX = new(1f, 0f, 0f, 0f); /// /// Represents the unit Y . /// public readonly static Vector4D UnitY = new(0f, 1f, 0f, 0f); /// /// Represents the unit Z . /// public readonly static Vector4D UnitZ = new(0f, 0f, 1f, 0f); /// /// Represents the unit W . /// public readonly static Vector4D UnitW = new(0f, 0f, 0f, 1f); public static Vector4D operator -(Vector4D vector) => new(0f - vector.X, 0f - vector.Y, 0f - vector.Z, 0f - vector.W); public static Vector4D operator +(Vector4D left, Vector4D right) => new(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W); public static Vector4D operator -(Vector4D left, Vector4D right) => new(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W); public static Vector4D operator *(Vector4D vector, float value) => new(vector.X * value, vector.Y * value, vector.Z * value, vector.W * value); public static Vector4D operator *(float value, Vector4D vector) => new(vector.X * value, vector.Y * value, vector.Z * value, vector.W * value); public static Vector4D operator /(Vector4D vector, float value) => new(vector.X / value, vector.Y / value, vector.Z / value, vector.W / value); public static bool operator ==(Vector4D left, Vector4D right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W; public static bool operator !=(Vector4D left, Vector4D right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W; public static implicit operator System.Numerics.Vector4(Vector4D vector) => new(vector.X, vector.Y, vector.Z, vector.W); public static implicit operator Vector4D(System.Numerics.Vector4 vector) => new(vector.X, vector.Y, vector.Z, vector.W); /// /// Calculates the length of the . /// /// The . /// The length of the . public static float Length(Vector4D vector) => Math.Sqrt(LengthSquared(vector)); /// /// Calculates the squared length of the . /// /// The . /// The squared length of the . public static float LengthSquared(Vector4D vector) => vector.X * vector.X + vector.Y * vector.Y + vector.Z * vector.Z + vector.W * vector.W; /// /// Calculates the distance between two s. /// /// The start . /// The end . /// The distance between the two s. public static float Distance(Vector4D from, Vector4D to) => Length(FromTo(from, to)); /// /// Inverts the direction of the . /// /// The . /// The inverted . public static Vector4D Invert(Vector4D vector) => -vector; /// /// Adds two s. /// /// The first . /// The second . /// The sum of the two s. public static Vector4D Add(Vector4D left, Vector4D 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 Vector4D Subtract(Vector4D left, Vector4D right) => left - right; /// /// Multiplies a by a scalar value. /// /// The . /// The scalar value. /// The result of multiplying the by the scalar value. public static Vector4D Multiply(Vector4D 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 Vector4D Divide(Vector4D 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 Vector4D Abs(Vector4D vector) => new(Math.Abs(vector.X), Math.Abs(vector.Y), Math.Abs(vector.Z), Math.Abs(vector.W)); /// /// Normalizes the (creates a unit with the same direction). /// /// The to normalize. /// The normalized . public static Vector4D Normalize(Vector4D vector) => vector / Length(vector); /// /// Calculates the from one point to another. /// /// The starting point. /// The ending point. /// The from the starting point to the ending point. public static Vector4D FromTo(Vector4D from, Vector4D to) => to - from; /// /// Scales a by another component-wise. /// /// The to scale. /// The containing the scaling factors for each component. /// The scaled . public static Vector4D Scale(Vector4D vector, Vector4D scale) => new(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z, vector.W * scale.W); /// /// Returns the component-wise minimum of two s. /// /// The first . /// The second . /// The containing the minimum components from both input s. public static Vector4D Min(Vector4D left, Vector4D 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, (left.W < right.W) ? left.W : right.W); /// /// Returns the component-wise maximum of two s. /// /// The first . /// The second . /// The containing the maximum components from both input s. public static Vector4D Max(Vector4D left, Vector4D 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, (left.W > right.W) ? left.W : right.W); /// /// 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 Vector4D Clamp(Vector4D vector, Vector4D min, Vector4D 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), Math.Clamp(vector.W, min.W, max.W)); /// /// Performs linear interpolation between two s. /// /// The starting (t = 0). /// The ending (t = 1). /// The interpolation parameter. /// The interpolated . public static Vector4D Lerp(Vector4D from, Vector4D to, float t) => from + FromTo(from, to) * t; /// /// Calculates the dot product of two s. /// /// The first . /// The second . /// The dot product of the two s. public static float Dot(Vector4D left, Vector4D right) => left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W; /// /// 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(Vector4D left, Vector4D right, float epsilon = float.Epsilon) => left.X.ApproximatelyEquals(right.X, epsilon) && left.Y.ApproximatelyEquals(right.Y, epsilon) && left.Z.ApproximatelyEquals(right.Z, epsilon) && left.Z.ApproximatelyEquals(right.W, epsilon); /// /// 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 Vector4D vector4D && this == vector4D; public bool Equals(Vector4D other) => this == other; /// /// Generates a hash code for the . /// /// A hash code for the . public override int GetHashCode() => System.HashCode.Combine(X, Y, Z, W); /// /// Converts the to its string representation. /// /// A string representation of the . public override string ToString() => $"{nameof(Vector4D)}({X}, {Y}, {Z}, {W})"; } /// /// Provides extension methods for type. /// public static class Vector4DExtensions { /// public static float Length(this Vector4D vector) => Vector4D.Length(vector); /// public static float LengthSquared(this Vector4D vector) => Vector4D.LengthSquared(vector); /// public static float Distance(this Vector4D from, Vector4D to) => Vector4D.Distance(from, to); /// public static Vector4D Invert(this Vector4D vector) => Vector4D.Invert(vector); /// public static Vector4D Add(this Vector4D vector, Vector4D vectorToAdd) => Vector4D.Add(vector, vectorToAdd); /// public static Vector4D Subtract(this Vector4D vector, Vector4D vectorToSubtract) => Vector4D.Subtract(vector, vectorToSubtract); /// public static Vector4D Multiply(this Vector4D vector, float value) => Vector4D.Multiply(vector, value); /// public static Vector4D Divide(this Vector4D vector, float value) => Vector4D.Divide(vector, value); /// public static Vector4D Abs(this Vector4D vector) => Vector4D.Abs(vector); /// public static Vector4D Normalize(this Vector4D vector) => Vector4D.Normalize(vector); /// public static Vector4D FromTo(this Vector4D from, Vector4D to) => Vector4D.FromTo(from, to); /// public static Vector4D Scale(this Vector4D vector, Vector4D scale) => Vector4D.Scale(vector, scale); /// public static Vector4D Min(this Vector4D left, Vector4D right) => Vector4D.Min(left, right); /// public static Vector4D Max(this Vector4D left, Vector4D right) => Vector4D.Max(left, right); /// public static Vector4D Clamp(this Vector4D vector, Vector4D min, Vector4D max) => Vector4D.Clamp(vector, min, max); /// public static Vector4D Lerp(this Vector4D from, Vector4D to, float t) => Vector4D.Lerp(from, to, t); /// public static float Dot(this Vector4D left, Vector4D right) => Vector4D.Dot(left, right); /// public static bool ApproximatelyEquals(this Vector4D left, Vector4D right, float epsilon = float.Epsilon) => Vector4D.ApproximatelyEquals(left, right, epsilon); }