rimworld-animation-studio/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/bool4x2.gen.cs
2022-09-13 00:36:34 -05:00

215 lines
11 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Runtime.CompilerServices;
#pragma warning disable 0660, 0661
namespace Unity.Mathematics
{
[System.Serializable]
public partial struct bool4x2 : System.IEquatable<bool4x2>
{
public bool4 c0;
public bool4 c1;
/// <summary>Constructs a bool4x2 matrix from two bool4 vectors.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool4x2(bool4 c0, bool4 c1)
{
this.c0 = c0;
this.c1 = c1;
}
/// <summary>Constructs a bool4x2 matrix from 8 bool values given in row-major order.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool4x2(bool m00, bool m01,
bool m10, bool m11,
bool m20, bool m21,
bool m30, bool m31)
{
this.c0 = new bool4(m00, m10, m20, m30);
this.c1 = new bool4(m01, m11, m21, m31);
}
/// <summary>Constructs a bool4x2 matrix from a single bool value by assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool4x2(bool v)
{
this.c0 = v;
this.c1 = v;
}
/// <summary>Implicitly converts a single bool value to a bool4x2 matrix by assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator bool4x2(bool v) { return new bool4x2(v); }
/// <summary>Returns the result of a componentwise equality operation on two bool4x2 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator == (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1); }
/// <summary>Returns the result of a componentwise equality operation on a bool4x2 matrix and a bool value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator == (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 == rhs, lhs.c1 == rhs); }
/// <summary>Returns the result of a componentwise equality operation on a bool value and a bool4x2 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator == (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs == rhs.c0, lhs == rhs.c1); }
/// <summary>Returns the result of a componentwise not equal operation on two bool4x2 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator != (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1); }
/// <summary>Returns the result of a componentwise not equal operation on a bool4x2 matrix and a bool value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator != (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 != rhs, lhs.c1 != rhs); }
/// <summary>Returns the result of a componentwise not equal operation on a bool value and a bool4x2 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator != (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs != rhs.c0, lhs != rhs.c1); }
/// <summary>Returns the result of a componentwise not operation on a bool4x2 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator ! (bool4x2 val) { return new bool4x2 (!val.c0, !val.c1); }
/// <summary>Returns the result of a componentwise bitwise and operation on two bool4x2 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator & (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 & rhs.c0, lhs.c1 & rhs.c1); }
/// <summary>Returns the result of a componentwise bitwise and operation on a bool4x2 matrix and a bool value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator & (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 & rhs, lhs.c1 & rhs); }
/// <summary>Returns the result of a componentwise bitwise and operation on a bool value and a bool4x2 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator & (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs & rhs.c0, lhs & rhs.c1); }
/// <summary>Returns the result of a componentwise bitwise or operation on two bool4x2 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator | (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 | rhs.c0, lhs.c1 | rhs.c1); }
/// <summary>Returns the result of a componentwise bitwise or operation on a bool4x2 matrix and a bool value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator | (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 | rhs, lhs.c1 | rhs); }
/// <summary>Returns the result of a componentwise bitwise or operation on a bool value and a bool4x2 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator | (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs | rhs.c0, lhs | rhs.c1); }
/// <summary>Returns the result of a componentwise bitwise exclusive or operation on two bool4x2 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator ^ (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 ^ rhs.c0, lhs.c1 ^ rhs.c1); }
/// <summary>Returns the result of a componentwise bitwise exclusive or operation on a bool4x2 matrix and a bool value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator ^ (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 ^ rhs, lhs.c1 ^ rhs); }
/// <summary>Returns the result of a componentwise bitwise exclusive or operation on a bool value and a bool4x2 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator ^ (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs ^ rhs.c0, lhs ^ rhs.c1); }
/// <summary>Returns the bool4 element at a specified index.</summary>
unsafe public ref bool4 this[int index]
{
get
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
if ((uint)index >= 2)
throw new System.ArgumentException("index must be between[0...1]");
#endif
fixed (bool4x2* array = &this) { return ref ((bool4*)array)[index]; }
}
}
/// <summary>Returns true if the bool4x2 is equal to a given bool4x2, false otherwise.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(bool4x2 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1); }
/// <summary>Returns true if the bool4x2 is equal to a given bool4x2, false otherwise.</summary>
public override bool Equals(object o) { return Equals((bool4x2)o); }
/// <summary>Returns a hash code for the bool4x2.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override int GetHashCode() { return (int)math.hash(this); }
/// <summary>Returns a string representation of the bool4x2.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override string ToString()
{
return string.Format("bool4x2({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})", c0.x, c1.x, c0.y, c1.y, c0.z, c1.z, c0.w, c1.w);
}
}
public static partial class math
{
/// <summary>Returns a bool4x2 matrix constructed from two bool4 vectors.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 bool4x2(bool4 c0, bool4 c1) { return new bool4x2(c0, c1); }
/// <summary>Returns a bool4x2 matrix constructed from from 8 bool values given in row-major order.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 bool4x2(bool m00, bool m01,
bool m10, bool m11,
bool m20, bool m21,
bool m30, bool m31)
{
return new bool4x2(m00, m01,
m10, m11,
m20, m21,
m30, m31);
}
/// <summary>Returns a bool4x2 matrix constructed from a single bool value by assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 bool4x2(bool v) { return new bool4x2(v); }
/// <summary>Return the bool2x4 transpose of a bool4x2 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool2x4 transpose(bool4x2 v)
{
return bool2x4(
v.c0.x, v.c0.y, v.c0.z, v.c0.w,
v.c1.x, v.c1.y, v.c1.z, v.c1.w);
}
/// <summary>Returns a uint hash code of a bool4x2 vector.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint hash(bool4x2 v)
{
return csum(select(uint4(0xD19764C7u, 0xB5D0BF63u, 0xF9102C5Fu, 0x9881FB9Fu), uint4(0x56A1530Du, 0x804B722Du, 0x738E50E5u, 0x4FC93C25u), v.c0) +
select(uint4(0xCD0445A5u, 0xD2B90D9Bu, 0xD35C9B2Du, 0xA10D9E27u), uint4(0x568DAAA9u, 0x7530254Fu, 0x9F090439u, 0x5E9F85C9u), v.c1));
}
/// <summary>
/// Returns a uint4 vector hash code of a bool4x2 vector.
/// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
/// that are only reduced to a narrow uint hash at the very end instead of at every step.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint4 hashwide(bool4x2 v)
{
return (select(uint4(0x8C4CA03Fu, 0xB8D969EDu, 0xAC5DB57Bu, 0xA91A02EDu), uint4(0xB3C49313u, 0xF43A9ABBu, 0x84E7E01Bu, 0x8E055BE5u), v.c0) +
select(uint4(0x6E624EB7u, 0x7383ED49u, 0xDD49C23Bu, 0xEBD0D005u), uint4(0x91475DF7u, 0x55E84827u, 0x90A285BBu, 0x5D19E1D5u), v.c1));
}
}
}