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82 lines
3.2 KiB
82 lines
3.2 KiB
2 years ago
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using System;
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using Silk.NET.Maths;
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namespace gaemstone.Bloxel;
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public readonly struct ChunkPos
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: IEquatable<ChunkPos>
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{
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public static readonly ChunkPos ORIGIN = new(0, 0, 0);
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public int X { get; }
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public int Y { get; }
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public int Z { get; }
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public ChunkPos(int x, int y, int z) => (X, Y, Z) = (x, y, z);
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public void Deconstruct(out int x, out int y, out int z) => (x, y, z) = (X, Y, Z);
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public Vector3D<float> GetOrigin() => new(
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X << Chunk.BIT_SHIFT, Y << Chunk.BIT_SHIFT, Z << Chunk.BIT_SHIFT);
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public Vector3D<float> GetCenter() => new(
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(X << Chunk.BIT_SHIFT) + Chunk.LENGTH / 2,
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(Y << Chunk.BIT_SHIFT) + Chunk.LENGTH / 2,
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(Z << Chunk.BIT_SHIFT) + Chunk.LENGTH / 2);
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public ChunkPos Add(int x, int y, int z)
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=> new(X + x, Y + y, Z + z);
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public ChunkPos Add(in ChunkPos other)
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=> new(X + other.X, Y + other.Y, Z + other.Z);
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public ChunkPos Add(BlockFacing facing)
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{ var (x, y, z) = facing; return Add(x, y, z); }
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public ChunkPos Add(Neighbor neighbor)
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{ var (x, y, z) = neighbor; return Add(x, y, z); }
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public ChunkPos Subtract(int x, int y, int z)
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=> new(X - x, Y - y, Z - z);
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public ChunkPos Subtract(in ChunkPos other)
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=> new(X - other.X, Y - other.Y, Z - other.Z);
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public ChunkPos Subtract(BlockFacing facing)
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{ var (x, y, z) = facing; return Subtract(x, y, z); }
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public ChunkPos Subtract(Neighbor neighbor)
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{ var (x, y, z) = neighbor; return Subtract(x, y, z); }
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public bool Equals(ChunkPos other)
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=> (X == other.X) && (Y == other.Y) && (Z == other.Z);
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public override bool Equals(object? obj)
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=> (obj is ChunkPos pos) && Equals(pos);
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public override int GetHashCode() => HashCode.Combine(X, Y, Z);
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public override string ToString() => $"ChunkPos ({X}:{Y}:{Z})";
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public string ToShortString() => $"{X}:{Y}:{Z}";
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public static ChunkPos operator +(ChunkPos left, ChunkPos right) => left.Add(right);
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public static ChunkPos operator -(ChunkPos left, ChunkPos right) => left.Subtract(right);
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public static ChunkPos operator +(ChunkPos left, BlockFacing right) => left.Add(right);
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public static ChunkPos operator -(ChunkPos left, BlockFacing right) => left.Subtract(right);
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public static ChunkPos operator +(ChunkPos left, Neighbor right) => left.Add(right);
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public static ChunkPos operator -(ChunkPos left, Neighbor right) => left.Subtract(right);
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public static bool operator ==(ChunkPos left, ChunkPos right) => left.Equals(right);
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public static bool operator !=(ChunkPos left, ChunkPos right) => !left.Equals(right);
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}
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public static class ChunkPosExtensions
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{
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public static ChunkPos ToChunkPos(this Vector3D<float> pos) => new(
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(int)MathF.Floor(pos.X) >> Chunk.BIT_SHIFT,
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(int)MathF.Floor(pos.Y) >> Chunk.BIT_SHIFT,
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(int)MathF.Floor(pos.Z) >> Chunk.BIT_SHIFT);
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public static ChunkPos ToChunkPos(this BlockPos self) => new(
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self.X >> Chunk.BIT_SHIFT, self.Y >> Chunk.BIT_SHIFT, self.Z >> Chunk.BIT_SHIFT);
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public static BlockPos ToChunkRelative(this BlockPos self) => new(
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self.X & Chunk.BIT_MASK, self.Y & Chunk.BIT_MASK, self.Z & Chunk.BIT_MASK);
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public static BlockPos ToChunkRelative(this BlockPos self, ChunkPos chunk) => new(
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self.X - (chunk.X << Chunk.BIT_SHIFT),
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self.Y - (chunk.Y << Chunk.BIT_SHIFT),
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self.Z - (chunk.Z << Chunk.BIT_SHIFT));
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}
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