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 Z 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 System.Numerics.Vector3(Vector3D vector) => new(vector.X, vector.Y, vector.Z);
public static implicit operator Vector3D(System.Numerics.Vector3 vector) => new(vector.X, vector.Y, vector.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);
}