using System; using System.Numerics; namespace gaemstone.Bloxel; public readonly struct BlockPos : IEquatable { public static readonly BlockPos Origin = default; public int X { get; } public int Y { get; } public int Z { get; } public BlockPos(int x, int y, int z) => (X, Y, Z) = (x, y, z); public void Deconstruct(out int x, out int y, out int z) => (x, y, z) = (X, Y, Z); public Vector3 GetOrigin() => new(X, Y, Z); public Vector3 GetCenter() => new(X + 0.5f, Y + 0.5f, Z + 0.5f); public BlockPos Add(int x, int y, int z) => new(X + x, Y + y, Z + z); public BlockPos Add(in BlockPos other) => new(X + other.X, Y + other.Y, Z + other.Z); public BlockPos Add(BlockFacing facing) { var (x, y, z) = facing; return Add(x, y, z); } public BlockPos Add(BlockFacing facing, int factor) { var (x, y, z) = facing; return Add(x * factor, y * factor, z * factor); } public BlockPos Add(Neighbor neighbor) { var (x, y, z) = neighbor; return Add(x, y, z); } public BlockPos Add(Neighbor neighor, int factor) { var (x, y, z) = neighor; return Add(x * factor, y * factor, z * factor); } public BlockPos Subtract(int x, int y, int z) => new(X - x, Y - y, Z - z); public BlockPos Subtract(in BlockPos other) => new(X - other.X, Y - other.Y, Z - other.Z); public BlockPos Subtract(BlockFacing facing) { var (x, y, z) = facing; return Subtract(x, y, z); } public BlockPos Subtract(BlockFacing facing, int factor) { var (x, y, z) = facing; return Subtract(x * factor, y * factor, z * factor); } public BlockPos Subtract(Neighbor neighbor) { var (x, y, z) = neighbor; return Subtract(x, y, z); } public BlockPos Subtract(Neighbor neighor, int factor) { var (x, y, z) = neighor; return Subtract(x * factor, y * factor, z * factor); } public bool Equals(BlockPos other) => (X == other.X) && (Y == other.Y) && (Z == other.Z); public override bool Equals(object? obj) => (obj is BlockPos pos) && Equals(pos); public override int GetHashCode() => HashCode.Combine(X, Y, Z); public override string ToString() => $"BlockPos({X}:{Y}:{Z})"; public string ToShortString() => $"{X}:{Y}:{Z}"; public static BlockPos operator +(BlockPos left, BlockPos right) => left.Add(right); public static BlockPos operator -(BlockPos left, BlockPos right) => left.Subtract(right); public static BlockPos operator +(BlockPos left, BlockFacing right) => left.Add(right); public static BlockPos operator -(BlockPos left, BlockFacing right) => left.Subtract(right); public static BlockPos operator +(BlockPos left, Neighbor right) => left.Add(right); public static BlockPos operator -(BlockPos left, Neighbor right) => left.Subtract(right); public static bool operator ==(BlockPos left, BlockPos right) => left.Equals(right); public static bool operator !=(BlockPos left, BlockPos right) => !left.Equals(right); } public static class BlockPosExtensions { public static BlockPos ToBlockPos(this Vector3 self) => new((int)MathF.Floor(self.X), (int)MathF.Floor(self.Y), (int)MathF.Floor(self.Z)); }