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(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); }