using System;
namespace Engine.Core;
///
/// Represents a two-dimensional integer vector.
///
/// X position of the .
/// Y position of the .
///
/// Initializes a new instance of the struct with the specified positions.
///
[System.Diagnostics.DebuggerDisplay("{ToString(),nq}")]
public readonly struct Vector2DInt(int x, int y) : IEquatable
{
///
/// The X coordinate of the .
///
public readonly int X = x;
///
/// The Y coordinate of the .
///
public readonly int Y = y;
///
/// The magnitude (length) of the .
///
public float Magnitude => Length(this);
///
/// The squared magnitude (length) of the .
///
public float MagnitudeSquared => LengthSquared(this);
///
/// Gets a with the direction reversed.
///
public readonly Vector2DInt Reversed => -this;
///
/// Represents the unit pointing upwards.
///
public readonly static Vector2DInt Up = new(0, 1);
///
/// Represents the unit pointing downwards.
///
public readonly static Vector2DInt Down = new(0, -1);
///
/// Represents the unit pointing leftwards.
///
public readonly static Vector2DInt Left = new(-1, 0);
///
/// Represents the unit pointing rightwards.
///
public readonly static Vector2DInt Right = new(1, 0);
///
/// Represents the zero .
///
public readonly static Vector2DInt Zero = new(0, 0);
///
/// Represents the with both components equal to 1.
///
public readonly static Vector2DInt One = new(1, 1);
public static Vector2DInt operator -(Vector2DInt vector) => new(0 - vector.X, 0 - vector.Y);
public static Vector2DInt operator +(Vector2DInt left, Vector2DInt right) => new(left.X + right.X, left.Y + right.Y);
public static Vector2DInt operator -(Vector2DInt left, Vector2DInt right) => new(left.X - right.X, left.Y - right.Y);
public static Vector2DInt operator *(Vector2DInt vector, int value) => new(vector.X * value, vector.Y * value);
public static Vector2DInt operator *(int value, Vector2DInt vector) => new(vector.X * value, vector.Y * value);
public static Vector2DInt operator /(Vector2DInt vector, int value) => new(vector.X / value, vector.Y / value);
public static bool operator ==(Vector2DInt left, Vector2DInt right) => left.X == right.X && left.Y == right.Y;
public static bool operator !=(Vector2DInt left, Vector2DInt right) => left.X != right.X || left.Y != right.Y;
public static implicit operator Vector2DInt(Vector2D vector) => new((int)vector.X, (int)vector.Y);
public static implicit operator Vector2DInt(Vector3DInt vector) => new(vector.X, vector.Y);
///
/// Calculates the length of the .
///
/// The .
/// The length of the .
public static float Length(Vector2DInt vector) => Engine.Core.Math.Sqrt(LengthSquared(vector));
///
/// Calculates the squared length of the .
///
/// The .
/// The squared length of the .
public static float LengthSquared(Vector2DInt vector) => vector.X * vector.X + vector.Y * vector.Y;
///
/// Calculates the distance between two s.
///
/// The start .
/// The end .
/// The distance between the two s.
public static float Distance(Vector2DInt from, Vector2DInt to) => Length(FromTo(from, to));
///
/// Inverts the direction of the .
///
/// The .
/// The inverted .
public static Vector2DInt Invert(Vector2DInt vector) => -vector;
///
/// Adds two s.
///
/// The first .
/// The second .
/// The sum of the two s.
public static Vector2DInt Add(Vector2DInt left, Vector2DInt 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 Vector2DInt Subtract(Vector2DInt left, Vector2DInt right) => left - right;
///
/// Multiplies a by a scalar value.
///
/// The .
/// The scalar value.
/// The result of multiplying the by the scalar value.
public static Vector2DInt Multiply(Vector2DInt vector, int value) => vector * value;
///
/// Divides a by a scalar value.
///
/// The .
/// The scalar value.
/// The result of dividing the by the scalar value.
public static Vector2DInt Divide(Vector2DInt vector, int value) => vector / value;
///
/// Calculates the absolute value of each component of the vector.
///
/// The .
/// The with each component's absolute value.
public static Vector2DInt Abs(Vector2DInt vector) => new(Engine.Core.Math.Abs(vector.X), Engine.Core.Math.Abs(vector.Y));
///
/// Calculates the from one point to another.
///
/// The starting point.
/// The ending point.
/// The from the starting point to the ending point.
public static Vector2DInt FromTo(Vector2DInt from, Vector2DInt to) => to - from;
///
/// Scales a by another component-wise.
///
/// The to scale.
/// The containing the scaling factors for each component.
/// The scaled .
public static Vector2DInt Scale(Vector2DInt vector, Vector2DInt scale) => new(vector.X * scale.X, vector.Y * scale.Y);
///
/// Calculates a perpendicular to the given .
///
/// The input .
/// A perpendicular to the input .
public static Vector2DInt Perpendicular(Vector2DInt vector) => new(-vector.Y, vector.X);
///
/// Returns the component-wise minimum of two s.
///
/// The first .
/// The second .
/// The containing the minimum components from both input s.
public static Vector2DInt Min(Vector2DInt left, Vector2DInt right) => new((left.X < right.X) ? left.X : right.X, (left.Y < right.Y) ? left.Y : right.Y);
///
/// Returns the component-wise maximum of two s.
///
/// The first .
/// The second .
/// The containing the maximum components from both input s.
public static Vector2DInt Max(Vector2DInt left, Vector2DInt right) => new((left.X > right.X) ? left.X : right.X, (left.Y > right.Y) ? left.Y : right.Y);
///
/// 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 Vector2DInt Clamp(Vector2DInt vector, Vector2DInt min, Vector2DInt max) => new(Engine.Core.Math.Clamp(vector.X, min.X, max.X), Engine.Core.Math.Clamp(vector.Y, min.Y, max.Y));
///
/// Performs linear interpolation between two s.
///
/// The starting (t = 0).
/// The ending (t = 1).
/// The interpolation parameter.
/// The interpolated .
public static Vector2DInt Lerp(Vector2DInt from, Vector2DInt to, int 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 int Cross(Vector2DInt left, Vector2DInt right) => left.X * right.Y - left.Y * right.X;
///
/// Calculates the dot product of two s.
///
/// The first .
/// The second .
/// The dot product of the two s.
public static int Dot(Vector2DInt left, Vector2DInt right) => left.X * right.X + left.Y * right.Y;
///
/// 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 Vector2DInt vector2DInt && this == vector2DInt;
public bool Equals(Vector2DInt other) => this == other;
///
/// Generates a hash code for the .
///
/// A hash code for the .
public override int GetHashCode() => System.HashCode.Combine(X, Y);
///
/// Converts the to its string representation.
///
/// A string representation of the .
public override string ToString() => $"{nameof(Vector2DInt)}({X}, {Y})";
}
///
/// Provides extension methods for type.
///
public static class Vector2DIntExtensions
{
///
public static float Length(this Vector2DInt vector) => Vector2DInt.Length(vector);
///
public static float Distance(this Vector2DInt from, Vector2DInt to) => Vector2DInt.Distance(from, to);
///
public static Vector2DInt Add(this Vector2DInt vector, Vector2DInt vectorToAdd) => Vector2DInt.Add(vector, vectorToAdd);
///
public static Vector2DInt Subtract(this Vector2DInt vector, Vector2DInt vectorToSubtract) => Vector2DInt.Subtract(vector, vectorToSubtract);
///
public static Vector2DInt Multiply(this Vector2DInt vector, int value) => Vector2DInt.Multiply(vector, value);
///
public static Vector2DInt Divide(this Vector2DInt vector, int value) => Vector2DInt.Divide(vector, value);
///
public static Vector2DInt Abs(this Vector2DInt vector) => Vector2DInt.Abs(vector);
///
public static Vector2DInt FromTo(this Vector2DInt from, Vector2DInt to) => Vector2DInt.FromTo(from, to);
///
public static Vector2DInt Scale(this Vector2DInt vector, Vector2DInt scale) => Vector2DInt.Scale(vector, scale);
///
public static Vector2DInt Perpendicular(this Vector2DInt vector) => Vector2DInt.Perpendicular(vector);
///
public static Vector2DInt Min(this Vector2DInt left, Vector2DInt right) => Vector2DInt.Min(left, right);
///
public static Vector2DInt Max(this Vector2DInt left, Vector2DInt right) => Vector2DInt.Max(left, right);
///
public static Vector2DInt Clamp(this Vector2DInt vector, Vector2DInt min, Vector2DInt max) => Vector2DInt.Clamp(vector, min, max);
///
public static Vector2DInt Lerp(this Vector2DInt from, Vector2DInt to, int t) => Vector2DInt.Lerp(from, to, t);
///
public static int Cross(this Vector2DInt left, Vector2DInt right) => Vector2DInt.Cross(left, right);
///
public static float AngleBetween(this Vector2D left, Vector2D right) => Vector2D.Angle(left, right);
///
public static int Dot(this Vector2DInt left, Vector2DInt right) => Vector2DInt.Dot(left, right);
}