// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. using System; using System.Globalization; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace FlaxEngine { /// /// Represents a four dimensional mathematical vector (signed integers). /// [Serializable] #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Int4Converter))] #endif partial struct Int4 : IEquatable, IFormattable { private static readonly string _formatString = "X:{0} Y:{1} Z:{2} W:{3}"; /// /// The size of the type, in bytes. /// public static readonly int SizeInBytes = Marshal.SizeOf(typeof(Int4)); /// /// A with all of its components set to zero. /// public static readonly Int4 Zero; /// /// The X unit (1, 0, 0, 0). /// public static readonly Int4 UnitX = new Int4(1, 0, 0, 0); /// /// The Y unit (0, 1, 0, 0). /// public static readonly Int4 UnitY = new Int4(0, 1, 0, 0); /// /// The Z unit (0, 0, 1, 0). /// public static readonly Int4 UnitZ = new Int4(0, 0, 1, 0); /// /// The W unit (0, 0, 0, 1). /// public static readonly Int4 UnitW = new Int4(0, 0, 0, 1); /// /// A with all of its components set to one. /// public static readonly Int4 One = new Int4(1, 1, 1, 1); /// /// A with all components equal to . /// public static readonly Int4 Minimum = new Int4(int.MinValue); /// /// A with all components equal to . /// public static readonly Int4 Maximum = new Int4(int.MaxValue); /// /// Initializes a new instance of the struct. /// /// The value that will be assigned to all components. public Int4(int value) { X = value; Y = value; Z = value; W = value; } /// /// Initializes a new instance of the struct. /// /// Initial value for the X component of the vector. /// Initial value for the Y component of the vector. /// Initial value for the Z component of the vector. /// Initial value for the W component of the vector. public Int4(int x, int y, int z, int w) { X = x; Y = y; Z = z; W = w; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X, Y, and Z components. /// Initial value for the W component of the vector. public Int4(Int3 value, int w) { X = value.X; Y = value.Y; Z = value.Z; W = w; } /// /// Initializes a new instance of the struct. /// /// A vector containing the values with which to initialize the X and Y components. /// Initial value for the Z component of the vector. /// Initial value for the W component of the vector. public Int4(Int2 value, int z, int w) { X = value.X; Y = value.Y; Z = z; W = w; } /// /// Initializes a new instance of the struct. /// /// The values to assign to the X, Y, Z, and W components of the vector. This must be an array with four elements. /// Thrown when is null. /// Thrown when contains more or less than four elements. public Int4(int[] values) { if (values == null) throw new ArgumentNullException(nameof(values)); if (values.Length != 4) throw new ArgumentOutOfRangeException(nameof(values), "There must be four and only four input values for Int4."); X = values[0]; Y = values[1]; Z = values[2]; W = values[3]; } /// /// Gets a value indicting whether this vector is zero /// public bool IsZero => Mathf.IsZero(X) && Mathf.IsZero(Y) && Mathf.IsZero(Z) && Mathf.IsZero(W); /// /// Gets a value indicting whether this vector is one /// public bool IsOne => Mathf.IsOne(X) && Mathf.IsOne(Y) && Mathf.IsOne(Z) && Mathf.IsOne(W); /// /// Gets a minimum component value /// public int MinValue => Mathf.Min(X, Mathf.Min(Y, Mathf.Min(Z, W))); /// /// Gets a maximum component value /// public int MaxValue => Mathf.Max(X, Mathf.Max(Y, Mathf.Max(Z, W))); /// /// Gets a sum of the component values. /// public int ValuesSum => X + Y + Z + W; /// /// Gets or sets the component at the specified index. /// /// The value of the X, Y, Z, or W component, depending on the index. /// The index of the component to access. Use 0 for the X component, 1 for the Y component, 2 for the Z component, and 3 for the W component. /// The value of the component at the specified index. /// Thrown when the is out of the range [0,3]. public int this[int index] { get { switch (index) { case 0: return X; case 1: return Y; case 2: return Z; case 3: return W; } throw new ArgumentOutOfRangeException(nameof(index), "Indices for Int4 run from 0 to 3, inclusive."); } set { switch (index) { case 0: X = value; break; case 1: Y = value; break; case 2: Z = value; break; case 3: W = value; break; default: throw new ArgumentOutOfRangeException(nameof(index), "Indices for Int4 run from 0 to 3, inclusive."); } } } /// /// Creates an array containing the elements of the vector. /// /// A four-element array containing the components of the vector. public int[] ToArray() { return new[] { X, Y, Z, W }; } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// When the method completes, contains the sum of the two vectors. public static void Add(ref Int4 left, ref Int4 right, out Int4 result) { result = new Int4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W); } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static Int4 Add(Int4 left, Int4 right) { return new Int4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W); } /// /// Perform a component-wise addition /// /// The input vector /// The scalar value to be added to elements /// The vector with added scalar for each element. public static void Add(ref Int4 left, ref int right, out Int4 result) { result = new Int4(left.X + right, left.Y + right, left.Z + right, left.W + right); } /// /// Perform a component-wise addition /// /// The input vector /// The scalar value to be added to elements /// The vector with added scalar for each element. public static Int4 Add(Int4 left, int right) { return new Int4(left.X + right, left.Y + right, left.Z + right, left.W + right); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// When the method completes, contains the difference of the two vectors. public static void Subtract(ref Int4 left, ref Int4 right, out Int4 result) { result = new Int4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static Int4 Subtract(Int4 left, Int4 right) { return new Int4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W); } /// /// Perform a component-wise subtraction /// /// The input vector /// The scalar value to be subtracted from elements /// The vector with subtracted scalar for each element. public static void Subtract(ref Int4 left, ref int right, out Int4 result) { result = new Int4(left.X - right, left.Y - right, left.Z - right, left.W - right); } /// /// Perform a component-wise subtraction /// /// The input vector /// The scalar value to be subtracted from elements /// The vector with subtracted scalar for each element. public static Int4 Subtract(Int4 left, int right) { return new Int4(left.X - right, left.Y - right, left.Z - right, left.W - right); } /// /// Perform a component-wise subtraction /// /// The scalar value to be subtracted from elements /// The input vector. /// The vector with subtracted scalar for each element. public static void Subtract(ref int left, ref Int4 right, out Int4 result) { result = new Int4(left - right.X, left - right.Y, left - right.Z, left - right.W); } /// /// Perform a component-wise subtraction /// /// The scalar value to be subtracted from elements /// The input vector. /// The vector with subtracted scalar for each element. public static Int4 Subtract(int left, Int4 right) { return new Int4(left - right.X, left - right.Y, left - right.Z, left - right.W); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Multiply(ref Int4 value, int scale, out Int4 result) { result = new Int4(value.X * scale, value.Y * scale, value.Z * scale, value.W * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int4 Multiply(Int4 value, int scale) { return new Int4(value.X * scale, value.Y * scale, value.Z * scale, value.W * scale); } /// /// Multiplies a vector with another by performing component-wise multiplication. /// /// The first vector to multiply. /// The second vector to multiply. /// When the method completes, contains the multiplied vector. public static void Multiply(ref Int4 left, ref Int4 right, out Int4 result) { result = new Int4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W); } /// /// Multiplies a vector with another by performing component-wise multiplication. /// /// The first vector to multiply. /// The second vector to multiply. /// The multiplied vector. public static Int4 Multiply(Int4 left, Int4 right) { return new Int4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Divide(ref Int4 value, int scale, out Int4 result) { result = new Int4(value.X / scale, value.Y / scale, value.Z / scale, value.W / scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int4 Divide(Int4 value, int scale) { return new Int4(value.X / scale, value.Y / scale, value.Z / scale, value.W / scale); } /// /// Scales a vector by the given value. /// /// The amount by which to scale the vector. /// The vector to scale. /// When the method completes, contains the scaled vector. public static void Divide(int scale, ref Int4 value, out Int4 result) { result = new Int4(scale / value.X, scale / value.Y, scale / value.Z, scale / value.W); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int4 Divide(int scale, Int4 value) { return new Int4(scale / value.X, scale / value.Y, scale / value.Z, scale / value.W); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// When the method completes, contains a vector facing in the opposite direction. public static void Negate(ref Int4 value, out Int4 result) { result = new Int4(-value.X, -value.Y, -value.Z, -value.W); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// A vector facing in the opposite direction. public static Int4 Negate(Int4 value) { return new Int4(-value.X, -value.Y, -value.Z, -value.W); } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// When the method completes, contains the clamped value. public static void Clamp(ref Int4 value, ref Int4 min, ref Int4 max, out Int4 result) { int x = value.X; x = x > max.X ? max.X : x; x = x < min.X ? min.X : x; int y = value.Y; y = y > max.Y ? max.Y : y; y = y < min.Y ? min.Y : y; int z = value.Z; z = z > max.Z ? max.Z : z; z = z < min.Z ? min.Z : z; int w = value.W; w = w > max.W ? max.W : w; w = w < min.W ? min.W : w; result = new Int4(x, y, z, w); } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// The clamped value. public static Int4 Clamp(Int4 value, Int4 min, Int4 max) { Clamp(ref value, ref min, ref max, out Int4 result); return result; } /// /// Returns a vector containing the largest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the largest components of the source vectors. public static void Max(ref Int4 left, ref Int4 right, out Int4 result) { result.X = left.X > right.X ? left.X : right.X; result.Y = left.Y > right.Y ? left.Y : right.Y; result.Z = left.Z > right.Z ? left.Z : right.Z; result.W = left.W > right.W ? left.W : right.W; } /// /// Returns a vector containing the largest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the largest components of the source vectors. public static Int4 Max(Int4 left, Int4 right) { Max(ref left, ref right, out Int4 result); return result; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the smallest components of the source vectors. public static void Min(ref Int4 left, ref Int4 right, out Int4 result) { result.X = left.X < right.X ? left.X : right.X; result.Y = left.Y < right.Y ? left.Y : right.Y; result.Z = left.Z < right.Z ? left.Z : right.Z; result.W = left.W < right.W ? left.W : right.W; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the smallest components of the source vectors. public static Int4 Min(Int4 left, Int4 right) { Min(ref left, ref right, out Int4 result); return result; } /// /// Returns the absolute value of a vector. /// /// The value. /// A vector which components are less or equal to 0. public static Int4 Abs(Int4 v) { return new Int4(Math.Abs(v.X), Math.Abs(v.Y), Math.Abs(v.Z), Math.Abs(v.W)); } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static Int4 operator +(Int4 left, Int4 right) { return new Int4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W); } /// /// Multiplies a vector with another by performing component-wise multiplication equivalent to /// . /// /// The first vector to multiply. /// The second vector to multiply. /// The multiplication of the two vectors. public static Int4 operator *(Int4 left, Int4 right) { return new Int4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W); } /// /// Assert a vector (return it unchanged). /// /// The vector to assert (unchanged). /// The asserted (unchanged) vector. public static Int4 operator +(Int4 value) { return value; } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static Int4 operator -(Int4 left, Int4 right) { return new Int4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W); } /// /// Reverses the direction of a given vector. /// /// The vector to negate. /// A vector facing in the opposite direction. public static Int4 operator -(Int4 value) { return new Int4(-value.X, -value.Y, -value.Z, -value.W); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int4 operator *(int scale, Int4 value) { return new Int4(value.X * scale, value.Y * scale, value.Z * scale, value.W * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int4 operator *(Int4 value, int scale) { return new Int4(value.X * scale, value.Y * scale, value.Z * scale, value.W * scale); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int4 operator /(Int4 value, int scale) { return new Int4(value.X / scale, value.Y / scale, value.Z / scale, value.W / scale); } /// /// Scales a vector by the given value. /// /// The amount by which to scale the vector. /// The vector to scale. /// The scaled vector. public static Int4 operator /(int scale, Int4 value) { return new Int4(scale / value.X, scale / value.Y, scale / value.Z, scale / value.W); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static Int4 operator /(Int4 value, Int4 scale) { return new Int4(value.X / scale.X, value.Y / scale.Y, value.Z / scale.Z, value.W / scale.W); } /// /// Remainder of value divided by scale. /// /// The vector to scale. /// The amount by which to scale the vector. /// The remained vector. public static Int4 operator %(Int4 value, float scale) { return new Int4((int)(value.X % scale), (int)(value.Y % scale), (int)(value.Z % scale), (int)(value.W % scale)); } /// /// Remainder of value divided by scale. /// /// The amount by which to scale the vector. /// The vector to scale. /// The remained vector. public static Int4 operator %(float value, Int4 scale) { return new Int4((int)(value % scale.X), (int)(value % scale.Y), (int)(value % scale.Z), (int)(value % scale.W)); } /// /// Remainder of value divided by scale. /// /// The vector to scale. /// The amount by which to scale the vector. /// The remained vector. public static Int4 operator %(Int4 value, Int4 scale) { return new Int4(value.X % scale.X, value.Y % scale.Y, value.Z % scale.Z, value.W % scale.W); } /// /// Perform a component-wise addition /// /// The input vector. /// The scalar value to be added on elements /// The vector with added scalar for each element. public static Int4 operator +(Int4 value, int scalar) { return new Int4(value.X + scalar, value.Y + scalar, value.Z + scalar, value.W + scalar); } /// /// Perform a component-wise addition /// /// The input vector. /// The scalar value to be added on elements /// The vector with added scalar for each element. public static Int4 operator +(int scalar, Int4 value) { return new Int4(scalar + value.X, scalar + value.Y, scalar + value.Z, scalar + value.W); } /// /// Perform a component-wise subtraction /// /// The input vector. /// The scalar value to be subtracted from elements /// The vector with subtracted scalar from each element. public static Int4 operator -(Int4 value, int scalar) { return new Int4(value.X - scalar, value.Y - scalar, value.Z - scalar, value.W - scalar); } /// /// Perform a component-wise subtraction /// /// The input vector. /// The scalar value to be subtracted from elements /// The vector with subtracted scalar from each element. public static Int4 operator -(int scalar, Int4 value) { return new Int4(scalar - value.X, scalar - value.Y, scalar - value.Z, scalar - value.W); } /// /// Tests for equality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has the same value as ; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator ==(Int4 left, Int4 right) { return left.Equals(ref right); } /// /// Tests for inequality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has a different value than ; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator !=(Int4 left, Int4 right) { return !left.Equals(ref right); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Int2(Int4 value) { return new Int2(value.X, value.Y); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Int3(Int4 value) { return new Int3(value.X, value.Y, value.Z); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Float2(Int4 value) { return new Float2(value.X, value.Y); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Float3(Int4 value) { return new Float3(value.X, value.Y, value.Z); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Float4(Int4 value) { return new Float4(value.X, value.Y, value.Z, value.W); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vector2(Int4 value) { return new Vector2(value.X, value.Y); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vector3(Int4 value) { return new Vector3(value.X, value.Y, value.Z); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vector4(Int4 value) { return new Vector4(value.X, value.Y, value.Z, value.W); } /// /// Returns a that represents this instance. /// /// A that represents this instance. public override string ToString() { return string.Format(CultureInfo.CurrentCulture, _formatString, X, Y, Z, W); } /// /// Returns a that represents this instance. /// /// The format. /// A that represents this instance. public string ToString(string format) { if (format == null) return ToString(); return string.Format(CultureInfo.CurrentCulture, _formatString, X.ToString(format, CultureInfo.CurrentCulture), Y.ToString(format, CultureInfo.CurrentCulture), Z.ToString(format, CultureInfo.CurrentCulture), W.ToString(format, CultureInfo.CurrentCulture)); } /// /// Returns a that represents this instance. /// /// The format provider. /// A that represents this instance. public string ToString(IFormatProvider formatProvider) { return string.Format(formatProvider, _formatString, X, Y, Z, W); } /// /// Returns a that represents this instance. /// /// The format. /// The format provider. /// A that represents this instance. public string ToString(string format, IFormatProvider formatProvider) { if (format == null) return ToString(formatProvider); return string.Format(formatProvider, "X:{0} Y:{1} Z:{2} W:{3}", X.ToString(format, formatProvider), Y.ToString(format, formatProvider), Z.ToString(format, formatProvider), W.ToString(format, formatProvider)); } /// /// Returns a hash code for this instance. /// /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. public override int GetHashCode() { unchecked { int hashCode = X.GetHashCode(); hashCode = (hashCode * 397) ^ Y.GetHashCode(); hashCode = (hashCode * 397) ^ Z.GetHashCode(); hashCode = (hashCode * 397) ^ W.GetHashCode(); return hashCode; } } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. public bool Equals(ref Int4 other) { return other.X == X && other.Y == Y && other.Z == Z && other.W == W; } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(Int4 other) { return Equals(ref other); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. public override bool Equals(object value) { return value is Int4 other && Equals(ref other); } } }