Files
sbox-public/engine/Sandbox.System/Math/Vector3Int.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

558 lines
16 KiB
C#

using Sandbox;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.Runtime.InteropServices;
using System.Text.Json.Serialization;
[JsonConverter( typeof( Sandbox.Internal.JsonConvert.Vector3IntConverter ) )]
[StructLayout( LayoutKind.Sequential )]
public struct Vector3Int : IEquatable<Vector3Int>, IParsable<Vector3Int>
{
/// <summary>
/// The X component of this integer vector.
/// </summary>
[ActionGraphInclude( AutoExpand = true )]
[JsonInclude]
public int x;
/// <summary>
/// The Y component of this integer vector.
/// </summary>
[ActionGraphInclude( AutoExpand = true )]
[JsonInclude]
public int y;
/// <summary>
/// The Z component of this integer vector.
/// </summary>
[ActionGraphInclude( AutoExpand = true )]
[JsonInclude]
public int z;
/// <summary>
/// Initializes an integer vector with given components.
/// </summary>
/// <param name="x">The X component.</param>
/// <param name="y">The Y component.</param>
/// <param name="z">The Z component.</param>
[ActionGraphNode( "vec3int.new" ), Title( "Vector3Int" ), Group( "Math/Geometry/Vector3Int" )]
public Vector3Int( int x, int y, int z )
{
this.x = x;
this.y = y;
this.z = z;
}
/// <summary>
/// Initializes an integer vector with all components set to the same value.
/// </summary>
/// <param name="all">The value of the X, Y, and Z components.</param>
public Vector3Int( int all = 0 ) : this( all, all, all )
{
}
/// <summary>
/// Initializes an integer vector with given components from another integer vector
/// </summary>
/// <param name="vector3Int"></param>
public Vector3Int( Vector3Int vector3Int )
{
x = vector3Int.x;
y = vector3Int.y;
z = vector3Int.z;
}
/// <summary>
/// An integer vector with all components set to 1.
/// </summary>
public static readonly Vector3Int One = new( 1 );
/// <summary>
/// An integer vector with all components set to 0.
/// </summary>
public static readonly Vector3Int Zero = new( 0 );
/// <summary>
/// An integer vector with X set to 1. This represents the forward direction.
/// </summary>
public static readonly Vector3Int Forward = new( 1, 0, 0 );
/// <summary>
/// An integer vector with X set to -1. This represents the backward direction.
/// </summary>
public static readonly Vector3Int Backward = new( -1, 0, 0 );
/// <summary>
/// An integer vector with Z set to 1. This represents the up direction.
/// </summary>
public static readonly Vector3Int Up = new( 0, 0, 1 );
/// <summary>
/// An integer vector with Z set to -1. This represents the down direction.
/// </summary>
public static readonly Vector3Int Down = new( 0, 0, -1 );
/// <summary>
/// An integer vector with Y set to 1. This represents the right direction.
/// </summary>
public static readonly Vector3Int Right = new( 0, -1, 0 );
/// <summary>
/// An integer vector with Y set to -1. This represents the left direction.
/// </summary>
public static readonly Vector3Int Left = new( 0, 1, 0 );
/// <summary>
/// An integer vector with X set to 1.
/// </summary>
public static readonly Vector3Int OneX = new( 1, 0, 0 );
/// <summary>
/// An integer vector with Y set to 1.
/// </summary>
public static readonly Vector3Int OneY = new( 0, 1, 0 );
/// <summary>
/// An integer vector with Z set to 1.
/// </summary>
public static readonly Vector3Int OneZ = new( 0, 0, 1 );
/// <summary>
/// Formats the integer vector into a string "x,y,z"
/// </summary>
/// <returns></returns>
public override string ToString()
{
return $"{x},{y},{z}";
}
/// <summary>
/// Returns a unit version of this vector. Keep in mind this returns a Vector3 and not a Vector3Int.
/// </summary>
public readonly Vector3 Normal
{
get
{
if ( IsZeroLength ) return this;
return (Vector3)this / Length;
}
}
/// <summary>
/// The Euler angles of this direction vector.
/// </summary>
public Angles EulerAngles
{
readonly get { return Vector3.VectorAngle( this ); }
set { this = (Vector3Int)Angles.AngleVector( value ); }
}
/// <summary>
/// Returns the inverse of this vector, which is useful for scaling vectors. Keep in mind this returns a Vector3 and not a Vector3Int.
/// </summary>
public readonly Vector3 Inverse => new( 1.0f / x, 1.0f / y, 1.0f / z );
// Vector3Int x Number Operators
public static Vector3Int operator +( Vector3Int c1, int c2 )
{
return new Vector3Int( c1.x + c2, c1.y + c2, c1.z + c2 );
}
public static Vector3 operator +( Vector3Int c1, float c2 )
{
return new Vector3( c1.x + c2, c1.y + c2, c1.z + c2 );
}
public static Vector3Int operator -( Vector3Int c1, int c2 )
{
return new Vector3Int( c1.x - c2, c1.y - c2, c1.z - c2 );
}
public static Vector3 operator -( Vector3Int c1, float c2 )
{
return new Vector3( c1.x - c2, c1.y - c2, c1.z - c2 );
}
public static Vector3Int operator /( Vector3Int c1, int c2 )
{
return new Vector3Int( c1.x / c2, c1.y / c2, c1.z / c2 );
}
public static Vector3 operator /( Vector3Int c1, float c2 )
{
return new Vector3( c1.x / c2, c1.y / c2, c1.z / c2 );
}
public static Vector3Int operator *( Vector3Int c1, int c2 )
{
return new Vector3Int( c1.x * c2, c1.y * c2, c1.z * c2 );
}
public static Vector3 operator *( Vector3Int c1, float c2 )
{
return new Vector3( c1.x * c2, c1.y * c2, c1.z * c2 );
}
// Vector3Int x Vector2Int Operators
public static Vector3Int operator +( Vector3Int c1, Vector2Int c2 )
{
return new Vector3Int( c1.x + c2.x, c1.y + c2.y, c1.z );
}
public static Vector3Int operator +( Vector2Int c1, Vector3Int c2 )
{
return new Vector3Int( c1.x + c2.x, c1.y + c2.y, c2.z );
}
public static Vector3Int operator -( Vector3Int c1, Vector2Int c2 )
{
return new Vector3Int( c1.x - c2.x, c1.y - c2.y, c1.z );
}
public static Vector3Int operator -( Vector2Int c1, Vector3Int c2 )
{
return new Vector3Int( c1.x - c2.x, c1.y - c2.y, c2.z );
}
// Vector3Int x Vector3Int Operators
public static Vector3Int operator +( Vector3Int c1, Vector3Int c2 )
{
return new Vector3Int( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z );
}
public static Vector3Int operator -( Vector3Int c1, Vector3Int c2 )
{
return new Vector3Int( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z );
}
public static Vector3Int operator /( Vector3Int c1, Vector3Int c2 )
{
return new Vector3Int( c1.x / c2.x, c1.y / c2.y, c1.z / c2.z );
}
public static Vector3Int operator *( Vector3Int c1, Vector3Int c2 )
{
return new Vector3Int( c1.x * c2.x, c1.y * c2.y, c1.z * c2.z );
}
// Vector3Int x Vector3 Operators
public static Vector3 operator +( Vector3Int c1, Vector3 c2 )
{
return new Vector3( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z );
}
public static Vector3 operator +( Vector3 c1, Vector3Int c2 )
{
return new Vector3( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z );
}
public static Vector3 operator -( Vector3Int c1, Vector3 c2 )
{
return new Vector3( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z );
}
public static Vector3 operator -( Vector3 c1, Vector3Int c2 )
{
return new Vector3( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z );
}
public static Vector3 operator /( Vector3Int c1, Vector3 c2 )
{
return new Vector3( c1.x / c2.x, c1.y / c2.y, c1.z / c2.z );
}
public static Vector3 operator /( Vector3 c1, Vector3Int c2 )
{
return new Vector3( c1.x / c2.x, c1.y / c2.y, c1.z / c2.z );
}
public static Vector3 operator *( Vector3Int c1, Vector3 c2 )
{
return new Vector3( c1.x * c2.x, c1.y * c2.y, c1.z * c2.z );
}
public static Vector3 operator *( Vector3 c1, Vector3Int c2 )
{
return new Vector3( c1.x * c2.x, c1.y * c2.y, c1.z * c2.z );
}
// Vector3Int x Vector4 Operators
public static Vector4 operator +( Vector3Int c1, Vector4 c2 )
{
return new Vector4( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z, c2.w );
}
public static Vector4 operator +( Vector4 c1, Vector3Int c2 )
{
return new Vector4( c1.x + c2.x, c1.y + c2.y, c1.z + c2.z, c1.w );
}
public static Vector4 operator -( Vector3Int c1, Vector4 c2 )
{
return new Vector4( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z, c2.w );
}
public static Vector4 operator -( Vector4 c1, Vector3Int c2 )
{
return new Vector4( c1.x - c2.x, c1.y - c2.y, c1.z - c2.z, c1.w );
}
// Other Operators
public static Vector3Int operator -( Vector3Int value )
{
return new Vector3Int( -value.x, -value.y, -value.z );
}
public static Vector3 operator *( Vector3Int c1, Rotation f )
{
return (Vector3)c1 * f;
}
// Implicit conversions
static public implicit operator Vector3Int( int value )
{
return new Vector3Int( value, value, value );
}
static public implicit operator Vector3( Vector3Int value )
{
return new Vector3( value.x, value.y, value.z );
}
static public implicit operator Vector3Int( Vector2Int value )
{
return new Vector3Int( value.x, value.y, 0 );
}
// Explicit conversions
static public explicit operator Vector3Int( Vector3 value )
{
return new Vector3Int( (int)value.x, (int)value.y, (int)value.z );
}
static public explicit operator Vector3Int( Vector2 value )
{
return new Vector3Int( (int)value.x, (int)value.y, 0 );
}
static public explicit operator Vector3Int( Vector4 value )
{
return new Vector3Int( (int)value.x, (int)value.y, (int)value.z );
}
public int this[int index]
{
get
{
return index switch
{
0 => x,
1 => y,
2 => z,
_ => throw new IndexOutOfRangeException(),
};
}
set
{
switch ( index )
{
case 0: x = value; break;
case 1: y = value; break;
case 2: z = value; break;
}
}
}
/// <summary>
/// Length (or magnitude) of the integer vector (Distance from 0,0,0)
/// </summary>
public readonly float Length => MathF.Sqrt( x * x + y * y + z * z );
/// <summary>
/// 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.
/// </summary>
public readonly int LengthSquared => x * x + y * y + z * z;
/// <summary>
/// Whether the length of this vector is zero or not.
/// </summary>
public readonly bool IsZeroLength => x == 0 && y == 0 && z == 0;
/// <summary>
/// Returns true if value on every axis is less than or equal to tolerance.
/// </summary>
public readonly bool IsNearlyZero( int tolerance = 0 )
{
return Math.Abs( x ) <= tolerance && Math.Abs( y ) <= tolerance && Math.Abs( z ) <= tolerance;
}
public void Write( BinaryWriter writer )
{
writer.Write( x );
writer.Write( y );
writer.Write( z );
}
public readonly Vector3Int Read( BinaryReader reader )
{
return new Vector3Int( reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32() );
}
/// <summary>
/// Returns an integer vector that has the minimum values on each axis between this vector and a given vector.
/// </summary>
public readonly Vector3Int ComponentMin( Vector3Int other )
{
return new Vector3Int( Math.Min( x, other.x ), Math.Min( y, other.y ), Math.Min( z, other.z ) );
}
/// <summary>
/// Returns an integer vector that has the maximum values on each axis between this vector and a given vector.
/// </summary>
public readonly Vector3Int ComponentMax( Vector3Int other )
{
return new Vector3Int( Math.Max( x, other.x ), Math.Max( y, other.y ), Math.Max( z, other.z ) );
}
/// <summary>
/// Returns the cross product of this and the given integer vector.
/// 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.
/// </summary>
public static Vector3Int Cross( in Vector3Int a, in Vector3Int b )
{
return new Vector3Int(
a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x
);
}
/// <summary>
/// Returns the scalar/dot product of the 2 given integer vectors.
/// </summary>
public static float Dot( in Vector3Int a, in Vector3Int b )
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
/// <summary>
/// Returns the scalar/dot product of the 2 given vectors.
/// </summary>
public static float Dot( in Vector3Int a, in Vector3 b )
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
/// <summary>
/// Returns the scalar/dot product of this and the given vector.
/// </summary>
public readonly float Dot( in Vector3Int b ) => Dot( this, b );
/// <summary>
/// Returns the scalar/dot product of this and the given vector.
/// </summary>
public readonly float Dot( in Vector3 b ) => Dot( this, b );
/// <summary>
/// Returns distance between this vector and another.
/// </summary>
public float Distance( Vector3Int other )
{
var dx = other.x - x;
var dy = other.y - y;
var dz = other.z - z;
return MathF.Sqrt( dx * dx + dy * dy + dz * dz );
}
/// <summary>
/// Returns distance between this vector and another.
/// </summary>
public float Distance( Vector3 other )
{
var dx = other.x - x;
var dy = other.y - y;
var dz = other.z - z;
return MathF.Sqrt( dx * dx + dy * dy + dz * dz );
}
/// <summary>
/// Snap to grid along any of the 3 axes.
/// </summary>
public readonly Vector3Int SnapToGrid( int gridSize, bool sx = true, bool sy = true, bool sz = true )
{
return new Vector3Int(
sx ? x.SnapToGrid( gridSize ) : x,
sy ? y.SnapToGrid( gridSize ) : y,
sz ? z.SnapToGrid( gridSize ) : z
);
}
public static float GetAngle( in Vector3Int v1, in Vector3Int v2 )
{
return MathF.Acos( Vector3.Dot( v1.Normal, v2.Normal ).Clamp( -1, 1 ) ).RadianToDegree();
}
/// <summary>
/// Returns an integer vector that has the minimum values on each axis between 2 given vectors.
/// </summary>
public static Vector3Int Min( Vector3Int a, Vector3Int b ) => a.ComponentMin( b );
/// <summary>
/// Returns an integer vector that has the maximum values on each axis between 2 given vectors.
/// </summary>
public static Vector3Int Max( Vector3Int a, Vector3Int b ) => a.ComponentMax( b );
/// <summary>
/// Returns a new integer vector with all values positive. -5 becomes 5, ect.
/// </summary>
public readonly Vector3Int Abs()
{
return new Vector3Int( Math.Abs( x ), Math.Abs( y ), Math.Abs( z ) );
}
/// <summary>
/// Returns this integer vector with given X component.
/// </summary>
public readonly Vector3Int WithX( int x ) => new( x, y, z );
/// <summary>
/// Returns this integer vector with given Y component.
/// </summary>
public readonly Vector3Int WithY( int y ) => new( x, y, z );
/// <summary>
/// Returns this integer vector with given Z component.
/// </summary>
public readonly Vector3Int WithZ( int z ) => new( x, y, z );
#region Equality
public static bool operator ==( Vector3Int left, Vector3Int right ) => left.Equals( right );
public static bool operator !=( Vector3Int left, Vector3Int right ) => !(left == right);
public override bool Equals( object obj ) => obj is Vector3Int o && Equals( o );
public bool Equals( Vector3Int o ) => x == o.x && y == o.y && z == o.z;
public override int GetHashCode() => HashCode.Combine( x, y, z );
#endregion
/// <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;
}
}