rimworld-animation-studio/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3x4.gen.cs
2022-09-13 00:36:34 -05:00

489 lines
28 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 float3x4 : System.IEquatable<float3x4>, IFormattable
{
public float3 c0;
public float3 c1;
public float3 c2;
public float3 c3;
/// <summary>float3x4 zero value.</summary>
public static readonly float3x4 zero;
/// <summary>Constructs a float3x4 matrix from four float3 vectors.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(float3 c0, float3 c1, float3 c2, float3 c3)
{
this.c0 = c0;
this.c1 = c1;
this.c2 = c2;
this.c3 = c3;
}
/// <summary>Constructs a float3x4 matrix from 12 float values given in row-major order.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23)
{
this.c0 = new float3(m00, m10, m20);
this.c1 = new float3(m01, m11, m21);
this.c2 = new float3(m02, m12, m22);
this.c3 = new float3(m03, m13, m23);
}
/// <summary>Constructs a float3x4 matrix from a single float value by assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(float v)
{
this.c0 = v;
this.c1 = v;
this.c2 = v;
this.c3 = v;
}
/// <summary>Constructs a float3x4 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(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);
this.c3 = math.select(new float3(0.0f), new float3(1.0f), v);
}
/// <summary>Constructs a float3x4 matrix from a bool3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(bool3x4 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);
this.c3 = math.select(new float3(0.0f), new float3(1.0f), v.c3);
}
/// <summary>Constructs a float3x4 matrix from a single int value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(int v)
{
this.c0 = v;
this.c1 = v;
this.c2 = v;
this.c3 = v;
}
/// <summary>Constructs a float3x4 matrix from a int3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(int3x4 v)
{
this.c0 = v.c0;
this.c1 = v.c1;
this.c2 = v.c2;
this.c3 = v.c3;
}
/// <summary>Constructs a float3x4 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(uint v)
{
this.c0 = v;
this.c1 = v;
this.c2 = v;
this.c3 = v;
}
/// <summary>Constructs a float3x4 matrix from a uint3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(uint3x4 v)
{
this.c0 = v.c0;
this.c1 = v.c1;
this.c2 = v.c2;
this.c3 = v.c3;
}
/// <summary>Constructs a float3x4 matrix from a single double value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(double v)
{
this.c0 = (float3)v;
this.c1 = (float3)v;
this.c2 = (float3)v;
this.c3 = (float3)v;
}
/// <summary>Constructs a float3x4 matrix from a double3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3x4(double3x4 v)
{
this.c0 = (float3)v.c0;
this.c1 = (float3)v.c1;
this.c2 = (float3)v.c2;
this.c3 = (float3)v.c3;
}
/// <summary>Implicitly converts a single float value to a float3x4 matrix by assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x4(float v) { return new float3x4(v); }
/// <summary>Explicitly converts a single bool value to a float3x4 matrix by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float3x4(bool v) { return new float3x4(v); }
/// <summary>Explicitly converts a bool3x4 matrix to a float3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float3x4(bool3x4 v) { return new float3x4(v); }
/// <summary>Implicitly converts a single int value to a float3x4 matrix by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x4(int v) { return new float3x4(v); }
/// <summary>Implicitly converts a int3x4 matrix to a float3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x4(int3x4 v) { return new float3x4(v); }
/// <summary>Implicitly converts a single uint value to a float3x4 matrix by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x4(uint v) { return new float3x4(v); }
/// <summary>Implicitly converts a uint3x4 matrix to a float3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float3x4(uint3x4 v) { return new float3x4(v); }
/// <summary>Explicitly converts a single double value to a float3x4 matrix by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float3x4(double v) { return new float3x4(v); }
/// <summary>Explicitly converts a double3x4 matrix to a float3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float3x4(double3x4 v) { return new float3x4(v); }
/// <summary>Returns the result of a componentwise multiplication operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator * (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1, lhs.c2 * rhs.c2, lhs.c3 * rhs.c3); }
/// <summary>Returns the result of a componentwise multiplication operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator * (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 * rhs, lhs.c1 * rhs, lhs.c2 * rhs, lhs.c3 * rhs); }
/// <summary>Returns the result of a componentwise multiplication operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator * (float lhs, float3x4 rhs) { return new float3x4 (lhs * rhs.c0, lhs * rhs.c1, lhs * rhs.c2, lhs * rhs.c3); }
/// <summary>Returns the result of a componentwise addition operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator + (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1, lhs.c2 + rhs.c2, lhs.c3 + rhs.c3); }
/// <summary>Returns the result of a componentwise addition operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator + (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 + rhs, lhs.c1 + rhs, lhs.c2 + rhs, lhs.c3 + rhs); }
/// <summary>Returns the result of a componentwise addition operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator + (float lhs, float3x4 rhs) { return new float3x4 (lhs + rhs.c0, lhs + rhs.c1, lhs + rhs.c2, lhs + rhs.c3); }
/// <summary>Returns the result of a componentwise subtraction operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator - (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1, lhs.c2 - rhs.c2, lhs.c3 - rhs.c3); }
/// <summary>Returns the result of a componentwise subtraction operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator - (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 - rhs, lhs.c1 - rhs, lhs.c2 - rhs, lhs.c3 - rhs); }
/// <summary>Returns the result of a componentwise subtraction operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator - (float lhs, float3x4 rhs) { return new float3x4 (lhs - rhs.c0, lhs - rhs.c1, lhs - rhs.c2, lhs - rhs.c3); }
/// <summary>Returns the result of a componentwise division operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator / (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1, lhs.c2 / rhs.c2, lhs.c3 / rhs.c3); }
/// <summary>Returns the result of a componentwise division operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator / (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 / rhs, lhs.c1 / rhs, lhs.c2 / rhs, lhs.c3 / rhs); }
/// <summary>Returns the result of a componentwise division operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator / (float lhs, float3x4 rhs) { return new float3x4 (lhs / rhs.c0, lhs / rhs.c1, lhs / rhs.c2, lhs / rhs.c3); }
/// <summary>Returns the result of a componentwise modulus operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator % (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1, lhs.c2 % rhs.c2, lhs.c3 % rhs.c3); }
/// <summary>Returns the result of a componentwise modulus operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator % (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 % rhs, lhs.c1 % rhs, lhs.c2 % rhs, lhs.c3 % rhs); }
/// <summary>Returns the result of a componentwise modulus operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator % (float lhs, float3x4 rhs) { return new float3x4 (lhs % rhs.c0, lhs % rhs.c1, lhs % rhs.c2, lhs % rhs.c3); }
/// <summary>Returns the result of a componentwise increment operation on a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator ++ (float3x4 val) { return new float3x4 (++val.c0, ++val.c1, ++val.c2, ++val.c3); }
/// <summary>Returns the result of a componentwise decrement operation on a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator -- (float3x4 val) { return new float3x4 (--val.c0, --val.c1, --val.c2, --val.c3); }
/// <summary>Returns the result of a componentwise less than operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator < (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1, lhs.c2 < rhs.c2, lhs.c3 < rhs.c3); }
/// <summary>Returns the result of a componentwise less than operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator < (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 < rhs, lhs.c1 < rhs, lhs.c2 < rhs, lhs.c3 < rhs); }
/// <summary>Returns the result of a componentwise less than operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator < (float lhs, float3x4 rhs) { return new bool3x4 (lhs < rhs.c0, lhs < rhs.c1, lhs < rhs.c2, lhs < rhs.c3); }
/// <summary>Returns the result of a componentwise less or equal operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator <= (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1, lhs.c2 <= rhs.c2, lhs.c3 <= rhs.c3); }
/// <summary>Returns the result of a componentwise less or equal operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator <= (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 <= rhs, lhs.c1 <= rhs, lhs.c2 <= rhs, lhs.c3 <= rhs); }
/// <summary>Returns the result of a componentwise less or equal operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator <= (float lhs, float3x4 rhs) { return new bool3x4 (lhs <= rhs.c0, lhs <= rhs.c1, lhs <= rhs.c2, lhs <= rhs.c3); }
/// <summary>Returns the result of a componentwise greater than operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator > (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1, lhs.c2 > rhs.c2, lhs.c3 > rhs.c3); }
/// <summary>Returns the result of a componentwise greater than operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator > (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 > rhs, lhs.c1 > rhs, lhs.c2 > rhs, lhs.c3 > rhs); }
/// <summary>Returns the result of a componentwise greater than operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator > (float lhs, float3x4 rhs) { return new bool3x4 (lhs > rhs.c0, lhs > rhs.c1, lhs > rhs.c2, lhs > rhs.c3); }
/// <summary>Returns the result of a componentwise greater or equal operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator >= (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1, lhs.c2 >= rhs.c2, lhs.c3 >= rhs.c3); }
/// <summary>Returns the result of a componentwise greater or equal operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator >= (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 >= rhs, lhs.c1 >= rhs, lhs.c2 >= rhs, lhs.c3 >= rhs); }
/// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator >= (float lhs, float3x4 rhs) { return new bool3x4 (lhs >= rhs.c0, lhs >= rhs.c1, lhs >= rhs.c2, lhs >= rhs.c3); }
/// <summary>Returns the result of a componentwise unary minus operation on a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator - (float3x4 val) { return new float3x4 (-val.c0, -val.c1, -val.c2, -val.c3); }
/// <summary>Returns the result of a componentwise unary plus operation on a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 operator + (float3x4 val) { return new float3x4 (+val.c0, +val.c1, +val.c2, +val.c3); }
/// <summary>Returns the result of a componentwise equality operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator == (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2, lhs.c3 == rhs.c3); }
/// <summary>Returns the result of a componentwise equality operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator == (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs, lhs.c3 == rhs); }
/// <summary>Returns the result of a componentwise equality operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator == (float lhs, float3x4 rhs) { return new bool3x4 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2, lhs == rhs.c3); }
/// <summary>Returns the result of a componentwise not equal operation on two float3x4 matrices.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator != (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1, lhs.c2 != rhs.c2, lhs.c3 != rhs.c3); }
/// <summary>Returns the result of a componentwise not equal operation on a float3x4 matrix and a float value.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator != (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 != rhs, lhs.c1 != rhs, lhs.c2 != rhs, lhs.c3 != rhs); }
/// <summary>Returns the result of a componentwise not equal operation on a float value and a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool3x4 operator != (float lhs, float3x4 rhs) { return new bool3x4 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2, lhs != rhs.c3); }
/// <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 >= 4)
throw new System.ArgumentException("index must be between[0...3]");
#endif
fixed (float3x4* array = &this) { return ref ((float3*)array)[index]; }
}
}
/// <summary>Returns true if the float3x4 is equal to a given float3x4, false otherwise.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(float3x4 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2) && c3.Equals(rhs.c3); }
/// <summary>Returns true if the float3x4 is equal to a given float3x4, false otherwise.</summary>
public override bool Equals(object o) { return Equals((float3x4)o); }
/// <summary>Returns a hash code for the float3x4.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override int GetHashCode() { return (int)math.hash(this); }
/// <summary>Returns a string representation of the float3x4.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override string ToString()
{
return string.Format("float3x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f, {9}f, {10}f, {11}f)", c0.x, c1.x, c2.x, c3.x, c0.y, c1.y, c2.y, c3.y, c0.z, c1.z, c2.z, c3.z);
}
/// <summary>Returns a string representation of the float3x4 using a specified format and culture-specific format information.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public string ToString(string format, IFormatProvider formatProvider)
{
return string.Format("float3x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f, {9}f, {10}f, {11}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c2.x.ToString(format, formatProvider), c3.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c2.y.ToString(format, formatProvider), c3.y.ToString(format, formatProvider), c0.z.ToString(format, formatProvider), c1.z.ToString(format, formatProvider), c2.z.ToString(format, formatProvider), c3.z.ToString(format, formatProvider));
}
}
public static partial class math
{
/// <summary>Returns a float3x4 matrix constructed from four float3 vectors.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(float3 c0, float3 c1, float3 c2, float3 c3) { return new float3x4(c0, c1, c2, c3); }
/// <summary>Returns a float3x4 matrix constructed from from 12 float values given in row-major order.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23)
{
return new float3x4(m00, m01, m02, m03,
m10, m11, m12, m13,
m20, m21, m22, m23);
}
/// <summary>Returns a float3x4 matrix constructed from a single float value by assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(float v) { return new float3x4(v); }
/// <summary>Returns a float3x4 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(bool v) { return new float3x4(v); }
/// <summary>Return a float3x4 matrix constructed from a bool3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(bool3x4 v) { return new float3x4(v); }
/// <summary>Returns a float3x4 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(int v) { return new float3x4(v); }
/// <summary>Return a float3x4 matrix constructed from a int3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(int3x4 v) { return new float3x4(v); }
/// <summary>Returns a float3x4 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(uint v) { return new float3x4(v); }
/// <summary>Return a float3x4 matrix constructed from a uint3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(uint3x4 v) { return new float3x4(v); }
/// <summary>Returns a float3x4 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(double v) { return new float3x4(v); }
/// <summary>Return a float3x4 matrix constructed from a double3x4 matrix by componentwise conversion.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x4 float3x4(double3x4 v) { return new float3x4(v); }
/// <summary>Return the float4x3 transpose of a float3x4 matrix.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x3 transpose(float3x4 v)
{
return float4x3(
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,
v.c3.x, v.c3.y, v.c3.z);
}
// Fast matrix inverse for rigid transforms (Orthonormal basis and translation)
public static float3x4 fastinverse(float3x4 m)
{
float3 c0 = m.c0;
float3 c1 = m.c1;
float3 c2 = m.c2;
float3 pos = m.c3;
float3 r0 = float3(c0.x, c1.x, c2.x);
float3 r1 = float3(c0.y, c1.y, c2.y);
float3 r2 = float3(c0.z, c1.z, c2.z);
pos = -(r0 * pos.x + r1 * pos.y + r2 * pos.z);
return float3x4(r0, r1, r2, pos);
}
/// <summary>Returns a uint hash code of a float3x4 vector.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint hash(float3x4 v)
{
return csum(asuint(v.c0) * uint3(0xF9EA92D5u, 0xC2FAFCB9u, 0x616E9CA1u) +
asuint(v.c1) * uint3(0xC5C5394Bu, 0xCAE78587u, 0x7A1541C9u) +
asuint(v.c2) * uint3(0xF83BD927u, 0x6A243BCBu, 0x509B84C9u) +
asuint(v.c3) * uint3(0x91D13847u, 0x52F7230Fu, 0xCF286E83u)) + 0xE121E6ADu;
}
/// <summary>
/// Returns a uint3 vector hash code of a float3x4 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(float3x4 v)
{
return (asuint(v.c0) * uint3(0xC9CA1249u, 0x69B60C81u, 0xE0EB6C25u) +
asuint(v.c1) * uint3(0xF648BEABu, 0x6BDB2B07u, 0xEF63C699u) +
asuint(v.c2) * uint3(0x9001903Fu, 0xA895B9CDu, 0x9D23B201u) +
asuint(v.c3) * uint3(0x4B01D3E1u, 0x7461CA0Du, 0x79725379u)) + 0xD6258E5Bu;
}
}
}