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