using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace XericLibrary.Runtime.MacroLibrary
{
public static class Vector3Extend
{
[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 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);
[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;
}
///
/// 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)
=> new Vector3(
(float)Math.Round(vec.x),
(float)Math.Round(vec.y),
(float)Math.Round(vec.z)
);
}
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);
}
}
}