rimworld-animation-studio/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3x3.gen.cs
2022-09-13 00:36:34 -05:00

494 lines
27 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 float3x3 : System.IEquatable<float3x3>, IFormattable
{
public float3 c0;
public float3 c1;
public float3 c2;
/// <summary>float3x3 identity transform.</summary>
public static readonly float3x3 identity = new float3x3(1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
/// <summary>float3x3 zero value.</summary>
public static readonly float3x3 zero;
/// <summary>Constructs a float3x3 matrix from three float3 vectors.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(float3 c0, float3 c1, float3 c2)
{
this.c0 = c0;
this.c1 = c1;
this.c2 = c2;
}
/// <summary>Constructs a float3x3 matrix from 9 float values given in row-major order.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(float m00, float m01, float m02,
float m10, float m11, float m12,
float m20, float m21, float m22)
{
this.c0 = new float3(m00, m10, m20);
this.c1 = new float3(m01, m11, m21);
this.c2 = new float3(m02, m12, m22);
}
/// <summary>Constructs a float3x3 matrix from a single float value by assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(float v)
{
this.c0 = v;
this.c1 = v;
this.c2 = v;
}
/// <summary>Constructs a float3x3 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(bool v)
{
this.c0 = math.select(new float3(0.0f), new float3(1.0f), v);
this.c1 = math.select(new float3(0.0f), new float3(1.0f), v);
this.c2 = math.select(new float3(0.0f), new float3(1.0f), v);
}
/// <summary>Constructs a float3x3 matrix from a bool3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(bool3x3 v)
{
this.c0 = math.select(new float3(0.0f), new float3(1.0f), v.c0);
this.c1 = math.select(new float3(0.0f), new float3(1.0f), v.c1);
this.c2 = math.select(new float3(0.0f), new float3(1.0f), v.c2);
}
/// <summary>Constructs a float3x3 matrix from a single int value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(int v)
{
this.c0 = v;
this.c1 = v;
this.c2 = v;
}
/// <summary>Constructs a float3x3 matrix from a int3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(int3x3 v)
{
this.c0 = v.c0;
this.c1 = v.c1;
this.c2 = v.c2;
}
/// <summary>Constructs a float3x3 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(uint v)
{
this.c0 = v;
this.c1 = v;
this.c2 = v;
}
/// <summary>Constructs a float3x3 matrix from a uint3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(uint3x3 v)
{
this.c0 = v.c0;
this.c1 = v.c1;
this.c2 = v.c2;
}
/// <summary>Constructs a float3x3 matrix from a single double value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(double v)
{
this.c0 = (float3)v;
this.c1 = (float3)v;
this.c2 = (float3)v;
}
/// <summary>Constructs a float3x3 matrix from a double3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x3(double3x3 v)
{
this.c0 = (float3)v.c0;
this.c1 = (float3)v.c1;
this.c2 = (float3)v.c2;
}
/// <summary>Implicitly converts a single float value to a float3x3 matrix by assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x3(float v) { return new float3x3(v); }
/// <summary>Explicitly converts a single bool value to a float3x3 matrix by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float3x3(bool v) { return new float3x3(v); }
/// <summary>Explicitly converts a bool3x3 matrix to a float3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float3x3(bool3x3 v) { return new float3x3(v); }
/// <summary>Implicitly converts a single int value to a float3x3 matrix by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x3(int v) { return new float3x3(v); }
/// <summary>Implicitly converts a int3x3 matrix to a float3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x3(int3x3 v) { return new float3x3(v); }
/// <summary>Implicitly converts a single uint value to a float3x3 matrix by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x3(uint v) { return new float3x3(v); }
/// <summary>Implicitly converts a uint3x3 matrix to a float3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x3(uint3x3 v) { return new float3x3(v); }
/// <summary>Explicitly converts a single double value to a float3x3 matrix by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float3x3(double v) { return new float3x3(v); }
/// <summary>Explicitly converts a double3x3 matrix to a float3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float3x3(double3x3 v) { return new float3x3(v); }
/// <summary>Returns the result of a componentwise multiplication operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator * (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1, lhs.c2 * rhs.c2); }
/// <summary>Returns the result of a componentwise multiplication operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator * (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 * rhs, lhs.c1 * rhs, lhs.c2 * rhs); }
/// <summary>Returns the result of a componentwise multiplication operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator * (float lhs, float3x3 rhs) { return new float3x3 (lhs * rhs.c0, lhs * rhs.c1, lhs * rhs.c2); }
/// <summary>Returns the result of a componentwise addition operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator + (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1, lhs.c2 + rhs.c2); }
/// <summary>Returns the result of a componentwise addition operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator + (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 + rhs, lhs.c1 + rhs, lhs.c2 + rhs); }
/// <summary>Returns the result of a componentwise addition operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator + (float lhs, float3x3 rhs) { return new float3x3 (lhs + rhs.c0, lhs + rhs.c1, lhs + rhs.c2); }
/// <summary>Returns the result of a componentwise subtraction operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator - (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1, lhs.c2 - rhs.c2); }
/// <summary>Returns the result of a componentwise subtraction operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator - (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 - rhs, lhs.c1 - rhs, lhs.c2 - rhs); }
/// <summary>Returns the result of a componentwise subtraction operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator - (float lhs, float3x3 rhs) { return new float3x3 (lhs - rhs.c0, lhs - rhs.c1, lhs - rhs.c2); }
/// <summary>Returns the result of a componentwise division operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator / (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1, lhs.c2 / rhs.c2); }
/// <summary>Returns the result of a componentwise division operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator / (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 / rhs, lhs.c1 / rhs, lhs.c2 / rhs); }
/// <summary>Returns the result of a componentwise division operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator / (float lhs, float3x3 rhs) { return new float3x3 (lhs / rhs.c0, lhs / rhs.c1, lhs / rhs.c2); }
/// <summary>Returns the result of a componentwise modulus operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator % (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1, lhs.c2 % rhs.c2); }
/// <summary>Returns the result of a componentwise modulus operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator % (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 % rhs, lhs.c1 % rhs, lhs.c2 % rhs); }
/// <summary>Returns the result of a componentwise modulus operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator % (float lhs, float3x3 rhs) { return new float3x3 (lhs % rhs.c0, lhs % rhs.c1, lhs % rhs.c2); }
/// <summary>Returns the result of a componentwise increment operation on a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator ++ (float3x3 val) { return new float3x3 (++val.c0, ++val.c1, ++val.c2); }
/// <summary>Returns the result of a componentwise decrement operation on a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator -- (float3x3 val) { return new float3x3 (--val.c0, --val.c1, --val.c2); }
/// <summary>Returns the result of a componentwise less than operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator < (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1, lhs.c2 < rhs.c2); }
/// <summary>Returns the result of a componentwise less than operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator < (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 < rhs, lhs.c1 < rhs, lhs.c2 < rhs); }
/// <summary>Returns the result of a componentwise less than operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator < (float lhs, float3x3 rhs) { return new bool3x3 (lhs < rhs.c0, lhs < rhs.c1, lhs < rhs.c2); }
/// <summary>Returns the result of a componentwise less or equal operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator <= (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1, lhs.c2 <= rhs.c2); }
/// <summary>Returns the result of a componentwise less or equal operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator <= (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 <= rhs, lhs.c1 <= rhs, lhs.c2 <= rhs); }
/// <summary>Returns the result of a componentwise less or equal operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator <= (float lhs, float3x3 rhs) { return new bool3x3 (lhs <= rhs.c0, lhs <= rhs.c1, lhs <= rhs.c2); }
/// <summary>Returns the result of a componentwise greater than operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator > (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1, lhs.c2 > rhs.c2); }
/// <summary>Returns the result of a componentwise greater than operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator > (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 > rhs, lhs.c1 > rhs, lhs.c2 > rhs); }
/// <summary>Returns the result of a componentwise greater than operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator > (float lhs, float3x3 rhs) { return new bool3x3 (lhs > rhs.c0, lhs > rhs.c1, lhs > rhs.c2); }
/// <summary>Returns the result of a componentwise greater or equal operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator >= (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1, lhs.c2 >= rhs.c2); }
/// <summary>Returns the result of a componentwise greater or equal operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator >= (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 >= rhs, lhs.c1 >= rhs, lhs.c2 >= rhs); }
/// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator >= (float lhs, float3x3 rhs) { return new bool3x3 (lhs >= rhs.c0, lhs >= rhs.c1, lhs >= rhs.c2); }
/// <summary>Returns the result of a componentwise unary minus operation on a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator - (float3x3 val) { return new float3x3 (-val.c0, -val.c1, -val.c2); }
/// <summary>Returns the result of a componentwise unary plus operation on a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 operator + (float3x3 val) { return new float3x3 (+val.c0, +val.c1, +val.c2); }
/// <summary>Returns the result of a componentwise equality operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator == (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2); }
/// <summary>Returns the result of a componentwise equality operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator == (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs); }
/// <summary>Returns the result of a componentwise equality operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator == (float lhs, float3x3 rhs) { return new bool3x3 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2); }
/// <summary>Returns the result of a componentwise not equal operation on two float3x3 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator != (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1, lhs.c2 != rhs.c2); }
/// <summary>Returns the result of a componentwise not equal operation on a float3x3 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator != (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 != rhs, lhs.c1 != rhs, lhs.c2 != rhs); }
/// <summary>Returns the result of a componentwise not equal operation on a float value and a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x3 operator != (float lhs, float3x3 rhs) { return new bool3x3 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2); }
/// <summary>Returns the float3 element at a specified index.</summary>
unsafe public ref float3 this[int index]
{
get
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
if ((uint)index >= 3)
throw new System.ArgumentException("index must be between[0...2]");
#endif
fixed (float3x3* array = &this) { return ref ((float3*)array)[index]; }
}
}
/// <summary>Returns true if the float3x3 is equal to a given float3x3, false otherwise.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(float3x3 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2); }
/// <summary>Returns true if the float3x3 is equal to a given float3x3, false otherwise.</summary>
public override bool Equals(object o) { return Equals((float3x3)o); }
/// <summary>Returns a hash code for the float3x3.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override int GetHashCode() { return (int)math.hash(this); }
/// <summary>Returns a string representation of the float3x3.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override string ToString()
{
return string.Format("float3x3({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f)", c0.x, c1.x, c2.x, c0.y, c1.y, c2.y, c0.z, c1.z, c2.z);
}
/// <summary>Returns a string representation of the float3x3 using a specified format and culture-specific format information.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public string ToString(string format, IFormatProvider formatProvider)
{
return string.Format("float3x3({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c2.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c2.y.ToString(format, formatProvider), c0.z.ToString(format, formatProvider), c1.z.ToString(format, formatProvider), c2.z.ToString(format, formatProvider));
}
}
public static partial class math
{
/// <summary>Returns a float3x3 matrix constructed from three float3 vectors.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(float3 c0, float3 c1, float3 c2) { return new float3x3(c0, c1, c2); }
/// <summary>Returns a float3x3 matrix constructed from from 9 float values given in row-major order.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(float m00, float m01, float m02,
float m10, float m11, float m12,
float m20, float m21, float m22)
{
return new float3x3(m00, m01, m02,
m10, m11, m12,
m20, m21, m22);
}
/// <summary>Returns a float3x3 matrix constructed from a single float value by assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(float v) { return new float3x3(v); }
/// <summary>Returns a float3x3 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(bool v) { return new float3x3(v); }
/// <summary>Return a float3x3 matrix constructed from a bool3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(bool3x3 v) { return new float3x3(v); }
/// <summary>Returns a float3x3 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(int v) { return new float3x3(v); }
/// <summary>Return a float3x3 matrix constructed from a int3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(int3x3 v) { return new float3x3(v); }
/// <summary>Returns a float3x3 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(uint v) { return new float3x3(v); }
/// <summary>Return a float3x3 matrix constructed from a uint3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(uint3x3 v) { return new float3x3(v); }
/// <summary>Returns a float3x3 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(double v) { return new float3x3(v); }
/// <summary>Return a float3x3 matrix constructed from a double3x3 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 float3x3(double3x3 v) { return new float3x3(v); }
/// <summary>Return the float3x3 transpose of a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 transpose(float3x3 v)
{
return float3x3(
v.c0.x, v.c0.y, v.c0.z,
v.c1.x, v.c1.y, v.c1.z,
v.c2.x, v.c2.y, v.c2.z);
}
/// <summary>Returns the float3x3 full inverse of a float3x3 matrix.</summary>
public static float3x3 inverse(float3x3 m)
{
float3 c0 = m.c0;
float3 c1 = m.c1;
float3 c2 = m.c2;
float3 t0 = float3(c1.x, c2.x, c0.x);
float3 t1 = float3(c1.y, c2.y, c0.y);
float3 t2 = float3(c1.z, c2.z, c0.z);
float3 m0 = t1 * t2.yzx - t1.yzx * t2;
float3 m1 = t0.yzx * t2 - t0 * t2.yzx;
float3 m2 = t0 * t1.yzx - t0.yzx * t1;
float rcpDet = 1.0f / csum(t0.zxy * m0);
return float3x3(m0, m1, m2) * rcpDet;
}
/// <summary>Returns the determinant of a float3x3 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float determinant(float3x3 m)
{
float3 c0 = m.c0;
float3 c1 = m.c1;
float3 c2 = m.c2;
float m00 = c1.y * c2.z - c1.z * c2.y;
float m01 = c0.y * c2.z - c0.z * c2.y;
float m02 = c0.y * c1.z - c0.z * c1.y;
return c0.x * m00 - c1.x * m01 + c2.x * m02;
}
/// <summary>Returns a uint hash code of a float3x3 vector.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint hash(float3x3 v)
{
return csum(asuint(v.c0) * uint3(0x713BD06Fu, 0x753AD6ADu, 0xD19764C7u) +
asuint(v.c1) * uint3(0xB5D0BF63u, 0xF9102C5Fu, 0x9881FB9Fu) +
asuint(v.c2) * uint3(0x56A1530Du, 0x804B722Du, 0x738E50E5u)) + 0x4FC93C25u;
}
/// <summary>
/// Returns a uint3 vector hash code of a float3x3 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 uint3 hashwide(float3x3 v)
{
return (asuint(v.c0) * uint3(0xCD0445A5u, 0xD2B90D9Bu, 0xD35C9B2Du) +
asuint(v.c1) * uint3(0xA10D9E27u, 0x568DAAA9u, 0x7530254Fu) +
asuint(v.c2) * uint3(0x9F090439u, 0x5E9F85C9u, 0x8C4CA03Fu)) + 0xB8D969EDu;
}
}
}