1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
use thiserror::Error;

use crate::Error;

/// Represents any Roblox enum value.
///
/// Roblox enums are not strongly typed, so the meaning of a value depends on
/// where they're assigned.
///
/// A list of all enums and their values are available [on the Roblox Developer
/// Hub](https://developer.roblox.com/en-us/api-reference/enum).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(
    feature = "serde",
    derive(serde::Serialize, serde::Deserialize),
    serde(transparent)
)]
pub struct Enum {
    value: u32,
}

impl Enum {
    pub fn from_u32(value: u32) -> Self {
        Self { value }
    }

    pub fn to_u32(self) -> u32 {
        self.value
    }
}

/// The standard 2D vector type used in Roblox.
///
/// ## See Also
/// * [`Vector2int16`][struct.Vector2int16.html]
/// * [Vector2 on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/Vector2)
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Vector2 {
    pub x: f32,
    pub y: f32,
}

impl Vector2 {
    pub fn new(x: f32, y: f32) -> Self {
        Self { x, y }
    }
}

/// A version of [`Vector2`][Vector2] whose coordinates are signed 16-bit
/// integers.
///
/// ## See Also
/// * [`Vector2`][Vector2], which is used for most values.
/// * [Vector2int16 on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/Vector2int16)
///
/// [Vector2]: struct.Vector2.html
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Vector2int16 {
    pub x: i16,
    pub y: i16,
}

impl Vector2int16 {
    pub fn new(x: i16, y: i16) -> Self {
        Self { x, y }
    }
}

/// The standard 3D vector type used in Roblox.
///
/// ## See Also
/// * [`Vector3int16`][struct.Vector3int16.html]
/// * [Vector3 on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/Vector3)
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Vector3 {
    pub x: f32,
    pub y: f32,
    pub z: f32,
}

fn approx_unit_or_zero(value: f32) -> Option<i32> {
    if value.abs() <= std::f32::EPSILON {
        Some(0)
    } else if value.abs() - 1.0 <= std::f32::EPSILON {
        Some(1.0f32.copysign(value) as i32)
    } else {
        None
    }
}

impl Vector3 {
    pub fn new(x: f32, y: f32, z: f32) -> Self {
        Self { x, y, z }
    }

    /// If the vector is a positive or negative basis vector, returns
    /// its corresponding ID. Otherwise, returns None.
    /// The mapping goes like this:
    /// (1.0, 0.0, 0.0) -> 0
    /// (0.0, 1.0, 0.0) -> 1
    /// (0.0, 0.0, 1.0) -> 2
    /// (-1.0, 0.0, 0.0) -> 3
    /// (0.0, -1.0, 0.0) -> 4
    /// (0.0, 0.0, -1.0) -> 5
    // We accidentally did not follow this convention, but that's okay, it's not
    // a huge deal and not something we can change now.
    #[allow(clippy::wrong_self_convention)]
    pub fn to_normal_id(&self) -> Option<u8> {
        fn get_normal_id(position: u8, value: i32) -> Option<u8> {
            match value {
                1 => Some(position),
                -1 => Some(position + 3),
                _ => None,
            }
        }

        let x = approx_unit_or_zero(self.x);
        let y = approx_unit_or_zero(self.y);
        let z = approx_unit_or_zero(self.z);

        match (x, y, z) {
            (Some(x), Some(0), Some(0)) => get_normal_id(0, x),
            (Some(0), Some(y), Some(0)) => get_normal_id(1, y),
            (Some(0), Some(0), Some(z)) => get_normal_id(2, z),
            _ => None,
        }
    }
}

/// A version of [`Vector3`][Vector3] whose coordinates are signed 16-bit
/// integers. `Vector3int16` is often used when working with Terrain.
///
/// ## See Also
/// * [`Vector3`][Vector3], which is used for most values.
/// * [Vector3int16 on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/Vector3int16)
///
/// [Vector3]: struct.Vector3.html
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Vector3int16 {
    pub x: i16,
    pub y: i16,
    pub z: i16,
}

impl Vector3int16 {
    pub fn new(x: i16, y: i16, z: i16) -> Self {
        Self { x, y, z }
    }
}

/// Represents a position and orientation in 3D space.
///
/// ## See Also
/// * [CFrame on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/CFrame)
#[derive(Debug, Clone, Copy, PartialEq)]
#[cfg_attr(
    feature = "serde",
    derive(serde::Serialize, serde::Deserialize),
    serde(rename_all = "camelCase")
)]
pub struct CFrame {
    pub position: Vector3,
    pub orientation: Matrix3,
}

impl CFrame {
    pub fn new(position: Vector3, orientation: Matrix3) -> Self {
        Self {
            position,
            orientation,
        }
    }
}

/// Used to represent the `orientation` field of `CFrame` and not a standalone
/// type in Roblox.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Matrix3 {
    pub x: Vector3,
    pub y: Vector3,
    pub z: Vector3,
}

#[derive(Debug, Error)]
pub(crate) enum Matrix3Error {
    #[error("invalid rotation ID: {id}")]
    BadRotationId { id: u8 },
}

impl Matrix3 {
    pub fn new(x: Vector3, y: Vector3, z: Vector3) -> Self {
        Self { x, y, z }
    }

    pub fn identity() -> Self {
        Self {
            x: Vector3::new(1.0, 0.0, 0.0),
            y: Vector3::new(0.0, 1.0, 0.0),
            z: Vector3::new(0.0, 0.0, 1.0),
        }
    }

    pub fn transpose(&self) -> Self {
        Self {
            x: Vector3::new(self.x.x, self.y.x, self.z.x),
            y: Vector3::new(self.x.y, self.y.y, self.z.y),
            z: Vector3::new(self.x.z, self.y.z, self.z.z),
        }
    }

    pub fn to_basic_rotation_id(&self) -> Option<u8> {
        let transpose = self.transpose();
        let x_id = transpose.x.to_normal_id()?;
        let y_id = transpose.y.to_normal_id()?;
        let z_id = transpose.z.to_normal_id()?;
        let basic_rotation_id = (6 * x_id) + y_id + 1;

        // Because we don't enforce orthonormality, it's still possible at
        // this point for the z row to differ from the basic rotation's z
        // row. We check for this case to avoid altering the value.
        if Matrix3::from_basic_rotation_id(basic_rotation_id)
            .ok()?
            .transpose()
            .z
            .to_normal_id()?
            == z_id
        {
            Some(basic_rotation_id)
        } else {
            None
        }
    }

    pub fn from_basic_rotation_id(id: u8) -> Result<Matrix3, Error> {
        match id {
            0x02 => Ok(Matrix3::identity()),
            0x03 => Ok(Matrix3::new(
                Vector3::new(1.0, 0.0, 0.0),
                Vector3::new(0.0, 0.0, -1.0),
                Vector3::new(0.0, 1.0, 0.0),
            )),
            0x05 => Ok(Matrix3::new(
                Vector3::new(1.0, 0.0, 0.0),
                Vector3::new(0.0, -1.0, 0.0),
                Vector3::new(0.0, 0.0, -1.0),
            )),
            0x06 => Ok(Matrix3::new(
                Vector3::new(1.0, 0.0, 0.0),
                Vector3::new(0.0, 0.0, 1.0),
                Vector3::new(0.0, -1.0, 0.0),
            )),
            0x07 => Ok(Matrix3::new(
                Vector3::new(0.0, 1.0, 0.0),
                Vector3::new(1.0, 0.0, 0.0),
                Vector3::new(0.0, 0.0, -1.0),
            )),
            0x09 => Ok(Matrix3::new(
                Vector3::new(0.0, 0.0, 1.0),
                Vector3::new(1.0, 0.0, 0.0),
                Vector3::new(0.0, 1.0, 0.0),
            )),
            0x0a => Ok(Matrix3::new(
                Vector3::new(0.0, -1.0, 0.0),
                Vector3::new(1.0, 0.0, 0.0),
                Vector3::new(0.0, 0.0, 1.0),
            )),
            0x0c => Ok(Matrix3::new(
                Vector3::new(0.0, 0.0, -1.0),
                Vector3::new(1.0, 0.0, 0.0),
                Vector3::new(0.0, -1.0, 0.0),
            )),
            0x0d => Ok(Matrix3::new(
                Vector3::new(0.0, 1.0, 0.0),
                Vector3::new(0.0, 0.0, 1.0),
                Vector3::new(1.0, 0.0, 0.0),
            )),
            0x0e => Ok(Matrix3::new(
                Vector3::new(0.0, 0.0, -1.0),
                Vector3::new(0.0, 1.0, 0.0),
                Vector3::new(1.0, 0.0, 0.0),
            )),
            0x10 => Ok(Matrix3::new(
                Vector3::new(0.0, -1.0, 0.0),
                Vector3::new(0.0, 0.0, -1.0),
                Vector3::new(1.0, 0.0, 0.0),
            )),
            0x11 => Ok(Matrix3::new(
                Vector3::new(0.0, 0.0, 1.0),
                Vector3::new(0.0, -1.0, 0.0),
                Vector3::new(1.0, 0.0, 0.0),
            )),
            0x14 => Ok(Matrix3::new(
                Vector3::new(-1.0, 0.0, 0.0),
                Vector3::new(0.0, 1.0, 0.0),
                Vector3::new(0.0, 0.0, -1.0),
            )),
            0x15 => Ok(Matrix3::new(
                Vector3::new(-1.0, 0.0, 0.0),
                Vector3::new(0.0, 0.0, 1.0),
                Vector3::new(0.0, 1.0, 0.0),
            )),
            0x17 => Ok(Matrix3::new(
                Vector3::new(-1.0, 0.0, 0.0),
                Vector3::new(0.0, -1.0, 0.0),
                Vector3::new(0.0, 0.0, 1.0),
            )),
            0x18 => Ok(Matrix3::new(
                Vector3::new(-1.0, 0.0, 0.0),
                Vector3::new(0.0, 0.0, -1.0),
                Vector3::new(0.0, -1.0, 0.0),
            )),
            0x19 => Ok(Matrix3::new(
                Vector3::new(0.0, 1.0, 0.0),
                Vector3::new(-1.0, 0.0, 0.0),
                Vector3::new(0.0, 0.0, 1.0),
            )),
            0x1b => Ok(Matrix3::new(
                Vector3::new(0.0, 0.0, -1.0),
                Vector3::new(-1.0, 0.0, 0.0),
                Vector3::new(0.0, 1.0, 0.0),
            )),
            0x1c => Ok(Matrix3::new(
                Vector3::new(0.0, -1.0, 0.0),
                Vector3::new(-1.0, 0.0, 0.0),
                Vector3::new(0.0, 0.0, -1.0),
            )),
            0x1e => Ok(Matrix3::new(
                Vector3::new(0.0, 0.0, 1.0),
                Vector3::new(-1.0, 0.0, 0.0),
                Vector3::new(0.0, -1.0, 0.0),
            )),
            0x1f => Ok(Matrix3::new(
                Vector3::new(0.0, 1.0, 0.0),
                Vector3::new(0.0, 0.0, -1.0),
                Vector3::new(-1.0, 0.0, 0.0),
            )),
            0x20 => Ok(Matrix3::new(
                Vector3::new(0.0, 0.0, 1.0),
                Vector3::new(0.0, 1.0, 0.0),
                Vector3::new(-1.0, 0.0, 0.0),
            )),
            0x22 => Ok(Matrix3::new(
                Vector3::new(0.0, -1.0, 0.0),
                Vector3::new(0.0, 0.0, 1.0),
                Vector3::new(-1.0, 0.0, 0.0),
            )),
            0x23 => Ok(Matrix3::new(
                Vector3::new(0.0, 0.0, -1.0),
                Vector3::new(0.0, -1.0, 0.0),
                Vector3::new(-1.0, 0.0, 0.0),
            )),
            _ => Err(Error::from(Matrix3Error::BadRotationId { id })),
        }
    }
}

/// Represents any color, including HDR colors.
///
/// ## See Also
/// * [`Color3uint8`](struct.Color3uint8.html), which is used instead of
///   `Color3` on some types and does not represent HDR colors.
/// * [Color3 on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/Color3)
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Color3 {
    pub r: f32,
    pub g: f32,
    pub b: f32,
}

impl Color3 {
    pub fn new(r: f32, g: f32, b: f32) -> Self {
        Self { r, g, b }
    }
}

impl From<Color3uint8> for Color3 {
    fn from(value: Color3uint8) -> Self {
        Self {
            r: value.r as f32 / 255.0,
            g: value.g as f32 / 255.0,
            b: value.b as f32 / 255.0,
        }
    }
}

/// Represents non-HDR colors, i.e. those whose individual color channels do not
/// exceed 1. This type is used for serializing properties like
/// [`BasePart.Color`][BasePart.Color], but is not exposed as a distinct type to
/// Lua code.
///
/// ## See Also
/// * [`Color3`](struct.Color3.html), which is more common and can represent HDR
///   colors.
///
/// [BasePart.Color]: https://developer.roblox.com/en-us/api-reference/property/BasePart/Color
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Color3uint8 {
    pub r: u8,
    pub g: u8,
    pub b: u8,
}

impl Color3uint8 {
    pub fn new(r: u8, g: u8, b: u8) -> Self {
        Self { r, g, b }
    }
}

impl From<Color3> for Color3uint8 {
    fn from(value: Color3) -> Self {
        Self {
            r: ((value.r.max(0.0).min(1.0)) * 255.0).round() as u8,
            g: ((value.g.max(0.0).min(1.0)) * 255.0).round() as u8,
            b: ((value.b.max(0.0).min(1.0)) * 255.0).round() as u8,
        }
    }
}

/// Represents a ray in 3D space. Direction does not have to be a unit vector,
/// and is used by APIs like [`Workspace:FindPartOnRay`][FindPartOnRay] to set a
/// max distance.
///
/// ## See Also
/// * [Ray on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/Ray)
///
/// [FindPartOnRay]: https://developer.roblox.com/en-us/api-reference/function/WorldRoot/FindPartOnRay
#[derive(Debug, Clone, Copy, PartialEq)]
#[cfg_attr(
    feature = "serde",
    derive(serde::Serialize, serde::Deserialize),
    serde(rename_all = "camelCase")
)]
pub struct Ray {
    pub origin: Vector3,
    pub direction: Vector3,
}

impl Ray {
    pub fn new(origin: Vector3, direction: Vector3) -> Self {
        Self { origin, direction }
    }
}

/// Represents a bounding box in 3D space.
///
/// ## See Also
/// * [`Region3int16`](struct.Region3int16.html)
/// * [Region3 on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/Region3)
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Region3 {
    pub min: Vector3,
    pub max: Vector3,
}

impl Region3 {
    pub fn new(min: Vector3, max: Vector3) -> Self {
        Self { min, max }
    }
}

/// A version of [`Region3`][Region3] that uses signed 16-bit integers instead
/// of floats. `Region3int16` is generally used in Terrain APIs.
///
/// ## See Also
/// * [`Region`][Region3]
/// * [Region3int16 on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/Region3int16)
///
/// [Region3]: struct.Region3.html
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Region3int16 {
    pub min: Vector3int16,
    pub max: Vector3int16,
}

impl Region3int16 {
    pub fn new(min: Vector3int16, max: Vector3int16) -> Self {
        Self { min, max }
    }
}

/// Represents a bounding rectangle in 2D space.
///
/// ## See Also
/// * [Rect on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/Rect)
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Rect {
    pub min: Vector2,
    pub max: Vector2,
}

impl Rect {
    pub fn new(min: Vector2, max: Vector2) -> Self {
        Self { min, max }
    }
}

/// Standard unit for measuring UI given as `scale`, a fraction of the
/// container's size and `offset`, display-indepdendent pixels.
///
/// ## See Also
/// * [UDim on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/UDim)
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct UDim {
    pub scale: f32,
    pub offset: i32,
}

impl UDim {
    pub fn new(scale: f32, offset: i32) -> Self {
        Self { scale, offset }
    }
}

/// Standard 2D unit for measuring UI given as `scale`, a fraction of the
/// container's size and `offset`, display-indepdendent pixels.
///
/// ## See Also
/// * [UDim2 on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/UDim2)
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct UDim2 {
    pub x: UDim,
    pub y: UDim,
}

impl UDim2 {
    pub fn new(x: UDim, y: UDim) -> Self {
        Self { x, y }
    }
}

/// A range between two numbers.
///
/// ## See Also
/// * [NumberRange on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/NumberRange)
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct NumberRange {
    pub min: f32,
    pub max: f32,
}

impl NumberRange {
    pub fn new(min: f32, max: f32) -> Self {
        Self { min, max }
    }
}

/// A series of colors that can be tweened through.
///
/// ## See Also
/// * [ColorSequence on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/ColorSequence)
#[derive(Debug, Clone, PartialEq)]
#[cfg_attr(
    feature = "serde",
    derive(serde::Serialize, serde::Deserialize),
    serde(rename_all = "camelCase")
)]
pub struct ColorSequence {
    pub keypoints: Vec<ColorSequenceKeypoint>,
}

/// A single color and point in time of a [`ColorSequence`][ColorSequence]
///
/// ## See Also
/// * [ColorSequenceKeypoint on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/ColorSequenceKeypoint)
///
/// [ColorSequence]: struct.ColorSequence.html
#[derive(Debug, Clone, Copy, PartialEq)]
#[cfg_attr(
    feature = "serde",
    derive(serde::Serialize, serde::Deserialize),
    serde(rename_all = "camelCase")
)]
pub struct ColorSequenceKeypoint {
    pub time: f32,
    pub color: Color3,
}

impl ColorSequenceKeypoint {
    pub fn new(time: f32, color: Color3) -> Self {
        Self { time, color }
    }
}

/// A sequence of numbers on a timeline. Each point contains a timestamp, a
/// value, and a range that allows for randomized values.
///
/// ## See Also
/// * [NumberSequence on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/NumberSequence)
#[derive(Debug, Clone, PartialEq)]
#[cfg_attr(
    feature = "serde",
    derive(serde::Serialize, serde::Deserialize),
    serde(rename_all = "camelCase")
)]
pub struct NumberSequence {
    pub keypoints: Vec<NumberSequenceKeypoint>,
}

/// A single value, envelope, and point in time of a [`NumberSequence`][NumberSequence]
///
/// ## See Also
/// * [`NumberSequence`][NumberSequence]
/// * [NumberSequenceKeypoint on Roblox Developer Hub](https://developer.roblox.com/en-us/api-reference/datatype/NumberSequenceKeypoint)
///
/// [NumberSequence]: struct.NumberSequence.html
#[derive(Debug, Clone, Copy, PartialEq)]
#[cfg_attr(
    feature = "serde",
    derive(serde::Serialize, serde::Deserialize),
    serde(rename_all = "camelCase")
)]
pub struct NumberSequenceKeypoint {
    pub time: f32,
    pub value: f32,
    pub envelope: f32,
}

impl NumberSequenceKeypoint {
    pub fn new(time: f32, value: f32, envelope: f32) -> Self {
        Self {
            time,
            value,
            envelope,
        }
    }
}

#[cfg(feature = "serde")]
serde_tuple! {
    Vector2(x: f32, y: f32),
    Vector2int16(x: i16, y: i16),
    Vector3(x: f32, y: f32, z: f32),
    Vector3int16(x: i16, y: i16, z: i16),

    Color3(r: f32, g: f32, b: f32),
    Color3uint8(r: u8, g: u8, b: u8),

    UDim(scale: f32, offset: i32),
    UDim2(x: UDim, y: UDim),

    NumberRange(min: f32, max: f32),

    Rect(min: Vector2, max: Vector2),
    Region3(min: Vector3, max: Vector3),
    Region3int16(min: Vector3int16, max: Vector3int16),

    Matrix3(x: Vector3, y: Vector3, z: Vector3),
}

#[cfg(all(test, feature = "serde"))]
mod serde_test {
    use super::*;

    use std::fmt::Debug;

    use serde::{de::DeserializeOwned, Serialize};

    fn test_ser<T: Debug + PartialEq + Serialize + DeserializeOwned>(value: T, output: &str) {
        let serialized = serde_json::to_string(&value).unwrap();
        assert_eq!(serialized, output);

        let deserialized: T = serde_json::from_str(output).unwrap();
        assert_eq!(deserialized, value);
    }

    #[test]
    fn vec2_json() {
        test_ser(Vector2 { x: 2.0, y: 3.5 }, "[2.0,3.5]");
    }

    #[test]
    fn udim_json() {
        test_ser(
            UDim {
                scale: 1.0,
                offset: 175,
            },
            "[1.0,175]",
        );
    }

    #[test]
    fn udim2_json() {
        test_ser(
            UDim2 {
                x: UDim {
                    scale: 0.0,
                    offset: 30,
                },
                y: UDim {
                    scale: 1.0,
                    offset: 60,
                },
            },
            "[[0.0,30],[1.0,60]]",
        );
    }

    #[test]
    fn region3_json() {
        test_ser(
            Region3 {
                min: Vector3::new(-1.0, -2.0, -3.0),
                max: Vector3::new(4.0, 5.0, 6.0),
            },
            "[[-1.0,-2.0,-3.0],[4.0,5.0,6.0]]",
        );
    }

    #[test]
    fn matrix3_json() {
        test_ser(
            Matrix3 {
                x: Vector3::new(1.0, 2.0, 3.0),
                y: Vector3::new(4.0, 5.0, 6.0),
                z: Vector3::new(7.0, 8.0, 9.0),
            },
            "[[1.0,2.0,3.0],[4.0,5.0,6.0],[7.0,8.0,9.0]]",
        );
    }
}