mirror of
https://github.com/Facepunch/sbox-public.git
synced 2025-12-23 22:48:07 -05:00
This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
558 lines
16 KiB
C#
558 lines
16 KiB
C#
using Sandbox;
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using System.Diagnostics.CodeAnalysis;
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using System.Globalization;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Text.Json.Serialization;
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[JsonConverter( typeof( Sandbox.Internal.JsonConvert.Vector3IntConverter ) )]
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[StructLayout( LayoutKind.Sequential )]
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public struct Vector3Int : IEquatable<Vector3Int>, IParsable<Vector3Int>
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{
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/// <summary>
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/// The X component of this integer vector.
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/// </summary>
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[ActionGraphInclude( AutoExpand = true )]
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[JsonInclude]
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public int x;
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/// <summary>
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/// The Y component of this integer vector.
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/// </summary>
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[ActionGraphInclude( AutoExpand = true )]
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[JsonInclude]
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public int y;
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/// <summary>
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/// The Z component of this integer vector.
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/// </summary>
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[ActionGraphInclude( AutoExpand = true )]
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[JsonInclude]
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public int z;
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/// <summary>
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/// Initializes an integer vector with given components.
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/// </summary>
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/// <param name="x">The X component.</param>
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/// <param name="y">The Y component.</param>
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/// <param name="z">The Z component.</param>
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[ActionGraphNode( "vec3int.new" ), Title( "Vector3Int" ), Group( "Math/Geometry/Vector3Int" )]
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public Vector3Int( int x, int y, int z )
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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/// <summary>
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/// Initializes an integer vector with all components set to the same value.
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/// </summary>
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/// <param name="all">The value of the X, Y, and Z components.</param>
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public Vector3Int( int all = 0 ) : this( all, all, all )
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{
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}
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/// <summary>
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/// Initializes an integer vector with given components from another integer vector
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/// </summary>
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/// <param name="vector3Int"></param>
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public Vector3Int( Vector3Int vector3Int )
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{
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x = vector3Int.x;
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y = vector3Int.y;
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z = vector3Int.z;
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}
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/// <summary>
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/// An integer vector with all components set to 1.
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/// </summary>
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public static readonly Vector3Int One = new( 1 );
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/// <summary>
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/// An integer vector with all components set to 0.
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/// </summary>
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public static readonly Vector3Int Zero = new( 0 );
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/// <summary>
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/// An integer vector with X set to 1. This represents the forward direction.
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/// </summary>
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public static readonly Vector3Int Forward = new( 1, 0, 0 );
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/// <summary>
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/// An integer vector with X set to -1. This represents the backward direction.
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/// </summary>
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public static readonly Vector3Int Backward = new( -1, 0, 0 );
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/// <summary>
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/// An integer vector with Z set to 1. This represents the up direction.
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/// </summary>
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public static readonly Vector3Int Up = new( 0, 0, 1 );
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/// <summary>
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/// An integer vector with Z set to -1. This represents the down direction.
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/// </summary>
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public static readonly Vector3Int Down = new( 0, 0, -1 );
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/// <summary>
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/// An integer vector with Y set to 1. This represents the right direction.
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/// </summary>
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public static readonly Vector3Int Right = new( 0, -1, 0 );
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/// <summary>
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/// An integer vector with Y set to -1. This represents the left direction.
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/// </summary>
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public static readonly Vector3Int Left = new( 0, 1, 0 );
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/// <summary>
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/// An integer vector with X set to 1.
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/// </summary>
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public static readonly Vector3Int OneX = new( 1, 0, 0 );
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/// <summary>
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/// An integer vector with Y set to 1.
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/// </summary>
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public static readonly Vector3Int OneY = new( 0, 1, 0 );
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/// <summary>
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/// An integer vector with Z set to 1.
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/// </summary>
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public static readonly Vector3Int OneZ = new( 0, 0, 1 );
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/// <summary>
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/// Formats the integer vector into a string "x,y,z"
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/// </summary>
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/// <returns></returns>
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public override string ToString()
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{
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return $"{x},{y},{z}";
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}
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/// <summary>
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/// Returns a unit version of this vector. Keep in mind this returns a Vector3 and not a Vector3Int.
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/// </summary>
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public readonly Vector3 Normal
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{
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get
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{
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if ( IsZeroLength ) return this;
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return (Vector3)this / Length;
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}
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}
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/// <summary>
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/// The Euler angles of this direction vector.
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/// </summary>
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public Angles EulerAngles
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{
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readonly get { return Vector3.VectorAngle( this ); }
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set { this = (Vector3Int)Angles.AngleVector( value ); }
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}
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/// <summary>
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/// Returns the inverse of this vector, which is useful for scaling vectors. Keep in mind this returns a Vector3 and not a Vector3Int.
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/// </summary>
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public readonly Vector3 Inverse => new( 1.0f / x, 1.0f / y, 1.0f / z );
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// Vector3Int x Number Operators
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public static Vector3Int operator +( Vector3Int c1, int c2 )
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{
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return new Vector3Int( c1.x + c2, c1.y + c2, c1.z + c2 );
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}
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public static Vector3 operator +( Vector3Int c1, float c2 )
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{
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return new Vector3( c1.x + c2, c1.y + c2, c1.z + c2 );
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}
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public static Vector3Int operator -( Vector3Int c1, int c2 )
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{
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return new Vector3Int( c1.x - c2, c1.y - c2, c1.z - c2 );
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}
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public static Vector3 operator -( Vector3Int c1, float c2 )
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{
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return new Vector3( c1.x - c2, c1.y - c2, c1.z - c2 );
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}
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public static Vector3Int operator /( Vector3Int c1, int c2 )
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{
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return new Vector3Int( c1.x / c2, c1.y / c2, c1.z / c2 );
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}
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public static Vector3 operator /( Vector3Int c1, float c2 )
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{
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return new Vector3( c1.x / c2, c1.y / c2, c1.z / c2 );
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}
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public static Vector3Int operator *( Vector3Int c1, int c2 )
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{
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return new Vector3Int( c1.x * c2, c1.y * c2, c1.z * c2 );
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}
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public static Vector3 operator *( Vector3Int c1, float c2 )
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{
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return new Vector3( c1.x * c2, c1.y * c2, c1.z * c2 );
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}
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// Vector3Int x Vector2Int Operators
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public static Vector3Int operator +( Vector3Int c1, Vector2Int c2 )
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{
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return new Vector3Int( c1.x + c2.x, c1.y + c2.y, c1.z );
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}
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public static Vector3Int operator +( Vector2Int c1, Vector3Int c2 )
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{
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return new Vector3Int( c1.x + c2.x, c1.y + c2.y, c2.z );
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}
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public static Vector3Int operator -( Vector3Int c1, Vector2Int c2 )
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{
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return new Vector3Int( c1.x - c2.x, c1.y - c2.y, c1.z );
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}
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public static Vector3Int operator -( Vector2Int c1, Vector3Int c2 )
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{
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return new Vector3Int( c1.x - c2.x, c1.y - c2.y, c2.z );
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}
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// Vector3Int x Vector3Int Operators
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public static Vector3Int operator +( Vector3Int c1, Vector3Int c2 )
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{
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return new Vector3Int( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z );
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}
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public static Vector3Int operator -( Vector3Int c1, Vector3Int c2 )
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{
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return new Vector3Int( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z );
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}
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public static Vector3Int operator /( Vector3Int c1, Vector3Int c2 )
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{
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return new Vector3Int( c1.x / c2.x, c1.y / c2.y, c1.z / c2.z );
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}
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public static Vector3Int operator *( Vector3Int c1, Vector3Int c2 )
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{
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return new Vector3Int( c1.x * c2.x, c1.y * c2.y, c1.z * c2.z );
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}
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// Vector3Int x Vector3 Operators
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public static Vector3 operator +( Vector3Int c1, Vector3 c2 )
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{
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return new Vector3( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z );
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}
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public static Vector3 operator +( Vector3 c1, Vector3Int c2 )
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{
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return new Vector3( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z );
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}
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public static Vector3 operator -( Vector3Int c1, Vector3 c2 )
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{
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return new Vector3( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z );
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}
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public static Vector3 operator -( Vector3 c1, Vector3Int c2 )
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{
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return new Vector3( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z );
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}
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public static Vector3 operator /( Vector3Int c1, Vector3 c2 )
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{
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return new Vector3( c1.x / c2.x, c1.y / c2.y, c1.z / c2.z );
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}
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public static Vector3 operator /( Vector3 c1, Vector3Int c2 )
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{
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return new Vector3( c1.x / c2.x, c1.y / c2.y, c1.z / c2.z );
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}
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public static Vector3 operator *( Vector3Int c1, Vector3 c2 )
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{
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return new Vector3( c1.x * c2.x, c1.y * c2.y, c1.z * c2.z );
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}
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public static Vector3 operator *( Vector3 c1, Vector3Int c2 )
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{
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return new Vector3( c1.x * c2.x, c1.y * c2.y, c1.z * c2.z );
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}
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// Vector3Int x Vector4 Operators
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public static Vector4 operator +( Vector3Int c1, Vector4 c2 )
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{
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return new Vector4( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z, c2.w );
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}
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public static Vector4 operator +( Vector4 c1, Vector3Int c2 )
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{
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return new Vector4( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z, c1.w );
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}
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public static Vector4 operator -( Vector3Int c1, Vector4 c2 )
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{
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return new Vector4( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z, c2.w );
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}
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public static Vector4 operator -( Vector4 c1, Vector3Int c2 )
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{
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return new Vector4( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z, c1.w );
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}
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// Other Operators
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public static Vector3Int operator -( Vector3Int value )
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{
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return new Vector3Int( -value.x, -value.y, -value.z );
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}
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public static Vector3 operator *( Vector3Int c1, Rotation f )
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{
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return (Vector3)c1 * f;
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}
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// Implicit conversions
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static public implicit operator Vector3Int( int value )
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{
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return new Vector3Int( value, value, value );
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}
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static public implicit operator Vector3( Vector3Int value )
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{
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return new Vector3( value.x, value.y, value.z );
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}
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static public implicit operator Vector3Int( Vector2Int value )
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{
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return new Vector3Int( value.x, value.y, 0 );
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}
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// Explicit conversions
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static public explicit operator Vector3Int( Vector3 value )
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{
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return new Vector3Int( (int)value.x, (int)value.y, (int)value.z );
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}
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static public explicit operator Vector3Int( Vector2 value )
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{
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return new Vector3Int( (int)value.x, (int)value.y, 0 );
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}
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static public explicit operator Vector3Int( Vector4 value )
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{
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return new Vector3Int( (int)value.x, (int)value.y, (int)value.z );
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}
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public int this[int index]
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{
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get
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{
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return index switch
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{
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0 => x,
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1 => y,
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2 => z,
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_ => throw new IndexOutOfRangeException(),
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};
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}
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set
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{
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switch ( index )
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{
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case 0: x = value; break;
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case 1: y = value; break;
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case 2: z = value; break;
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}
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}
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}
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/// <summary>
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/// Length (or magnitude) of the integer vector (Distance from 0,0,0)
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/// </summary>
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public readonly float Length => MathF.Sqrt( x * x + y * y + z * z );
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/// <summary>
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/// Squared length of the integer vector. This is faster than <see cref="Length">Length</see>, and can be used for things like comparing distances, as long as only squared values are used.
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/// </summary>
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public readonly int LengthSquared => x * x + y * y + z * z;
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/// <summary>
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/// Whether the length of this vector is zero or not.
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/// </summary>
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public readonly bool IsZeroLength => x == 0 && y == 0 && z == 0;
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/// <summary>
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/// Returns true if value on every axis is less than or equal to tolerance.
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/// </summary>
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public readonly bool IsNearlyZero( int tolerance = 0 )
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{
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return Math.Abs( x ) <= tolerance && Math.Abs( y ) <= tolerance && Math.Abs( z ) <= tolerance;
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}
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public void Write( BinaryWriter writer )
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{
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writer.Write( x );
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writer.Write( y );
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writer.Write( z );
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}
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public readonly Vector3Int Read( BinaryReader reader )
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{
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return new Vector3Int( reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32() );
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}
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/// <summary>
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/// Returns an integer vector that has the minimum values on each axis between this vector and a given vector.
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/// </summary>
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public readonly Vector3Int ComponentMin( Vector3Int other )
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{
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return new Vector3Int( Math.Min( x, other.x ), Math.Min( y, other.y ), Math.Min( z, other.z ) );
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}
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/// <summary>
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/// Returns an integer vector that has the maximum values on each axis between this vector and a given vector.
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/// </summary>
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public readonly Vector3Int ComponentMax( Vector3Int other )
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{
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return new Vector3Int( Math.Max( x, other.x ), Math.Max( y, other.y ), Math.Max( z, other.z ) );
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}
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/// <summary>
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/// Returns the cross product of this and the given integer vector.
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/// If this and the given vectors are linearly independent, the resulting vector is perpendicular to them both, also known as a normal of a plane.
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/// </summary>
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public static Vector3Int Cross( in Vector3Int a, in Vector3Int b )
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{
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return new Vector3Int(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x
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);
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}
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/// <summary>
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/// Returns the scalar/dot product of the 2 given integer vectors.
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/// </summary>
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public static float Dot( in Vector3Int a, in Vector3Int b )
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{
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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/// <summary>
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/// Returns the scalar/dot product of the 2 given vectors.
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/// </summary>
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public static float Dot( in Vector3Int a, in Vector3 b )
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{
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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/// <summary>
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/// Returns the scalar/dot product of this and the given vector.
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/// </summary>
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public readonly float Dot( in Vector3Int b ) => Dot( this, b );
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/// <summary>
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/// Returns the scalar/dot product of this and the given vector.
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/// </summary>
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public readonly float Dot( in Vector3 b ) => Dot( this, b );
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/// <summary>
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/// Returns distance between this vector and another.
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/// </summary>
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public float Distance( Vector3Int other )
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{
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var dx = other.x - x;
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var dy = other.y - y;
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var dz = other.z - z;
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return MathF.Sqrt( dx * dx + dy * dy + dz * dz );
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}
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/// <summary>
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/// Returns distance between this vector and another.
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/// </summary>
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public float Distance( Vector3 other )
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{
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var dx = other.x - x;
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var dy = other.y - y;
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var dz = other.z - z;
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return MathF.Sqrt( dx * dx + dy * dy + dz * dz );
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}
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/// <summary>
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/// Snap to grid along any of the 3 axes.
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/// </summary>
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public readonly Vector3Int SnapToGrid( int gridSize, bool sx = true, bool sy = true, bool sz = true )
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{
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return new Vector3Int(
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sx ? x.SnapToGrid( gridSize ) : x,
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sy ? y.SnapToGrid( gridSize ) : y,
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sz ? z.SnapToGrid( gridSize ) : z
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);
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}
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public static float GetAngle( in Vector3Int v1, in Vector3Int v2 )
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{
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return MathF.Acos( Vector3.Dot( v1.Normal, v2.Normal ).Clamp( -1, 1 ) ).RadianToDegree();
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}
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/// <summary>
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/// Returns an integer vector that has the minimum values on each axis between 2 given vectors.
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/// </summary>
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public static Vector3Int Min( Vector3Int a, Vector3Int b ) => a.ComponentMin( b );
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/// <summary>
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/// Returns an integer vector that has the maximum values on each axis between 2 given vectors.
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/// </summary>
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public static Vector3Int Max( Vector3Int a, Vector3Int b ) => a.ComponentMax( b );
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/// <summary>
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/// Returns a new integer vector with all values positive. -5 becomes 5, ect.
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/// </summary>
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public readonly Vector3Int Abs()
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{
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return new Vector3Int( Math.Abs( x ), Math.Abs( y ), Math.Abs( z ) );
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}
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/// <summary>
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/// Returns this integer vector with given X component.
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/// </summary>
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public readonly Vector3Int WithX( int x ) => new( x, y, z );
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|
|
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/// <summary>
|
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/// Returns this integer vector with given Y component.
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|
/// </summary>
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|
public readonly Vector3Int WithY( int y ) => new( x, y, z );
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|
|
|
/// <summary>
|
|
/// Returns this integer vector with given Z component.
|
|
/// </summary>
|
|
public readonly Vector3Int WithZ( int z ) => new( x, y, z );
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|
|
|
#region Equality
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|
public static bool operator ==( Vector3Int left, Vector3Int right ) => left.Equals( right );
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public static bool operator !=( Vector3Int left, Vector3Int right ) => !(left == right);
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public override bool Equals( object obj ) => obj is Vector3Int o && Equals( o );
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public bool Equals( Vector3Int o ) => x == o.x && y == o.y && z == o.z;
|
|
public override int GetHashCode() => HashCode.Combine( x, y, z );
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|
#endregion
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|
|
|
/// <summary>
|
|
/// Given a string, try to convert this into a Vector3Int. Example formatting is "x,y,z", "[x,y,z]", "x y z", etc.
|
|
/// </summary>
|
|
public static Vector3Int Parse( string str )
|
|
{
|
|
if ( TryParse( str, CultureInfo.InvariantCulture, out var res ) )
|
|
return res;
|
|
|
|
return default;
|
|
}
|
|
|
|
/// <inheritdoc cref="Parse(string)" />
|
|
public static Vector3Int Parse( string str, IFormatProvider provider )
|
|
{
|
|
return Parse( str );
|
|
}
|
|
|
|
/// <inheritdoc cref="Parse(string)" />
|
|
public static bool TryParse( [NotNullWhen( true )] string str, IFormatProvider info, [MaybeNullWhen( false )] out Vector3Int result )
|
|
{
|
|
result = Vector3Int.Zero;
|
|
|
|
if ( string.IsNullOrWhiteSpace( str ) )
|
|
return false;
|
|
|
|
str = str.Trim( '[', ']', ' ', '\n', '\r', '\t', '"' );
|
|
|
|
var components = str.Split( new[] { ' ', ',', ';', '\n', '\r' }, StringSplitOptions.RemoveEmptyEntries );
|
|
|
|
if ( components.Length != 3 )
|
|
return false;
|
|
|
|
if ( !int.TryParse( components[0], NumberStyles.Integer, info, out int x ) ||
|
|
!int.TryParse( components[1], NumberStyles.Integer, info, out int y ) ||
|
|
!int.TryParse( components[2], NumberStyles.Integer, info, out int z ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
result = new Vector3Int( x, y, z );
|
|
return true;
|
|
}
|
|
}
|