#pragma warning disable 4204 using System; using System.Diagnostics; namespace GlitchyEngine.Math { /** * A Vector with four components of type int32. */ [SwizzleVector(4, "Int")] public struct Int4 : IHashable { public const Int4 Zero = .(0, 0, 0, 0); public const Int4 UnitX = .(1, 0, 0, 0); public const Int4 UnitY = .(0, 1, 0, 0); public const Int4 UnitZ = .(0, 0, 1, 0); public const Int4 UnitW = .(0, 0, 0, 1); public const Int4 One = .(1, 1, 1, 1); public int32 X, Y, Z, W; public this() => this = default; public this(int32 value) { X = value; Y = value; Z = value; W = value; } public this(int value) { X = (.)value; Y = (.)value; Z = (.)value; W = (.)value; } public this(int32 x, int32 y, int32 z, int32 w) { X = x; Y = y; Z = z; W = w; } public this(Int2 xy, int32 z, int32 w) { X = xy.X; Y = xy.Y; Z = z; W = w; } public this(int32 x, Int2 yz, int32 w) { X = x; Y = yz.X; Z = yz.Y; W = w; } public this(int32 x, int32 y, Int2 zw) { X = x; Y = y; Z = zw.X; W = zw.Y; } public this(Int2 xy, Int2 zw) { X = xy.X; Y = xy.Y; Z = zw.X; W = zw.Y; } public this(Int3 xyz, int32 w) { X = xyz.X; Y = xyz.Y; Z = xyz.Z; W = w; } public this(int32 x, Int3 yzw) { X = x; Y = yzw.X; Z = yzw.Y; W = yzw.Z; } public ref int32 this[int index] { [Inline] get { #if DEBUG if(index < 0 || index >= 3) Internal.ThrowIndexOutOfRange(1); #endif return ref (&X)[index]; } } public int32 MagnitudeSquared() => X * X + Y * Y + Z * Z + W * W; public float Magnitude() => Math.Sqrt(X * X + Y * Y + Z * Z + W * W); public Int4 Abs() => .(Math.Abs(X), Math.Abs(Y), Math.Abs(Z), Math.Abs(W)); // // Assignment operators // public void operator +=(Int4 value) mut { X += value.X; Y += value.Y; Z += value.Z; W += value.W; } public void operator +=(int32 value) mut { X += value; Y += value; Z += value; W += value; } public void operator -=(Int4 value) mut { X -= value.X; Y -= value.Y; Z -= value.Z; W -= value.W; } public void operator -=(int32 value) mut { X -= value; Y -= value; Z -= value; W -= value; } public void operator *=(Int4 value) mut { X *= value.X; Y *= value.Y; Z *= value.Z; W *= value.W; } public void operator *=(int32 value) mut { X *= value; Y *= value; Z *= value; W *= value; } public void operator /=(Int4 value) mut { X /= value.X; Y /= value.Y; Z /= value.Z; W /= value.W; } public void operator /=(int32 value) mut { X /= value; Y /= value; Z /= value; W /= value; } // Operators public static Int4 operator +(Int4 value) => value; public static Int4 operator +(Int4 left, Int4 right) => .(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W); public static Int4 operator +(Int4 left, int32 right) => .(left.X + right, left.Y + right, left.Z + right, left.W + right); public static Int4 operator +(int32 left, Int4 right) => .(left + right.X, left + right.Y, left + right.Z, left + right.W); public static Int4 operator -(Int4 value) => .(-value.X, -value.Y, -value.Z, -value.W); public static Int4 operator -(Int4 left, Int4 right) => .(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W); public static Int4 operator -(Int4 left, int32 right) => .(left.X - right, left.Y - right, left.Z - right, left.W - right); public static Int4 operator -(int32 left, Int4 right) => .(left - right.X, left - right.Y, left - right.Z, left - right.W); public static Int4 operator *(Int4 left, Int4 right) => .(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W); public static Int4 operator *(Int4 left, int32 right) => .(left.X * right, left.Y * right, left.Z * right, left.W * right); public static Int4 operator *(int32 left, Int4 right) => .(left * right.X, left * right.Y, left * right.Z, left * right.W); public static Int4 operator /(Int4 left, Int4 right) => .(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W); public static Int4 operator /(Int4 left, int32 right) => .(left.X / right, left.Y / right, left.Z / right, left.W / right); public static Int4 operator /(int32 left, Int4 right) => .(left / right.X, left / right.Y, left / right.Z, left / right.W); public static Int4 operator %(Int4 left, Int4 right) => .(left.X % right.X, left.Y % right.Y, left.Z % right.Z, left.W % right.W); public static Int4 operator %(Int4 left, int32 right) => .(left.X % right, left.Y % right, left.Z % right, left.W % right); public static Int4 operator %(int32 left, Int4 right) => .(left % right.X, left % right.Y, left % right.Z, left % right.W); public static bool operator ==(Int4 left, Int4 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W; public static bool operator ==(Int4 left, int32 right) => left.X == right && left.Y == right && left.Z == right && left.W == right; public static bool operator ==(int32 left, Int4 right) => left == right.X && left == right.Y && left == right.Z && left == right.W; public static bool operator !=(Int4 left, Int4 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W; public static bool operator !=(Int4 left, int32 right) => left.X != right || left.Y != right || left.Z != right || left.W != right; public static bool operator !=(int32 left, Int4 right) => left != right.X || left != right.Y || left != right.Z || left != right.W; public override void ToString(String strBuffer) => strBuffer.AppendF($"X:{X} Y:{Y} Z:{Z} W:{W}"); public static explicit operator Vector4(Int4 point) => .(point.X, point.Y, point.Z, point.W); public static explicit operator Int4(Vector4 point) => .((int32)point.X, (int32)point.Y, (int32)point.Z, (int32)point.W); [Inline] public static explicit operator Int2(in Int4 point) => *(Int2*)&point; [Inline] public static explicit operator Int3(in Int4 point) => *(Int3*)&point; public int GetHashCode() { return (((((X * 39) ^ Y) * 39) ^ Z) * 39) ^ W; } } }