#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{
///
/// 3-element structure that can be used to represent 3D grid coordinates or sets of integers.
///
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Vector3i : IEquatable
{
///
/// Enumerated index values for the axes.
/// Returned by and .
///
public enum Axis
{
X = 0,
Y,
Z
}
///
/// The vector's X component. Also accessible by using the index position `[0]`.
///
public int x;
///
/// The vector's Y component. Also accessible by using the index position `[1]`.
///
public int y;
///
/// The vector's Z component. Also accessible by using the index position `[2]`.
///
public int z;
///
/// Access vector components using their index.
///
/// `[0]` is equivalent to `.x`, `[1]` is equivalent to `.y`, `[2]` is equivalent to `.z`.
public int this[int index]
{
get
{
switch (index)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
x = value;
return;
case 1:
y = value;
return;
case 2:
z = value;
return;
default:
throw new IndexOutOfRangeException();
}
}
}
///
/// Returns a new vector with all components in absolute values (i.e. positive).
///
/// A vector with called on each component.
public Vector3i Abs()
{
return new Vector3i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
}
///
/// Returns a new vector with all components clamped between the
/// components of `min` and `max` using
/// .
///
/// The vector with minimum allowed values.
/// The vector with maximum allowed values.
/// The vector with all components clamped.
public Vector3i Clamp(Vector3i min, Vector3i max)
{
return new Vector3i
(
Mathf.Clamp(x, min.x, max.x),
Mathf.Clamp(y, min.y, max.y),
Mathf.Clamp(z, min.z, max.z)
);
}
///
/// Returns the squared distance between this vector and `b`.
/// This method runs faster than , so prefer it if
/// you need to compare vectors or need the squared distance for some formula.
///
/// The other vector to use.
/// The squared distance between the two vectors.
public int DistanceSquaredTo(Vector3i b)
{
return (b - this).LengthSquared();
}
///
/// Returns the distance between this vector and `b`.
///
/// The other vector to use.
/// The distance between the two vectors.
public real_t DistanceTo(Vector3i b)
{
return (b - this).Length();
}
///
/// Returns the dot product of this vector and `b`.
///
/// The other vector to use.
/// The dot product of the two vectors.
public int Dot(Vector3i b)
{
return x * b.x + y * b.y + z * b.z;
}
///
/// Returns the length (magnitude) of this vector.
///
/// The length of this vector.
public real_t Length()
{
int x2 = x * x;
int y2 = y * y;
int z2 = z * z;
return Mathf.Sqrt(x2 + y2 + z2);
}
///
/// Returns the squared length (squared magnitude) of this vector.
/// This method runs faster than , so prefer it if
/// you need to compare vectors or need the squared length for some formula.
///
/// The squared length of this vector.
public int LengthSquared()
{
int x2 = x * x;
int y2 = y * y;
int z2 = z * z;
return x2 + y2 + z2;
}
///
/// Returns the axis of the vector's largest value. See .
/// If all components are equal, this method returns .
///
/// The index of the largest axis.
public Axis MaxAxis()
{
return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
}
///
/// Returns the axis of the vector's smallest value. See .
/// If all components are equal, this method returns .
///
/// The index of the smallest axis.
public Axis MinAxis()
{
return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
}
///
/// Returns a vector composed of the of this vector's components and `mod`.
///
/// A value representing the divisor of the operation.
/// A vector with each component by `mod`.
public Vector3i PosMod(int mod)
{
Vector3i v = this;
v.x = Mathf.PosMod(v.x, mod);
v.y = Mathf.PosMod(v.y, mod);
v.z = Mathf.PosMod(v.z, mod);
return v;
}
///
/// Returns a vector composed of the of this vector's components and `modv`'s components.
///
/// A vector representing the divisors of the operation.
/// A vector with each component by `modv`'s components.
public Vector3i PosMod(Vector3i modv)
{
Vector3i v = this;
v.x = Mathf.PosMod(v.x, modv.x);
v.y = Mathf.PosMod(v.y, modv.y);
v.z = Mathf.PosMod(v.z, modv.z);
return v;
}
///
/// Returns a vector with each component set to one or negative one, depending
/// on the signs of this vector's components, or zero if the component is zero,
/// by calling on each component.
///
/// A vector with all components as either `1`, `-1`, or `0`.
public Vector3i Sign()
{
Vector3i v = this;
v.x = Mathf.Sign(v.x);
v.y = Mathf.Sign(v.y);
v.z = Mathf.Sign(v.z);
return v;
}
// Constants
private static readonly Vector3i _zero = new Vector3i(0, 0, 0);
private static readonly Vector3i _one = new Vector3i(1, 1, 1);
private static readonly Vector3i _up = new Vector3i(0, 1, 0);
private static readonly Vector3i _down = new Vector3i(0, -1, 0);
private static readonly Vector3i _right = new Vector3i(1, 0, 0);
private static readonly Vector3i _left = new Vector3i(-1, 0, 0);
private static readonly Vector3i _forward = new Vector3i(0, 0, -1);
private static readonly Vector3i _back = new Vector3i(0, 0, 1);
///
/// Zero vector, a vector with all components set to `0`.
///
/// Equivalent to `new Vector3i(0, 0, 0)`
public static Vector3i Zero { get { return _zero; } }
///
/// One vector, a vector with all components set to `1`.
///
/// Equivalent to `new Vector3i(1, 1, 1)`
public static Vector3i One { get { return _one; } }
///
/// Up unit vector.
///
/// Equivalent to `new Vector3i(0, 1, 0)`
public static Vector3i Up { get { return _up; } }
///
/// Down unit vector.
///
/// Equivalent to `new Vector3i(0, -1, 0)`
public static Vector3i Down { get { return _down; } }
///
/// Right unit vector. Represents the local direction of right,
/// and the global direction of east.
///
/// Equivalent to `new Vector3i(1, 0, 0)`
public static Vector3i Right { get { return _right; } }
///
/// Left unit vector. Represents the local direction of left,
/// and the global direction of west.
///
/// Equivalent to `new Vector3i(-1, 0, 0)`
public static Vector3i Left { get { return _left; } }
///
/// Forward unit vector. Represents the local direction of forward,
/// and the global direction of north.
///
/// Equivalent to `new Vector3i(0, 0, -1)`
public static Vector3i Forward { get { return _forward; } }
///
/// Back unit vector. Represents the local direction of back,
/// and the global direction of south.
///
/// Equivalent to `new Vector3i(0, 0, 1)`
public static Vector3i Back { get { return _back; } }
///
/// Constructs a new with the given components.
///
/// The vector's X component.
/// The vector's Y component.
/// The vector's Z component.
public Vector3i(int x, int y, int z)
{
this.x = x;
this.y = y;
this.z = z;
}
///
/// Constructs a new from an existing .
///
/// The existing .
public Vector3i(Vector3i vi)
{
this.x = vi.x;
this.y = vi.y;
this.z = vi.z;
}
///
/// Constructs a new from an existing
/// by rounding the components via .
///
/// The to convert.
public Vector3i(Vector3 v)
{
this.x = Mathf.RoundToInt(v.x);
this.y = Mathf.RoundToInt(v.y);
this.z = Mathf.RoundToInt(v.z);
}
public static Vector3i operator +(Vector3i left, Vector3i right)
{
left.x += right.x;
left.y += right.y;
left.z += right.z;
return left;
}
public static Vector3i operator -(Vector3i left, Vector3i right)
{
left.x -= right.x;
left.y -= right.y;
left.z -= right.z;
return left;
}
public static Vector3i operator -(Vector3i vec)
{
vec.x = -vec.x;
vec.y = -vec.y;
vec.z = -vec.z;
return vec;
}
public static Vector3i operator *(Vector3i vec, int scale)
{
vec.x *= scale;
vec.y *= scale;
vec.z *= scale;
return vec;
}
public static Vector3i operator *(int scale, Vector3i vec)
{
vec.x *= scale;
vec.y *= scale;
vec.z *= scale;
return vec;
}
public static Vector3i operator *(Vector3i left, Vector3i right)
{
left.x *= right.x;
left.y *= right.y;
left.z *= right.z;
return left;
}
public static Vector3i operator /(Vector3i vec, int divisor)
{
vec.x /= divisor;
vec.y /= divisor;
vec.z /= divisor;
return vec;
}
public static Vector3i operator /(Vector3i vec, Vector3i divisorv)
{
vec.x /= divisorv.x;
vec.y /= divisorv.y;
vec.z /= divisorv.z;
return vec;
}
public static Vector3i operator %(Vector3i vec, int divisor)
{
vec.x %= divisor;
vec.y %= divisor;
vec.z %= divisor;
return vec;
}
public static Vector3i operator %(Vector3i vec, Vector3i divisorv)
{
vec.x %= divisorv.x;
vec.y %= divisorv.y;
vec.z %= divisorv.z;
return vec;
}
public static Vector3i operator &(Vector3i vec, int and)
{
vec.x &= and;
vec.y &= and;
vec.z &= and;
return vec;
}
public static Vector3i operator &(Vector3i vec, Vector3i andv)
{
vec.x &= andv.x;
vec.y &= andv.y;
vec.z &= andv.z;
return vec;
}
public static bool operator ==(Vector3i left, Vector3i right)
{
return left.Equals(right);
}
public static bool operator !=(Vector3i left, Vector3i right)
{
return !left.Equals(right);
}
public static bool operator <(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z < right.z;
else
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z > right.z;
else
return left.y > right.y;
}
return left.x > right.x;
}
public static bool operator <=(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z <= right.z;
else
return left.y < right.y;
}
return left.x < right.x;
}
public static bool operator >=(Vector3i left, Vector3i right)
{
if (left.x == right.x)
{
if (left.y == right.y)
return left.z >= right.z;
else
return left.y > right.y;
}
return left.x > right.x;
}
public static implicit operator Vector3(Vector3i value)
{
return new Vector3(value.x, value.y, value.z);
}
public static explicit operator Vector3i(Vector3 value)
{
return new Vector3i(value);
}
public override bool Equals(object obj)
{
if (obj is Vector3i)
{
return Equals((Vector3i)obj);
}
return false;
}
public bool Equals(Vector3i other)
{
return x == other.x && y == other.y && z == other.z;
}
public override int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(),
this.y.ToString(),
this.z.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(format),
this.y.ToString(format),
this.z.ToString(format)
});
}
}
}