using System;
namespace Engine.Core;
///
/// Represents a three-dimensional integer 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}")]
public readonly struct Vector3DInt(int x, int y, int z) : IEquatable
{
///
/// The X coordinate of the .
///
public readonly int X = x;
///
/// The Y coordinate of the .
///
public readonly int Y = y;
///
/// The Z coordinate of the .
///
public readonly int Z = z;
///
/// The magnitude (length) of the .
///
public float Magnitude => Length(this);
///
/// The squared magnitude (length) of the .
///
public float MagnitudeSquared => LengthSquared(this);
///
/// Represents the unit pointing upwards.
///
public readonly static Vector3DInt Up = new(0, 1, 0);
///
/// Represents the unit pointing downwards.
///
public readonly static Vector3DInt Down = new(0, -1, 0);
///
/// Represents the unit pointing leftwards.
///
public readonly static Vector3DInt Left = new(-1, 0, 0);
///
/// Represents the unit pointing rightwards.
///
public readonly static Vector3DInt Right = new(1, 0, 0);
///
/// Represents the unit pointing forwards.
///
public readonly static Vector3DInt Forward = new(0, 0, 1);
///
/// Represents the unit pointing backwards.
public readonly static Vector3DInt Backward = new(0, 0, -1);
///
/// Represents the zero .
///
public readonly static Vector3DInt Zero = new(0, 0, 0);
///
/// Represents the with both components equal to 1.
///
public readonly static Vector3DInt One = new(1, 1, 1);
public static Vector3DInt operator -(Vector3DInt vector) => new(0 - vector.X, 0 - vector.Y, 0 - vector.Z);
public static Vector3DInt operator +(Vector3DInt left, Vector3DInt right) => new(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
public static Vector3DInt operator -(Vector3DInt left, Vector3DInt right) => new(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
public static Vector3DInt operator *(Vector3DInt vector, int value) => new(vector.X * value, vector.Y * value, vector.Z * value);
public static Vector3DInt operator *(int value, Vector3DInt vector) => new(vector.X * value, vector.Y * value, vector.Z * value);
public static Vector3DInt operator /(Vector3DInt vector, int value) => new(vector.X / value, vector.Y / value, vector.Z / value);
public static bool operator ==(Vector3DInt left, Vector3DInt right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static bool operator !=(Vector3DInt left, Vector3DInt right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
public static implicit operator Vector3DInt(Vector3D vector) => new((int)vector.X, (int)vector.Y, (int)vector.Z);
public static implicit operator Vector3DInt(Vector2DInt vector) => new(vector.X, vector.Y, 0);
///
/// Calculates the length of the .
///
/// The .
/// The length of the .
public static float Length(Vector3DInt vector) => Math.Sqrt(LengthSquared(vector));
///
/// Calculates the squared length of the .
///
/// The .
/// The squared length of the .
public static float LengthSquared(Vector3DInt 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(Vector3DInt from, Vector3DInt to) => Length(FromTo(from, to));
///
/// Inverts the direction of the .
///
/// The .
/// The inverted .
public static Vector3DInt Invert(Vector3DInt vector) => -vector;
///
/// Adds two s.
///
/// The first .
/// The second .
/// The sum of the two s.
public static Vector3DInt Add(Vector3DInt left, Vector3DInt 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 Vector3DInt Subtract(Vector3DInt left, Vector3DInt right) => left - right;
///
/// Multiplies a by a scalar value.
///
/// The .
/// The scalar value.
/// The result of multiplying the by the scalar value.
public static Vector3DInt Multiply(Vector3DInt 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 Vector3DInt Divide(Vector3DInt 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 Vector3DInt Abs(Vector3DInt vector) => new(Math.Abs(vector.X), Math.Abs(vector.Y), Math.Abs(vector.Z));
///
/// Calculates the from one point to another.
///
/// The starting point.
/// The ending point.
/// The from the starting point to the ending point.
public static Vector3DInt FromTo(Vector3DInt from, Vector3DInt to) => to - from;
///
/// Scales a by another component-wise.
///
/// The to scale.
/// The containing the scaling factors for each component.
/// The scaled .
public static Vector3DInt Scale(Vector3DInt vector, Vector3DInt scale) => new(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z);
///
/// Returns the component-wise minimum of two s.
///
/// The first .
/// The second .
/// The containing the minimum components from both input s.
public static Vector3DInt Min(Vector3DInt left, Vector3DInt 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 Vector3DInt Max(Vector3DInt left, Vector3DInt 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 Vector3DInt Clamp(Vector3DInt vector, Vector3DInt min, Vector3DInt 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 Vector3DInt Lerp(Vector3DInt from, Vector3DInt 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 Vector3DInt Cross(Vector3DInt left, Vector3DInt 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(Vector3DInt left, Vector3DInt 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 int Dot(Vector3DInt left, Vector3DInt right) => left.X * right.X + left.Y * right.Y + left.Z * right.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 Vector3DInt vector3D && this == vector3D;
public bool Equals(Vector3DInt other) => this == other;
///
/// Generates a hash code for the .
///
/// A hash code for the .
public override int GetHashCode() => System.HashCode.Combine(X, Y, Z);
///
/// Converts the to its string representation.
///
/// A string representation of the .
public override string ToString() => $"{nameof(Vector3DInt)}({X}, {Y}, {Z})";
}
///
/// Provides extension methods for type.
///
public static class Vector3DIntExtensions
{
///
public static float Length(this Vector3DInt vector) => Vector3DInt.Length(vector);
///
public static float LengthSquared(this Vector3DInt vector) => Vector3DInt.LengthSquared(vector);
///
public static float Distance(this Vector3DInt from, Vector3DInt to) => Vector3DInt.Distance(from, to);
///
public static Vector3DInt Invert(this Vector3DInt vector) => Vector3DInt.Invert(vector);
///
public static Vector3DInt Add(this Vector3DInt vector, Vector3DInt vectorToAdd) => Vector3DInt.Add(vector, vectorToAdd);
///
public static Vector3DInt Subtract(this Vector3DInt vector, Vector3DInt vectorToSubtract) => Vector3DInt.Subtract(vector, vectorToSubtract);
///
public static Vector3DInt Multiply(this Vector3DInt vector, int value) => Vector3DInt.Multiply(vector, value);
///
public static Vector3DInt Divide(this Vector3DInt vector, int value) => Vector3DInt.Divide(vector, value);
///
public static Vector3DInt Abs(this Vector3DInt vector) => Vector3DInt.Abs(vector);
///
public static Vector3DInt FromTo(this Vector3DInt from, Vector3DInt to) => Vector3DInt.FromTo(from, to);
///
public static Vector3DInt Scale(this Vector3DInt vector, Vector3DInt scale) => Vector3DInt.Scale(vector, scale);
///
public static Vector3DInt Min(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Min(left, right);
///
public static Vector3DInt Max(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Max(left, right);
///
public static Vector3DInt Clamp(this Vector3DInt vector, Vector3DInt min, Vector3DInt max) => Vector3DInt.Clamp(vector, min, max);
///
public static Vector3DInt Lerp(this Vector3DInt from, Vector3DInt to, int t) => Vector3DInt.Lerp(from, to, t);
///
public static Vector3DInt Cross(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Cross(left, right);
///
public static float AngleBetween(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Angle(left, right);
///
public static int Dot(this Vector3DInt left, Vector3DInt right) => Vector3DInt.Dot(left, right);
}