using UnityEngine;
namespace UnityEngine.ProBuilder
{
///
/// Vertex positions are sorted as integers to avoid floating point precision errors.
///
struct IntVec3 : System.IEquatable
{
public Vector3 value;
public float x { get { return value.x; } }
public float y { get { return value.y; } }
public float z { get { return value.z; } }
public IntVec3(Vector3 vector)
{
this.value = vector;
}
public override string ToString()
{
return string.Format("({0:F2}, {1:F2}, {2:F2})", x, y, z);
}
public static bool operator==(IntVec3 a, IntVec3 b)
{
return a.Equals(b);
}
public static bool operator!=(IntVec3 a, IntVec3 b)
{
return !(a == b);
}
public bool Equals(IntVec3 p)
{
return round(x) == round(p.x) &&
round(y) == round(p.y) &&
round(z) == round(p.z);
}
public bool Equals(Vector3 p)
{
return round(x) == round(p.x) &&
round(y) == round(p.y) &&
round(z) == round(p.z);
}
public override bool Equals(System.Object b)
{
return (b is IntVec3 && (this.Equals((IntVec3)b))) ||
(b is Vector3 && this.Equals((Vector3)b));
}
public override int GetHashCode()
{
return VectorHash.GetHashCode(value);
}
private static int round(float v)
{
return System.Convert.ToInt32(v * VectorHash.FltCompareResolution);
}
public static implicit operator Vector3(IntVec3 p)
{
return p.value;
}
public static implicit operator IntVec3(Vector3 p)
{
return new IntVec3(p);
}
}
}