using UnityEngine;
namespace Pathfinding {
/// Holds a coordinate in integers
public struct Int3 : System.IEquatable {
public int x;
public int y;
public int z;
//These should be set to the same value (only PrecisionFactor should be 1 divided by Precision)
///
/// Precision for the integer coordinates.
/// One world unit is divided into [value] pieces. A value of 1000 would mean millimeter precision, a value of 1 would mean meter precision (assuming 1 world unit = 1 meter).
/// This value affects the maximum coordinates for nodes as well as how large the cost values are for moving between two nodes.
/// A higher value means that you also have to set all penalty values to a higher value to compensate since the normal cost of moving will be higher.
///
public const int Precision = 1000;
/// as a float
public const float FloatPrecision = 1000F;
/// 1 divided by
public const float PrecisionFactor = 0.001F;
public static Int3 zero { get { return new Int3(); } }
public Int3 (Vector3 position) {
x = (int)System.Math.Round(position.x*FloatPrecision);
y = (int)System.Math.Round(position.y*FloatPrecision);
z = (int)System.Math.Round(position.z*FloatPrecision);
}
public Int3 (int _x, int _y, int _z) {
x = _x;
y = _y;
z = _z;
}
public static bool operator == (Int3 lhs, Int3 rhs) {
return lhs.x == rhs.x &&
lhs.y == rhs.y &&
lhs.z == rhs.z;
}
public static bool operator != (Int3 lhs, Int3 rhs) {
return lhs.x != rhs.x ||
lhs.y != rhs.y ||
lhs.z != rhs.z;
}
public static explicit operator Int3 (Vector3 ob) {
return new Int3(
(int)System.Math.Round(ob.x*FloatPrecision),
(int)System.Math.Round(ob.y*FloatPrecision),
(int)System.Math.Round(ob.z*FloatPrecision)
);
}
public static explicit operator Vector3 (Int3 ob) {
return new Vector3(ob.x*PrecisionFactor, ob.y*PrecisionFactor, ob.z*PrecisionFactor);
}
public static Int3 operator - (Int3 lhs, Int3 rhs) {
lhs.x -= rhs.x;
lhs.y -= rhs.y;
lhs.z -= rhs.z;
return lhs;
}
public static Int3 operator - (Int3 lhs) {
lhs.x = -lhs.x;
lhs.y = -lhs.y;
lhs.z = -lhs.z;
return lhs;
}
public static Int3 operator + (Int3 lhs, Int3 rhs) {
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
return lhs;
}
public static Int3 operator * (Int3 lhs, int rhs) {
lhs.x *= rhs;
lhs.y *= rhs;
lhs.z *= rhs;
return lhs;
}
public static Int3 operator * (Int3 lhs, float rhs) {
lhs.x = (int)System.Math.Round(lhs.x * rhs);
lhs.y = (int)System.Math.Round(lhs.y * rhs);
lhs.z = (int)System.Math.Round(lhs.z * rhs);
return lhs;
}
public static Int3 operator * (Int3 lhs, double rhs) {
lhs.x = (int)System.Math.Round(lhs.x * rhs);
lhs.y = (int)System.Math.Round(lhs.y * rhs);
lhs.z = (int)System.Math.Round(lhs.z * rhs);
return lhs;
}
public static Int3 operator / (Int3 lhs, float rhs) {
lhs.x = (int)System.Math.Round(lhs.x / rhs);
lhs.y = (int)System.Math.Round(lhs.y / rhs);
lhs.z = (int)System.Math.Round(lhs.z / rhs);
return lhs;
}
public int this[int i] {
get {
return i == 0 ? x : (i == 1 ? y : z);
}
set {
if (i == 0) x = value;
else if (i == 1) y = value;
else z = value;
}
}
/// Angle between the vectors in radians
public static float Angle (Int3 lhs, Int3 rhs) {
double cos = Dot(lhs, rhs)/ ((double)lhs.magnitude*(double)rhs.magnitude);
cos = cos < -1 ? -1 : (cos > 1 ? 1 : cos);
return (float)System.Math.Acos(cos);
}
public static int Dot (Int3 lhs, Int3 rhs) {
return
lhs.x * rhs.x +
lhs.y * rhs.y +
lhs.z * rhs.z;
}
public static long DotLong (Int3 lhs, Int3 rhs) {
return
(long)lhs.x * (long)rhs.x +
(long)lhs.y * (long)rhs.y +
(long)lhs.z * (long)rhs.z;
}
///
/// Normal in 2D space (XZ).
/// Equivalent to Cross(this, Int3(0,1,0) )
/// except that the Y coordinate is left unchanged with this operation.
///
public Int3 Normal2D () {
return new Int3(z, y, -x);
}
///
/// Returns the magnitude of the vector. The magnitude is the 'length' of the vector from 0,0,0 to this point. Can be used for distance calculations:
/// Debug.Log ("Distance between 3,4,5 and 6,7,8 is: "+(new Int3(3,4,5) - new Int3(6,7,8)).magnitude);
///
public float magnitude {
get {
//It turns out that using doubles is just as fast as using ints with Mathf.Sqrt. And this can also handle larger numbers (possibly with small errors when using huge numbers)!
double _x = x;
double _y = y;
double _z = z;
return (float)System.Math.Sqrt(_x*_x+_y*_y+_z*_z);
}
}
///
/// Magnitude used for the cost between two nodes. The default cost between two nodes can be calculated like this:
/// int cost = (node1.position-node2.position).costMagnitude;
///
/// This is simply the magnitude, rounded to the nearest integer
///
public int costMagnitude {
get {
return (int)System.Math.Round(magnitude);
}
}
/// The squared magnitude of the vector
public float sqrMagnitude {
get {
double _x = x;
double _y = y;
double _z = z;
return (float)(_x*_x+_y*_y+_z*_z);
}
}
/// The squared magnitude of the vector
public long sqrMagnitudeLong {
get {
long _x = x;
long _y = y;
long _z = z;
return (_x*_x+_y*_y+_z*_z);
}
}
public static implicit operator string (Int3 obj) {
return obj.ToString();
}
/// Returns a nicely formatted string representing the vector
public override string ToString () {
return "( "+x+", "+y+", "+z+")";
}
public override bool Equals (System.Object obj) {
if (obj == null) return false;
var rhs = (Int3)obj;
return x == rhs.x &&
y == rhs.y &&
z == rhs.z;
}
#region IEquatable implementation
public bool Equals (Int3 other) {
return x == other.x && y == other.y && z == other.z;
}
#endregion
public override int GetHashCode () {
return x*73856093 ^ y*19349663 ^ z*83492791;
}
}
/// Two Dimensional Integer Coordinate Pair
public struct Int2 : System.IEquatable {
public int x;
public int y;
public Int2 (int x, int y) {
this.x = x;
this.y = y;
}
public long sqrMagnitudeLong {
get {
return (long)x*(long)x+(long)y*(long)y;
}
}
public static Int2 operator + (Int2 a, Int2 b) {
return new Int2(a.x+b.x, a.y+b.y);
}
public static Int2 operator - (Int2 a, Int2 b) {
return new Int2(a.x-b.x, a.y-b.y);
}
public static bool operator == (Int2 a, Int2 b) {
return a.x == b.x && a.y == b.y;
}
public static bool operator != (Int2 a, Int2 b) {
return a.x != b.x || a.y != b.y;
}
/// Dot product of the two coordinates
public static long DotLong (Int2 a, Int2 b) {
return (long)a.x*(long)b.x + (long)a.y*(long)b.y;
}
public override bool Equals (System.Object o) {
if (o == null) return false;
var rhs = (Int2)o;
return x == rhs.x && y == rhs.y;
}
#region IEquatable implementation
public bool Equals (Int2 other) {
return x == other.x && y == other.y;
}
#endregion
public override int GetHashCode () {
return x*49157+y*98317;
}
public static Int2 Min (Int2 a, Int2 b) {
return new Int2(System.Math.Min(a.x, b.x), System.Math.Min(a.y, b.y));
}
public static Int2 Max (Int2 a, Int2 b) {
return new Int2(System.Math.Max(a.x, b.x), System.Math.Max(a.y, b.y));
}
public static Int2 FromInt3XZ (Int3 o) {
return new Int2(o.x, o.z);
}
public static Int3 ToInt3XZ (Int2 o) {
return new Int3(o.x, 0, o.y);
}
public override string ToString () {
return "("+x+", " +y+")";
}
}
}