using System;
namespace Engine.Core;
/// 
/// Represents a range of values along a single axis.
/// 
/// The minimum value of the projection.
/// The maximum value of the projection.
/// 
/// Initializes a new instance of the  struct with the specified minimum and maximum values.
/// 
[System.Diagnostics.DebuggerDisplay("Min: {Min}, Max: {Max}")]
public readonly struct Projection1D(float min, float max) : IEquatable
{
    /// 
    /// Gets the minimum value of the projection.
    /// 
    public readonly float Min = min;
    /// 
    /// Gets the maximum value of the projection.
    /// 
    public readonly float Max = max;
    public static bool operator ==(Projection1D left, Projection1D right) => left.Min == right.Min && left.Max == right.Max;
    public static bool operator !=(Projection1D left, Projection1D right) => left.Min != right.Min || left.Max != right.Max;
    /// 
    /// Checks if two projections overlap.
    /// 
    /// The first projection to check.
    /// The second projection to check.
    ///  if the projections overlap; otherwise, .
    public static bool Overlaps(Projection1D left, Projection1D right) => Overlaps(left, right, out float _);
    /// 
    /// Checks if two projections overlap and calculates the depth of the overlap.
    /// 
    /// The first projection to check.
    /// The second projection to check.
    /// The depth of the overlap, if any.
    ///  if the projections overlap; otherwise, .
    public static bool Overlaps(Projection1D left, Projection1D right, out float depth)
    {
        // TODO Try to improve this
        bool rightMinInLeft = right.Min > left.Min && right.Min < left.Max;
        if (rightMinInLeft)
        {
            depth = left.Max - right.Min;
            return true;
        }
        bool rightMaxInLeft = right.Max < left.Max && right.Max > left.Min;
        if (rightMaxInLeft)
        {
            depth = left.Min - right.Max;
            return true;
        }
        bool leftMinInRight = left.Min > right.Min && left.Min < right.Max;
        if (leftMinInRight)
        {
            depth = right.Max - left.Min;
            return true;
        }
        bool leftMaxInRight = left.Max < right.Max && left.Max > right.Min;
        if (leftMaxInRight)
        {
            depth = right.Min - left.Max;
            return true;
        }
        depth = 0f;
        return false;
    }
    /// 
    /// 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(Projection1D left, Projection1D right, float epsilon = float.Epsilon)
        => left.Min.ApproximatelyEquals(right.Min, epsilon) && left.Max.ApproximatelyEquals(right.Max, 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 Projection1D projection1D && this == projection1D;
    public bool Equals(Projection1D other) => this == other;
    /// 
    /// Generates a hash code for the .
    /// 
    /// A hash code for the .
    public override int GetHashCode() => System.HashCode.Combine(Min, Max);
    /// 
    /// Converts the  to its string representation.
    /// 
    /// A string representation of the .
    public override string ToString() => $"{nameof(Projection1D)}({Min}, {Max})";
}
/// 
/// Provides extension methods for the  struct.
/// 
public static class Projection1DExtensions
{
    /// 
    public static bool Overlaps(this Projection1D left, Projection1D right) => Projection1D.Overlaps(left, right);
    /// 
    public static bool Overlaps(this Projection1D left, Projection1D right, out float depth) => Projection1D.Overlaps(left, right, out depth);
    /// 
    public static bool ApproximatelyEquals(this Projection1D left, Projection1D right, float epsilon = float.Epsilon) => Projection1D.ApproximatelyEquals(left, right, epsilon);
}