using System; namespace GlitchyEngine.Math { //[SwizzleVector(3, "Vector")] public struct Vector3 { public const Vector3 Zero = .(0f, 0f, 0f); public const Vector3 UnitX = .(1f, 0f, 0f); public const Vector3 UnitY = .(0f, 1f, 0f); public const Vector3 UnitZ = .(0f, 0f, 1f); public const Vector3 One = .(1f, 1f, 1f); public const Vector3 Forward = .(0f, 0f, 1f); public const Vector3 Backward = .(0f, 0f, -1f); public const Vector3 Left = .(-1f, 0f, 0f); public const Vector3 Right = .(1f, 0f, 0f); public const Vector3 Up = .(0f, 1f, 0f); public const Vector3 Down = .(0f, -1f, 0f); public float X, Y, Z; public this() => this = default; public this(float value) { X = value; Y = value; Z = value; } public this(Vector2 value, float z) { X = value.X; Y = value.Y; Z = z; } public this(float x, float y, float z) { X = x; Y = y; Z = z; } public ref float this[int index] { [Checked] get { if(index < 0 || index > 2) Internal.ThrowIndexOutOfRange(); #unwarn return ref (&X)[index]; } [Inline] #unwarn get => ref (&X)[index]; } /** * Calculates the magnitude (length) of this vector. * @remarks MagnitudeSquared might be used if only the relative length is relevant. */ public float Magnitude() { return Math.Sqrt(X * X + Y * Y + Z * Z); } /** * Calculates the squared magnitude (length) of this vector. */ public float MagnitudeSquared() { return X * X + Y * Y + Z * Z; } /** * Normalizes this vector. */ [Checked] public void Normalize() mut { if(this == .Zero) return; this /= Magnitude(); } /** * Normalizes this vector. */ public void Normalize() mut { this /= Magnitude(); } /** * Returns a copy of this Vector with a magnitude of 1. */ [Checked] public Vector3 Normalized() { if(this == .Zero) return .Zero; return this / Magnitude(); } /** * Returns a copy of this Vector with a magnitude of 1. */ public Vector3 Normalized() { return this / Magnitude(); } public static Vector3 Normalize(Vector3 v) { return v / v.Magnitude(); } public static float Dot(Vector3 l, Vector3 r) { return l.X * r.X + l.Y * r.Y + l.Z * r.Z; } public static Vector3 Cross(Vector3 l, Vector3 r) { return .(l.Y * r.Z - l.Z * r.Y, l.Z * r.X - l.X * r.Z, l.X * r.Y - l.Y * r.X); } /** * Calculates the projection of a onto b */ public static Vector3 Project(Vector3 a, Vector3 b) { return (b * (Dot(a, b) / Dot(b, b))); } /** * Calculates the rejection of a from b */ public static Vector3 Reject(Vector3 a, Vector3 b) { return (a - b * (Dot(a, b) / Dot(b, b))); } public static Vector3 Floor(Vector3 value) { return .(Math.Floor(value.X), Math.Floor(value.Y), Math.Floor(value.Z)); } // // Assignment operators // // Addition public void operator +=(Vector3 value) mut { X += value.X; Y += value.Y; Z += value.Z; } public void operator +=(float scalar) mut { X += scalar; Y += scalar; Z += scalar; } // Subtraction public void operator -=(Vector3 value) mut { X -= value.X; Y -= value.Y; Z -= value.Z; } public void operator -=(float scalar) mut { X -= scalar; Y -= scalar; Z -= scalar; } // Multiplication public void operator *=(Vector3 value) mut { X *= value.X; Y *= value.Y; Z *= value.Z; } public void operator *=(float scalar) mut { X *= scalar; Y *= scalar; Z *= scalar; } // Division public void operator /=(Vector3 value) mut { X /= value.X; Y /= value.Y; Z /= value.Z; } public void operator /=(float scalar) mut { float inv = 1.0f / scalar; X *= inv; Y *= inv; Z *= inv; } // // operators // // Addition public static Vector3 operator +(Vector3 left, Vector3 right) => Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z); public static Vector3 operator +(Vector3 value, float scalar) => Vector3(value.X + scalar, value.Y + scalar, value.Z + scalar); public static Vector3 operator +(float scalar, Vector3 value) => Vector3(scalar + value.X, scalar + value.Y, scalar + value.Z); public static Vector3 operator +(Vector3 value) => value; // Subtraction public static Vector3 operator -(Vector3 left, Vector3 right) => Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z); public static Vector3 operator -(Vector3 value, float scalar) => Vector3(value.X - scalar, value.Y - scalar, value.Z - scalar); public static Vector3 operator -(float scalar, Vector3 value) => Vector3(scalar - value.X, scalar - value.Y, scalar - value.Z); public static Vector3 operator -(Vector3 value) => Vector3(-value.X, -value.Y, -value.Z); // Multiplication public static Vector3 operator *(Vector3 left, Vector3 right) => Vector3(left.X * right.X, left.Y * right.Y, left.Z * right.Z); public static Vector3 operator *(Vector3 value, float scalar) => Vector3(value.X * scalar, value.Y * scalar, value.Z * scalar); public static Vector3 operator *(float scalar, Vector3 value) => Vector3(scalar * value.X, scalar * value.Y, scalar * value.Z); // Division public static Vector3 operator /(Vector3 left, Vector3 right) => Vector3(left.X / right.X, left.Y / right.Y, left.Z / right.Z); public static Vector3 operator /(Vector3 value, float scalar) { float inv = 1.0f / scalar; return Vector3(value.X * inv, value.Y * inv, value.Z * inv); } public static Vector3 operator /(float scalar, Vector3 value) => Vector3(scalar / value.X, scalar / value.Y, scalar / value.Z); // Modulo public static Vector3 operator %(Vector3 left, Vector3 right) => Vector3(left.X % right.X, left.Y % right.Y, left.Z % right.Z); public static Vector3 operator %(Vector3 value, float scalar) => Vector3(value.X % scalar, value.Y % scalar, value.Z % scalar); public static Vector3 operator %(float scalar, Vector3 value) => Vector3(scalar % value.X, scalar % value.Y, scalar % value.Z); // Equality public static bool operator ==(Vector3 left, Vector3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z; public static bool operator !=(Vector3 left, Vector3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z; public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2}", X, Y, Z); // Todo: move to extension [Inline] public static implicit operator DirectX.Math.Vector3(in Self value) => *(DirectX.Math.Vector3*)&value; [Inline] public static implicit operator Self(in DirectX.Math.Vector3 value) => *(Self*)&value; } }