using System;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.Runtime.InteropServices;
#nullable enable
namespace Godot
{
/// <summary>
/// 3-element structure that can be used to represent 3D grid coordinates or sets of integers.
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Vector3I : IEquatable<Vector3I>
{
/// <summary>
/// Enumerated index values for the axes.
/// Returned by <see cref="MaxAxisIndex"/> and <see cref="MinAxisIndex"/>.
/// </summary>
public enum Axis
{
/// <summary>
/// The vector's X axis.
/// </summary>
X = 0,
/// <summary>
/// The vector's Y axis.
/// </summary>
Y,
/// <summary>
/// The vector's Z axis.
/// </summary>
Z
}
/// <summary>
/// The vector's X component. Also accessible by using the index position <c>[0]</c>.
/// </summary>
public int X;
/// <summary>
/// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
/// </summary>
public int Y;
/// <summary>
/// The vector's Z component. Also accessible by using the index position <c>[2]</c>.
/// </summary>
public int Z;
/// <summary>
/// Access vector components using their <paramref name="index"/>.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is not 0, 1 or 2.
/// </exception>
/// <value>
/// <c>[0]</c> is equivalent to <see cref="X"/>,
/// <c>[1]</c> is equivalent to <see cref="Y"/>,
/// <c>[2]</c> is equivalent to <see cref="Z"/>.
/// </value>
public int this[int index]
{
readonly get
{
switch (index)
{
case 0:
return X;
case 1:
return Y;
case 2:
return Z;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
}
set
{
switch (index)
{
case 0:
X = value;
return;
case 1:
Y = value;
return;
case 2:
Z = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
}
}
/// <summary>
/// Helper method for deconstruction into a tuple.
/// </summary>
public readonly void Deconstruct(out int x, out int y, out int z)
{
x = X;
y = Y;
z = Z;
}
/// <summary>
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
/// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
public readonly Vector3I Abs()
{
return new Vector3I(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z));
}
/// <summary>
/// Returns a new vector with all components clamped between the
/// components of <paramref name="min"/> and <paramref name="max"/> using
/// <see cref="Mathf.Clamp(int, int, int)"/>.
/// </summary>
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public readonly Vector3I Clamp(Vector3I min, Vector3I max)
{
return new Vector3I
(
Mathf.Clamp(X, min.X, max.X),
Mathf.Clamp(Y, min.Y, max.Y),
Mathf.Clamp(Z, min.Z, max.Z)
);
}
/// <summary>
/// Returns a new vector with all components clamped between the
/// <paramref name="min"/> and <paramref name="max"/> using
/// <see cref="Mathf.Clamp(int, int, int)"/>.
/// </summary>
/// <param name="min">The minimum allowed value.</param>
/// <param name="max">The maximum allowed value.</param>
/// <returns>The vector with all components clamped.</returns>
public readonly Vector3I Clamp(int min, int max)
{
return new Vector3I
(
Mathf.Clamp(X, min, max),
Mathf.Clamp(Y, min, max),
Mathf.Clamp(Z, min, max)
);
}
/// <summary>
/// Returns the squared distance between this vector and <paramref name="to"/>.
/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
/// you need to compare vectors or need the squared distance for some formula.
/// </summary>
/// <param name="to">The other vector to use.</param>
/// <returns>The squared distance between the two vectors.</returns>
public readonly int DistanceSquaredTo(Vector3I to)
{
return (to - this).LengthSquared();
}
/// <summary>
/// Returns the distance between this vector and <paramref name="to"/>.
/// </summary>
/// <seealso cref="DistanceSquaredTo(Vector3I)"/>
/// <param name="to">The other vector to use.</param>
/// <returns>The distance between the two vectors.</returns>
public readonly real_t DistanceTo(Vector3I to)
{
return (to - this).Length();
}
/// <summary>
/// Returns the length (magnitude) of this vector.
/// </summary>
/// <seealso cref="LengthSquared"/>
/// <returns>The length of this vector.</returns>
public readonly real_t Length()
{
int x2 = X * X;
int y2 = Y * Y;
int z2 = Z * Z;
return Mathf.Sqrt(x2 + y2 + z2);
}
/// <summary>
/// Returns the squared length (squared magnitude) of this vector.
/// This method runs faster than <see cref="Length"/>, so prefer it if
/// you need to compare vectors or need the squared length for some formula.
/// </summary>
/// <returns>The squared length of this vector.</returns>
public readonly int LengthSquared()
{
int x2 = X * X;
int y2 = Y * Y;
int z2 = Z * Z;
return x2 + y2 + z2;
}
/// <summary>
/// Returns the result of the component-wise maximum between
/// this vector and <paramref name="with"/>.
/// Equivalent to <c>new Vector3I(Mathf.Max(X, with.X), Mathf.Max(Y, with.Y), Mathf.Max(Z, with.Z))</c>.
/// </summary>
/// <param name="with">The other vector to use.</param>
/// <returns>The resulting maximum vector.</returns>
public readonly Vector3I Max(Vector3I with)
{
return new Vector3I
(
Mathf.Max(X, with.X),
Mathf.Max(Y, with.Y),
Mathf.Max(Z, with.Z)
);
}
/// <summary>
/// Returns the result of the component-wise maximum between
/// this vector and <paramref name="with"/>.
/// Equivalent to <c>new Vector3I(Mathf.Max(X, with), Mathf.Max(Y, with), Mathf.Max(Z, with))</c>.
/// </summary>
/// <param name="with">The other value to use.</param>
/// <returns>The resulting maximum vector.</returns>
public readonly Vector3I Max(int with)
{
return new Vector3I
(
Mathf.Max(X, with),
Mathf.Max(Y, with),
Mathf.Max(Z, with)
);
}
/// <summary>
/// Returns the result of the component-wise minimum between
/// this vector and <paramref name="with"/>.
/// Equivalent to <c>new Vector3I(Mathf.Min(X, with.X), Mathf.Min(Y, with.Y), Mathf.Min(Z, with.Z))</c>.
/// </summary>
/// <param name="with">The other vector to use.</param>
/// <returns>The resulting minimum vector.</returns>
public readonly Vector3I Min(Vector3I with)
{
return new Vector3I
(
Mathf.Min(X, with.X),
Mathf.Min(Y, with.Y),
Mathf.Min(Z, with.Z)
);
}
/// <summary>
/// Returns the result of the component-wise minimum between
/// this vector and <paramref name="with"/>.
/// Equivalent to <c>new Vector3I(Mathf.Min(X, with), Mathf.Min(Y, with), Mathf.Min(Z, with))</c>.
/// </summary>
/// <param name="with">The other value to use.</param>
/// <returns>The resulting minimum vector.</returns>
public readonly Vector3I Min(int with)
{
return new Vector3I
(
Mathf.Min(X, with),
Mathf.Min(Y, with),
Mathf.Min(Z, with)
);
}
/// <summary>
/// Returns the axis of the vector's highest value. See <see cref="Axis"/>.
/// If all components are equal, this method returns <see cref="Axis.X"/>.
/// </summary>
/// <returns>The index of the highest axis.</returns>
public readonly Axis MaxAxisIndex()
{
return X < Y ? (Y < Z ? Axis.Z : Axis.Y) : (X < Z ? Axis.Z : Axis.X);
}
/// <summary>
/// Returns the axis of the vector's lowest value. See <see cref="Axis"/>.
/// If all components are equal, this method returns <see cref="Axis.Z"/>.
/// </summary>
/// <returns>The index of the lowest axis.</returns>
public readonly Axis MinAxisIndex()
{
return X < Y ? (X < Z ? Axis.X : Axis.Z) : (Y < Z ? Axis.Y : Axis.Z);
}
/// <summary>
/// Returns a vector with each component set to one or negative one, depending
/// on the signs of this vector's components, or zero if the component is zero,
/// by calling <see cref="Mathf.Sign(int)"/> on each component.
/// </summary>
/// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
public readonly Vector3I Sign()
{
Vector3I v = this;
v.X = Mathf.Sign(v.X);
v.Y = Mathf.Sign(v.Y);
v.Z = Mathf.Sign(v.Z);
return v;
}
/// <summary>
/// Returns a new vector with each component snapped to the closest multiple of the corresponding component in <paramref name="step"/>.
/// </summary>
/// <param name="step">A vector value representing the step size to snap to.</param>
/// <returns>The snapped vector.</returns>
public readonly Vector3I Snapped(Vector3I step)
{
return new Vector3I
(
(int)Mathf.Snapped((double)X, (double)step.X),
(int)Mathf.Snapped((double)Y, (double)step.Y),
(int)Mathf.Snapped((double)Z, (double)step.Z)
);
}
/// <summary>
/// Returns a new vector with each component snapped to the closest multiple of <paramref name="step"/>.
/// </summary>
/// <param name="step">The step size to snap to.</param>
/// <returns>The snapped vector.</returns>
public readonly Vector3I Snapped(int step)
{
return new Vector3I
(
(int)Mathf.Snapped((double)X, (double)step),
(int)Mathf.Snapped((double)Y, (double)step),
(int)Mathf.Snapped((double)Z, (double)step)
);
}
// Constants
private static readonly Vector3I _minValue = new Vector3I(int.MinValue, int.MinValue, int.MinValue);
private static readonly Vector3I _maxValue = new Vector3I(int.MaxValue, int.MaxValue, int.MaxValue);
private static readonly Vector3I _zero = new Vector3I(0, 0, 0);
private static readonly Vector3I _one = new Vector3I(1, 1, 1);
private static readonly Vector3I _up = new Vector3I(0, 1, 0);
private static readonly Vector3I _down = new Vector3I(0, -1, 0);
private static readonly Vector3I _right = new Vector3I(1, 0, 0);
private static readonly Vector3I _left = new Vector3I(-1, 0, 0);
private static readonly Vector3I _forward = new Vector3I(0, 0, -1);
private static readonly Vector3I _back = new Vector3I(0, 0, 1);
/// <summary>
/// Min vector, a vector with all components equal to <see cref="int.MinValue"/>. Can be used as a negative integer equivalent of <see cref="Vector3.Inf"/>.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(int.MinValue, int.MinValue, int.MinValue)</c>.</value>
public static Vector3I MinValue { get { return _minValue; } }
/// <summary>
/// Max vector, a vector with all components equal to <see cref="int.MaxValue"/>. Can be used as an integer equivalent of <see cref="Vector3.Inf"/>.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(int.MaxValue, int.MaxValue, int.MaxValue)</c>.</value>
public static Vector3I MaxValue { get { return _maxValue; } }
/// <summary>
/// Zero vector, a vector with all components set to <c>0</c>.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(0, 0, 0)</c>.</value>
public static Vector3I Zero { get { return _zero; } }
/// <summary>
/// One vector, a vector with all components set to <c>1</c>.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(1, 1, 1)</c>.</value>
public static Vector3I One { get { return _one; } }
/// <summary>
/// Up unit vector.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(0, 1, 0)</c>.</value>
public static Vector3I Up { get { return _up; } }
/// <summary>
/// Down unit vector.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(0, -1, 0)</c>.</value>
public static Vector3I Down { get { return _down; } }
/// <summary>
/// Right unit vector. Represents the local direction of right,
/// and the global direction of east.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(1, 0, 0)</c>.</value>
public static Vector3I Right { get { return _right; } }
/// <summary>
/// Left unit vector. Represents the local direction of left,
/// and the global direction of west.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(-1, 0, 0)</c>.</value>
public static Vector3I Left { get { return _left; } }
/// <summary>
/// Forward unit vector. Represents the local direction of forward,
/// and the global direction of north.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(0, 0, -1)</c>.</value>
public static Vector3I Forward { get { return _forward; } }
/// <summary>
/// Back unit vector. Represents the local direction of back,
/// and the global direction of south.
/// </summary>
/// <value>Equivalent to <c>new Vector3I(0, 0, 1)</c>.</value>
public static Vector3I Back { get { return _back; } }
/// <summary>
/// Constructs a new <see cref="Vector3I"/> with the given components.
/// </summary>
/// <param name="x">The vector's X component.</param>
/// <param name="y">The vector's Y component.</param>
/// <param name="z">The vector's Z component.</param>
public Vector3I(int x, int y, int z)
{
X = x;
Y = y;
Z = z;
}
/// <summary>
/// Adds each component of the <see cref="Vector3I"/>
/// with the components of the given <see cref="Vector3I"/>.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>The added vector.</returns>
public static Vector3I operator +(Vector3I left, Vector3I right)
{
left.X += right.X;
left.Y += right.Y;
left.Z += right.Z;
return left;
}
/// <summary>
/// Subtracts each component of the <see cref="Vector3I"/>
/// by the components of the given <see cref="Vector3I"/>.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>The subtracted vector.</returns>
public static Vector3I operator -(Vector3I left, Vector3I right)
{
left.X -= right.X;
left.Y -= right.Y;
left.Z -= right.Z;
return left;
}
/// <summary>
/// Returns the negative value of the <see cref="Vector3I"/>.
/// This is the same as writing <c>new Vector3I(-v.X, -v.Y, -v.Z)</c>.
/// This operation flips the direction of the vector while
/// keeping the same magnitude.
/// </summary>
/// <param name="vec">The vector to negate/flip.</param>
/// <returns>The negated/flipped vector.</returns>
public static Vector3I operator -(Vector3I vec)
{
vec.X = -vec.X;
vec.Y = -vec.Y;
vec.Z = -vec.Z;
return vec;
}
/// <summary>
/// Multiplies each component of the <see cref="Vector3I"/>
/// by the given <see langword="int"/>.
/// </summary>
/// <param name="vec">The vector to multiply.</param>
/// <param name="scale">The scale to multiply by.</param>
/// <returns>The multiplied vector.</returns>
public static Vector3I operator *(Vector3I vec, int scale)
{
vec.X *= scale;
vec.Y *= scale;
vec.Z *= scale;
return vec;
}
/// <summary>
/// Multiplies each component of the <see cref="Vector3I"/>
/// by the given <see langword="int"/>.
/// </summary>
/// <param name="scale">The scale to multiply by.</param>
/// <param name="vec">The vector to multiply.</param>
/// <returns>The multiplied vector.</returns>
public static Vector3I operator *(int scale, Vector3I vec)
{
vec.X *= scale;
vec.Y *= scale;
vec.Z *= scale;
return vec;
}
/// <summary>
/// Multiplies each component of the <see cref="Vector3I"/>
/// by the components of the given <see cref="Vector3I"/>.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>The multiplied vector.</returns>
public static Vector3I operator *(Vector3I left, Vector3I right)
{
left.X *= right.X;
left.Y *= right.Y;
left.Z *= right.Z;
return left;
}
/// <summary>
/// Divides each component of the <see cref="Vector3I"/>
/// by the given <see langword="int"/>.
/// </summary>
/// <param name="vec">The dividend vector.</param>
/// <param name="divisor">The divisor value.</param>
/// <returns>The divided vector.</returns>
public static Vector3I operator /(Vector3I vec, int divisor)
{
vec.X /= divisor;
vec.Y /= divisor;
vec.Z /= divisor;
return vec;
}
/// <summary>
/// Divides each component of the <see cref="Vector3I"/>
/// by the components of the given <see cref="Vector3I"/>.
/// </summary>
/// <param name="vec">The dividend vector.</param>
/// <param name="divisorv">The divisor vector.</param>
/// <returns>The divided vector.</returns>
public static Vector3I operator /(Vector3I vec, Vector3I divisorv)
{
vec.X /= divisorv.X;
vec.Y /= divisorv.Y;
vec.Z /= divisorv.Z;
return vec;
}
/// <summary>
/// Gets the remainder of each component of the <see cref="Vector3I"/>
/// with the components of the given <see langword="int"/>.
/// This operation uses truncated division, which is often not desired
/// as it does not work well with negative numbers.
/// Consider using <see cref="Mathf.PosMod(int, int)"/> instead
/// if you want to handle negative numbers.
/// </summary>
/// <example>
/// <code>
/// GD.Print(new Vector3I(10, -20, 30) % 7); // Prints "(3, -6, 2)"
/// </code>
/// </example>
/// <param name="vec">The dividend vector.</param>
/// <param name="divisor">The divisor value.</param>
/// <returns>The remainder vector.</returns>
public static Vector3I operator %(Vector3I vec, int divisor)
{
vec.X %= divisor;
vec.Y %= divisor;
vec.Z %= divisor;
return vec;
}
/// <summary>
/// Gets the remainder of each component of the <see cref="Vector3I"/>
/// with the components of the given <see cref="Vector3I"/>.
/// This operation uses truncated division, which is often not desired
/// as it does not work well with negative numbers.
/// Consider using <see cref="Mathf.PosMod(int, int)"/> instead
/// if you want to handle negative numbers.
/// </summary>
/// <example>
/// <code>
/// GD.Print(new Vector3I(10, -20, 30) % new Vector3I(7, 8, 9)); // Prints "(3, -4, 3)"
/// </code>
/// </example>
/// <param name="vec">The dividend vector.</param>
/// <param name="divisorv">The divisor vector.</param>
/// <returns>The remainder vector.</returns>
public static Vector3I operator %(Vector3I vec, Vector3I divisorv)
{
vec.X %= divisorv.X;
vec.Y %= divisorv.Y;
vec.Z %= divisorv.Z;
return vec;
}
/// <summary>
/// Returns <see langword="true"/> if the vectors are equal.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
public static bool operator ==(Vector3I left, Vector3I right)
{
return left.Equals(right);
}
/// <summary>
/// Returns <see langword="true"/> if the vectors are not equal.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>Whether or not the vectors are not equal.</returns>
public static bool operator !=(Vector3I left, Vector3I right)
{
return !left.Equals(right);
}
/// <summary>
/// Compares two <see cref="Vector3I"/> vectors by first checking if
/// the X value of the <paramref name="left"/> vector is less than
/// the X value of the <paramref name="right"/> vector.
/// If the X values are exactly equal, then it repeats this check
/// with the Y values of the two vectors, and then with the Z values.
/// This operator is useful for sorting vectors.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>Whether or not the left is less than the right.</returns>
public static bool operator <(Vector3I left, Vector3I right)
{
if (left.X == right.X)
{
if (left.Y == right.Y)
{
return left.Z < right.Z;
}
return left.Y < right.Y;
}
return left.X < right.X;
}
/// <summary>
/// Compares two <see cref="Vector3I"/> vectors by first checking if
/// the X value of the <paramref name="left"/> vector is greater than
/// the X value of the <paramref name="right"/> vector.
/// If the X values are exactly equal, then it repeats this check
/// with the Y values of the two vectors, and then with the Z values.
/// This operator is useful for sorting vectors.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>Whether or not the left is greater than the right.</returns>
public static bool operator >(Vector3I left, Vector3I right)
{
if (left.X == right.X)
{
if (left.Y == right.Y)
{
return left.Z > right.Z;
}
return left.Y > right.Y;
}
return left.X > right.X;
}
/// <summary>
/// Compares two <see cref="Vector3I"/> vectors by first checking if
/// the X value of the <paramref name="left"/> vector is less than
/// or equal to the X value of the <paramref name="right"/> vector.
/// If the X values are exactly equal, then it repeats this check
/// with the Y values of the two vectors, and then with the Z values.
/// This operator is useful for sorting vectors.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>Whether or not the left is less than or equal to the right.</returns>
public static bool operator <=(Vector3I left, Vector3I right)
{
if (left.X == right.X)
{
if (left.Y == right.Y)
{
return left.Z <= right.Z;
}
return left.Y < right.Y;
}
return left.X < right.X;
}
/// <summary>
/// Compares two <see cref="Vector3I"/> vectors by first checking if
/// the X value of the <paramref name="left"/> vector is greater than
/// or equal to the X value of the <paramref name="right"/> vector.
/// If the X values are exactly equal, then it repeats this check
/// with the Y values of the two vectors, and then with the Z values.
/// This operator is useful for sorting vectors.
/// </summary>
/// <param name="left">The left vector.</param>
/// <param name="right">The right vector.</param>
/// <returns>Whether or not the left is greater than or equal to the right.</returns>
public static bool operator >=(Vector3I left, Vector3I right)
{
if (left.X == right.X)
{
if (left.Y == right.Y)
{
return left.Z >= right.Z;
}
return left.Y > right.Y;
}
return left.X > right.X;
}
/// <summary>
/// Converts this <see cref="Vector3I"/> to a <see cref="Vector3"/>.
/// </summary>
/// <param name="value">The vector to convert.</param>
public static implicit operator Vector3(Vector3I value)
{
return new Vector3(value.X, value.Y, value.Z);
}
/// <summary>
/// Converts a <see cref="Vector3"/> to a <see cref="Vector3I"/> by truncating
/// components' fractional parts (rounding towards zero). For a different
/// behavior consider passing the result of <see cref="Vector3.Ceil"/>,
/// <see cref="Vector3.Floor"/> or <see cref="Vector3.Round"/> to this conversion operator instead.
/// </summary>
/// <param name="value">The vector to convert.</param>
public static explicit operator Vector3I(Vector3 value)
{
return new Vector3I((int)value.X, (int)value.Y, (int)value.Z);
}
/// <summary>
/// Returns <see langword="true"/> if the vector is equal
/// to the given object (<paramref name="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override readonly bool Equals([NotNullWhen(true)] object? obj)
{
return obj is Vector3I other && Equals(other);
}
/// <summary>
/// Returns <see langword="true"/> if the vectors are equal.
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Whether or not the vectors are equal.</returns>
public readonly bool Equals(Vector3I other)
{
return X == other.X && Y == other.Y && Z == other.Z;
}
/// <summary>
/// Serves as the hash function for <see cref="Vector3I"/>.
/// </summary>
/// <returns>A hash code for this vector.</returns>
public override readonly int GetHashCode()
{
return HashCode.Combine(X, Y, Z);
}
/// <summary>
/// Converts this <see cref="Vector3I"/> to a string.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public override readonly string ToString() => ToString(null);
/// <summary>
/// Converts this <see cref="Vector3I"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this vector.</returns>
public readonly string ToString(string? format)
{
return $"({X.ToString(format, CultureInfo.InvariantCulture)}, {Y.ToString(format, CultureInfo.InvariantCulture)}, {Z.ToString(format, CultureInfo.InvariantCulture)})";
}
}
}