using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace XericLibrary.Runtime.MacroLibrary
{
public static class Vector3Extend
{
#region 四则运算
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Add(this Vector3 a, Vector3 b)
=> new Vector3(
a.x + b.x,
a.y + b.y,
a.z + b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Add(this Vector3 a, Vector3Int b)
=> new Vector3(
a.x + b.x,
a.y + b.y,
a.z + b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Add(this Vector3 a, float b)
=> new Vector3(
a.x + b,
a.y + b,
a.z + b
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Sub(this Vector3 a, Vector3 b)
=> new Vector3(
a.x - b.x,
a.y - b.y,
a.z - b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Sub(this Vector3 a, Vector3Int b)
=> new Vector3(
a.x - b.x,
a.y - b.y,
a.z - b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Sub(this Vector3 a, float b)
=> new Vector3(
a.x - b,
a.y - b,
a.z - b
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Mul(this Vector3 a, Vector3 b)
=> new Vector3(
a.x * b.x,
a.y * b.y,
a.z * b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Mul(this Vector3 a, Vector3Int b)
=> new Vector3(
a.x * b.x,
a.y * b.y,
a.z * b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Mul(this Vector3 a, float b)
=> new Vector3(
a.x * b,
a.y * b,
a.z * b
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Div(this Vector3 a, Vector3 b)
=> new Vector3(
a.x / b.x,
a.y / b.y,
a.z / b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Div(this Vector3 a, Vector3Int b)
=> new Vector3(
a.x / b.x,
a.y / b.y,
a.z / b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Div(this Vector3 a, float b)
=> new Vector3(
a.x / b,
a.y / b,
a.z / b
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 OneMinus(this Vector3 a)
=> new Vector3(1 - a.x, 1 - a.y, 1 - a.z);
#endregion
#region 破坏运算
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Min(this Vector3 a, Vector3 b)
{
return new Vector3(Math.Min(a.x, b.x), Math.Min(a.y, b.y), Math.Min(a.z, b.z));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Max(this Vector3 a, Vector3 b)
{
return new Vector3(Math.Max(a.x, b.x), Math.Max(a.y, b.y), Math.Max(a.z, b.z));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float MinElement(this Vector3 a)
{
return Math.Min(Math.Min(a.x, a.y), a.z);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float MaxElement(this Vector3 a)
{
return Math.Max(Math.Max(a.x, a.y), a.z);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Abs(this Vector3 a)
{
return new Vector3(Mathf.Abs(a.x), Mathf.Abs(a.y), Mathf.Abs(a.z));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Negative(this Vector3 a)
=> new Vector3(-a.x, -a.y, -a.z);
[MethodImpl(MethodImplOptions.NoInlining)]
public static Vector2 ToVector2(this Vector3 vec, string format)
{
Vector2 result = new Vector2();
for(int i = 0; i < format.Length && i < 2; i++)
{
int index = MacroMath.MinPositive(format[i] - 'X', format[i] - 'x');
result[index] = format[i] switch
{
'x' => vec.x,
'X' => vec.x,
'y' => vec.y,
'Y' => vec.y,
'z' => vec.z,
'Z' => vec.z,
_ => 0
};
}
return result;
}
[MethodImpl(MethodImplOptions.NoInlining)]
public static Vector3 AxisZero(this Vector3 vec, string format)
{
Vector3 result = vec;
for(int i = 0; i < format.Length && i < 2; i++)
{
int index = MacroMath.MinPositive(format[i] - 'X', format[i] - 'x');
result[index] = 0;
}
return result;
}
#endregion
#region 扩展运算
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Xonly(this Vector3 a)
=> new Vector3(
a.x,
0f,
0f
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Yonly(this Vector3 a)
=> new Vector3(
0f,
a.y,
0f
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Zonly(this Vector3 a)
=> new Vector3(
0f,
0f,
a.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Mode(this Vector3 a, Vector3 b)
{
return new Vector3(a.x % b.x, a.y % b.y, a.z % b.z);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Mode(this Vector3 a, float b)
{
return new Vector3(a.x % b, a.y % b, a.z % b);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Sign(this Vector3 vec)
=> new Vector3(
Math.Sign(vec.x),
Math.Sign(vec.y),
Math.Sign(vec.z)
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int CeilToInt(this Vector3 vec)
=> new Vector3Int((int)Mathf.Ceil(vec.x), (int)Mathf.Ceil(vec.y), (int)Mathf.Ceil(vec.z));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Ceil(this Vector3 vec)
=> new Vector3(Mathf.Ceil(vec.x), Mathf.Ceil(vec.y), Mathf.Ceil(vec.z));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int RoundToInt(this Vector3 vec)
=> new Vector3Int((int)Mathf.Round(vec.x), (int)Mathf.Round(vec.y), (int)Mathf.Round(vec.z));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Round(this Vector3 vec)
=> new Vector3(Mathf.Round(vec.x), Mathf.Round(vec.y), Mathf.Round(vec.z));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int FloorToInt(this Vector3 vec)
=> new Vector3Int((int)vec.x, (int)vec.y, (int)vec.z);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Floor(this Vector3 vec)
=> new Vector3((int)vec.x, (int)vec.y, (int)vec.z);
///
/// Pows each element of the vector.
///
///
///
///
public static Vector3 Pow(this Vector3 v, float p)
{
v.x = Mathf.Pow(v.x, p);
v.y = Mathf.Pow(v.y, p);
v.z = Mathf.Pow(v.z, p);
return v;
}
public static float Distance(this Vector3 a, Vector3 b)
=> Vector3.Distance(a, b);
#endregion
#region 特殊运算
///
/// 将这个向量投影到一个给定坐标的向上的平面上,同时变换到平面坐标
///
/// 矢量或坐标
/// 平面原点
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 ProjectToUpPlane(this Vector3 vec, Vector3 planeOrigin)
=> vec - new Vector3(0, (vec - planeOrigin).y, 0);
///
/// 向量吸附到网格上,在比例中央不进行吸附
///
/// 矢量或坐标
/// 偏移量
/// 网格单位
/// 阈值比例[0-1]
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 CoordinateGridAdsorb(this Vector3 vec, Vector3 offset, float unit, float thresholdPorp)
{
Vector3 vecInUnit = (vec + offset).Mode(unit);
Vector3 sig = vecInUnit.Sign() * unit / 2;
Vector3 dis = sig - vecInUnit;
Vector3 drive = dis.Abs().Sub(unit * thresholdPorp).Sign();
Vector3 ofs = (dis - sig).Mul(drive * 2) + vecInUnit;
return ofs;
}
///
/// 向量吸附到网格上
///
/// 矢量或坐标
/// 偏移量
/// 网格单位
/// 阈值比例[0-1]
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 CoordinateGridAdsorbRound(this Vector3 vec, Vector3 offset, float unit)
{
return ((vec + offset) / unit).Round() * unit;
}
///
/// 矢量正交化
///
///
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 Orthogonalization(this Vector3 vec)
{
Vector3[] axes = { Vector3.right, Vector3.up, Vector3.forward };
float minAngle = float.MaxValue;
Vector3 minAngleAxis = Vector3.zero;
foreach(Vector3 axis in axes)
{
float dot = Vector3.Dot(vec, axis);
float angle = Mathf.Abs(dot);
if(angle < minAngle)
{
minAngle = angle;
minAngleAxis = axis * Mathf.Sign(dot);
}
}
return minAngleAxis;
}
///
/// 获取与世界正交轴最近的一条轴线
///
///
///
[Obsolete("可以使用Orthogonalization代替")]
public static Vector3 GetWorldNormalAxis(this Vector3 vec)
{
return vec.Orthogonalization();
}
#endregion
#region 未整理
private const float ZERO_TOLERANCE = 1E-06f;
//
// 摘要:
// Distance from a point to a line.
public static float PointDistanceToLine(Vector3 point, Vector3 a, Vector3 b)
{
return Mathf.Abs((b.x - a.x) * (a.y - point.y) - (a.x - point.x) * (b.y - a.y)) / Mathf.Sqrt(Mathf.Pow(b.x - a.x, 2f) + Mathf.Pow(b.y - a.y, 2f));
}
//
// 摘要:
// Returns a smooth value between start and end based on t.
//
// 参数:
// start:
// First point.
//
// end:
// Second point.
//
// t:
// Position between 0 and 1.
public static float Hermite(float start, float end, float t)
{
return Mathf.Lerp(start, end, t * t * (3f - 2f * t));
}
//
// 摘要:
// Returns a smooth value between start and end based on t.
//
// 参数:
// start:
// First point.
//
// end:
// Second point.
//
// t:
// Position between 0 and 1.
//
// count:
// Number of interpolations to make.
public static float StackHermite(float start, float end, float t, int count)
{
for(int i = 0; i < count; i++)
{
t = Hermite(start, end, t);
}
return t;
}
//
// 摘要:
// Returns the fractional of the value.
//
// 参数:
// value:
// The value to get the fractional of.
public static float Fract(float value)
{
return value - (float)Math.Truncate(value);
}
//
// 摘要:
// Returns the fractional of the value.
//
// 参数:
// value:
// The value to get the fractional of.
public static Vector2 Fract(Vector2 value)
{
return new Vector3(Fract(value.x), Fract(value.y));
}
//
// 摘要:
// Returns the fractional of the value.
//
// 参数:
// value:
// The value to get the fractional of.
public static Vector3 Fract(Vector3 value)
{
return new Vector3(Fract(value.x), Fract(value.y), Fract(value.z));
}
//
// 摘要:
// Returns a value based on t, that bounces faster and faster.
//
// 参数:
// t:
// The value to bounce.
public static float BounceEaseInFastOut(float t)
{
return Mathf.Cos(t * t * (float)Math.PI * 2f) * -0.5f + 0.5f;
}
//
// 摘要:
// Returns a smooth value between 0 and 1 based on t.
//
// 参数:
// t:
// Position between 0 and 1.
public static float Hermite01(float t)
{
return Mathf.Lerp(0f, 1f, t * t * (3f - 2f * t));
}
//
// 摘要:
// Returns a smooth value between 0 and 1 based on t.
//
// 参数:
// t:
// Position between 0 and 1.
//
// count:
// Number of interpolations to make.
public static float StackHermite01(float t, int count)
{
for(int i = 0; i < count; i++)
{
t = Hermite01(t);
}
return t;
}
//
// 摘要:
// Returns an unclamped linear interpolation of two vectors.
//
// 参数:
// from:
// The first vector.
//
// to:
// The second vector.
//
// amount:
// The interpolation factor.
public static Vector3 LerpUnclamped(Vector3 from, Vector3 to, float amount)
{
return from + (to - from) * amount;
}
//
// 摘要:
// Returns an unclamped linear interpolation of two vectors.
//
// 参数:
// from:
// The first vector.
//
// to:
// The second vector.
//
// amount:
// The interpolation factor.
public static Vector2 LerpUnclamped(Vector2 from, Vector2 to, float amount)
{
return from + (to - from) * amount;
}
//
// 摘要:
// Returns a value that bounces between 0 and 1 based on value.
//
// 参数:
// value:
// The value to bounce.
public static float Bounce(float value)
{
return Mathf.Abs(Mathf.Sin(value % 1f * (float)Math.PI));
}
//
// 摘要:
// Returns a value that eases in elasticly.
//
// 参数:
// value:
// The value to ease in elasticly.
//
// amplitude:
// The amplitude.
//
// length:
// The length.
public static float EaseInElastic(float value, float amplitude = 0.25f, float length = 0.6f)
{
value = Mathf.Clamp01(value);
float num = Mathf.Clamp01(value * 7.5f);
float num2 = 1f - num * num * (3f - 2f * num);
float num3 = Mathf.Pow(1f - Mathf.Sin(Mathf.Min(value * (1f - length), 0.5f) * (float)Math.PI), 2f);
float num4 = Mathf.Cos((float)Math.PI + value * 23f) * amplitude + num2 * (0f - (1f - amplitude));
return 1f + num4 * num3;
}
//
// 摘要:
// Returns a value that eases out elasticly.
//
// 参数:
// value:
// The value to ease out elasticly.
//
// amplitude:
// The amplitude.
//
// length:
// The length.
public static float EaseOutElastic(float value, float amplitude = 0.25f, float length = 0.6f)
{
return 1f - EaseInElastic(1f - value, amplitude, length);
}
//
// 摘要:
// Returns a smooth value betweeen that peaks at t=0.5 and then comes back down
// again.
//
// 参数:
// t:
// A value between 0 and 1.
public static float EaseInOut(float t)
{
t = 1f - Mathf.Abs(Mathf.Clamp01(t) * 2f - 1f);
t = t * t * (3f - 2f * t);
return t;
}
//
// 摘要:
// Clamps the value of a Vector3.
//
// 参数:
// value:
// The vector to clamp.
//
// min:
// The min value.
//
// max:
// The max value.
public static Vector3 Clamp(this Vector3 value, Vector3 min, Vector3 max)
{
return new Vector3(Mathf.Clamp(value.x, min.x, max.x), Mathf.Clamp(value.y, min.y, max.y), Mathf.Clamp(value.z, min.z, max.z));
}
//
// 摘要:
// Clamps the value of a Vector2.
//
// 参数:
// value:
// The vector to clamp.
//
// min:
// The min value.
//
// max:
// The max value.
public static Vector2 Clamp(this Vector2 value, Vector2 min, Vector2 max)
{
return new Vector2(Mathf.Clamp(value.x, min.x, max.x), Mathf.Clamp(value.y, min.y, max.y));
}
//
// 摘要:
// Computes a hash for a byte array.
//
// 参数:
// data:
// The byte array.
public static int ComputeByteArrayHash(byte[] data)
{
int num = -2128831035;
for(int i = 0; i < data.Length; i++)
{
num = (num ^ data[i]) * 16777619;
}
num += num << 13;
num ^= num >> 7;
num += num << 3;
num ^= num >> 17;
return num + (num << 5);
}
//
// 摘要:
// Gives a smooth path between a collection of points.
//
// 参数:
// path:
// The collection of point.
//
// t:
// The current position in the path. 0 is at the start of the path, 1 is at the
// end of the path.
public static Vector3 InterpolatePoints(Vector3[] path, float t)
{
t = Mathf.Clamp01(t * (1f - 1f / (float)path.Length));
int b = path.Length - 1;
int num = Mathf.FloorToInt(t * (float)path.Length);
float num2 = t * (float)path.Length - (float)num;
Vector3 vector = path[Mathf.Max(0, --num)];
Vector3 vector2 = path[Mathf.Min(num + 1, b)];
Vector3 vector3 = path[Mathf.Min(num + 2, b)];
Vector3 vector4 = path[Mathf.Min(num + 3, b)];
return 0.5f * ((-vector + 3f * vector2 - 3f * vector3 + vector4) * (num2 * num2 * num2) + (2f * vector - 5f * vector2 + 4f * vector3 - vector4) * (num2 * num2) + (-vector + vector3) * num2 + 2f * vector2);
}
//
// 摘要:
// Checks if two given lines intersect with one another and returns the intersection
// point (if any) in an out parameter. Source: http://stackoverflow.com/questions/3746274/line-intersection-with-aabb-rectangle.
// Edited to implement Cohen-Sutherland type pruning for efficiency.
//
// 参数:
// a1:
// Starting point of line a.
//
// a2:
// Ending point of line a.
//
// b1:
// Starting point of line b.
//
// b2:
// Ending point of line b.
//
// intersection:
// The out parameter which contains the intersection point if there was any.
//
// 返回结果:
// True if the two lines intersect, otherwise false.
public static bool LineIntersectsLine(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, out Vector2 intersection)
{
intersection = Vector2.zero;
Vector2 vector = new Vector2((b1.x < b2.x) ? b1.x : b2.x, (b1.y > b2.y) ? b1.y : b2.y);
Vector2 vector2 = new Vector2((b1.x > b2.x) ? b1.x : b2.x, (b1.y < b2.y) ? b1.y : b2.y);
if((a1.x < vector.x && a2.x < vector.x) || (a1.y > vector.y && a2.y > vector.y) || (a1.x > vector2.x && a2.x > vector2.x) || (a1.y < vector2.y && a2.y < vector2.y))
{
return false;
}
Vector2 vector3 = a2 - a1;
Vector2 vector4 = b2 - b1;
float num = vector3.x * vector4.y - vector3.y * vector4.x;
if(num == 0f)
{
return false;
}
Vector2 vector5 = b1 - a1;
float num2 = (vector5.x * vector4.y - vector5.y * vector4.x) / num;
if(num2 < 0f || num2 > 1f)
{
return false;
}
float num3 = (vector5.x * vector3.y - vector5.y * vector3.x) / num;
if(num3 < 0f || num3 > 1f)
{
return false;
}
intersection = a1 + num2 * vector3;
return true;
}
//
// 摘要:
// Returns the collision point between two infinite lines.
public static Vector2 InfiniteLineIntersect(Vector2 ps1, Vector2 pe1, Vector2 ps2, Vector2 pe2)
{
float num = pe1.y - ps1.y;
float num2 = ps1.x - pe1.x;
float num3 = num * ps1.x + num2 * ps1.y;
float num4 = pe2.y - ps2.y;
float num5 = ps2.x - pe2.x;
float num6 = num4 * ps2.x + num5 * ps2.y;
float num7 = num * num5 - num4 * num2;
if(num7 == 0f)
{
throw new Exception("Lines are parallel");
}
return new Vector2((num5 * num3 - num2 * num6) / num7, (num * num6 - num4 * num3) / num7);
}
//
// 摘要:
// Distance from line to plane.
//
// 参数:
// planeOrigin:
// Position of the plane.
//
// planeNormal:
// Surface normal of the plane.
//
// lineOrigin:
// Origin of the line.
//
// lineDirectionNormalized:
// Line direction normal.
public static float LineDistToPlane(Vector3 planeOrigin, Vector3 planeNormal, Vector3 lineOrigin, Vector3 lineDirectionNormalized)
{
return Vector3.Dot(lineDirectionNormalized, planeNormal) * Vector3.Distance(planeOrigin, lineOrigin);
}
//
// 摘要:
// Distance from ray to plane.
//
// 参数:
// ray:
// The ray.
//
// plane:
// The plane.
public static float RayDistToPlane(Ray ray, Plane plane)
{
float num = Vector3.Dot(plane.normal, ray.direction);
if(Mathf.Abs(num) < 1E-06f)
{
return 0f;
}
float num2 = Vector3.Dot(plane.normal, ray.origin);
return (0f - plane.distance - num2) / num;
}
//
// 摘要:
// Rotates a Vector2 by an angle.
//
// 参数:
// point:
// The point to rotate.
//
// degrees:
// The angle to rotate.
public static Vector2 RotatePoint(Vector2 point, float degrees)
{
float f = degrees * ((float)Math.PI / 180f);
float num = Mathf.Cos(f);
float num2 = Mathf.Sin(f);
return new Vector2(num * point.x - num2 * point.y, num2 * point.x + num * point.y);
}
//
// 摘要:
// Rotates a Vector2 around a point by an angle..
//
// 参数:
// point:
// The point to rotate.
//
// around:
// The point to rotate around.
//
// degrees:
// The angle to rotate.
public static Vector2 RotatePoint(Vector2 point, Vector2 around, float degrees)
{
float f = degrees * ((float)Math.PI / 180f);
float num = Mathf.Cos(f);
float num2 = Mathf.Sin(f);
return new Vector2(num * (point.x - around.x) - num2 * (point.y - around.y) + around.x, num2 * (point.x - around.x) + num * (point.y - around.y) + around.y);
}
#endregion
}
public static class Vector3IntExtend
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Add(this Vector3Int a, Vector3Int b)
=> new Vector3Int(
a.x + b.x,
a.y + b.y,
a.z + b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Add(this Vector3Int a, Vector3 b)
=> new Vector3Int(
(int)(a.x + b.x),
(int)(a.y + b.y),
(int)(a.z + b.z)
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Add(this Vector3Int a, int b)
=> new Vector3Int(
a.x + b,
a.y + b,
a.z + b
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Sub(this Vector3Int a, Vector3Int b)
=> new Vector3Int(
a.x - b.x,
a.y - b.y,
a.z - b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Sub(this Vector3Int a, Vector3 b)
=> new Vector3Int(
(int)(a.x - b.x),
(int)(a.y - b.y),
(int)(a.z - b.z)
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Sub(this Vector3Int a, int b)
=> new Vector3Int(
a.x - b,
a.y - b,
a.z - b
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Mul(this Vector3Int a, Vector3Int b)
=> new Vector3Int(
a.x * b.x,
a.y * b.y,
a.z * b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Mul(this Vector3Int a, Vector3 b)
=> new Vector3Int(
(int)(a.x * b.x),
(int)(a.y * b.y),
(int)(a.z * b.z)
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Mul(this Vector3Int a, int b)
=> new Vector3Int(
a.x * b,
a.y * b,
a.z * b
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Div(this Vector3Int a, Vector3Int b)
=> new Vector3Int(
a.x / b.x,
a.y / b.y,
a.z / b.z
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Div(this Vector3Int a, Vector3 b)
=> new Vector3Int(
(int)(a.x / b.x),
(int)(a.y / b.y),
(int)(a.z / b.z)
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Div(this Vector3Int a, int b)
=> new Vector3Int(
a.x / b,
a.y / b,
a.z / b
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Negative(this Vector3Int a)
=> new Vector3Int(-a.x, -a.y, -a.z);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Min(this Vector3Int a, Vector3Int b)
{
return new Vector3Int(Math.Min(a.x, b.x), Math.Min(a.y, b.y), Math.Min(a.z, b.z));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3Int Max(this Vector3Int a, Vector3Int b)
{
return new Vector3Int(Math.Max(a.x, b.x), Math.Max(a.y, b.y), Math.Max(a.z, b.z));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsValid(this Vector3Int lhs)
{
return lhs.x >= 0 && lhs.y >= 0 && lhs.z >= 0;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsInIndexRange(this Vector3Int lhs, Vector3Int max)
{
return
lhs.x.IsInIndexRange(0, max.x) &&
lhs.y.IsInIndexRange(0, max.y) &&
lhs.z.IsInIndexRange(0, max.z);
}
}
}