mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
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596 lines
35 KiB
C#
596 lines
35 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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using System.Runtime.CompilerServices;
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#pragma warning disable 0660, 0661
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namespace Unity.Mathematics
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{
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[System.Serializable]
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public partial struct float4x4 : System.IEquatable<float4x4>, IFormattable
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{
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public float4 c0;
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public float4 c1;
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public float4 c2;
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public float4 c3;
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/// <summary>float4x4 identity transform.</summary>
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public static readonly float4x4 identity = new float4x4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
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/// <summary>float4x4 zero value.</summary>
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public static readonly float4x4 zero;
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/// <summary>Constructs a float4x4 matrix from four float4 vectors.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(float4 c0, float4 c1, float4 c2, float4 c3)
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{
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this.c0 = c0;
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this.c1 = c1;
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this.c2 = c2;
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this.c3 = c3;
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}
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/// <summary>Constructs a float4x4 matrix from 16 float values given in row-major order.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33)
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{
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this.c0 = new float4(m00, m10, m20, m30);
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this.c1 = new float4(m01, m11, m21, m31);
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this.c2 = new float4(m02, m12, m22, m32);
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this.c3 = new float4(m03, m13, m23, m33);
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}
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/// <summary>Constructs a float4x4 matrix from a single float value by assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(float v)
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{
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this.c0 = v;
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this.c1 = v;
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this.c2 = v;
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this.c3 = v;
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}
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/// <summary>Constructs a float4x4 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(bool v)
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{
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this.c0 = math.select(new float4(0.0f), new float4(1.0f), v);
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this.c1 = math.select(new float4(0.0f), new float4(1.0f), v);
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this.c2 = math.select(new float4(0.0f), new float4(1.0f), v);
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this.c3 = math.select(new float4(0.0f), new float4(1.0f), v);
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}
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/// <summary>Constructs a float4x4 matrix from a bool4x4 matrix by componentwise conversion.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(bool4x4 v)
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{
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this.c0 = math.select(new float4(0.0f), new float4(1.0f), v.c0);
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this.c1 = math.select(new float4(0.0f), new float4(1.0f), v.c1);
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this.c2 = math.select(new float4(0.0f), new float4(1.0f), v.c2);
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this.c3 = math.select(new float4(0.0f), new float4(1.0f), v.c3);
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}
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/// <summary>Constructs a float4x4 matrix from a single int value by converting it to float and assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(int v)
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{
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this.c0 = v;
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this.c1 = v;
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this.c2 = v;
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this.c3 = v;
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}
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/// <summary>Constructs a float4x4 matrix from a int4x4 matrix by componentwise conversion.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(int4x4 v)
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{
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this.c0 = v.c0;
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this.c1 = v.c1;
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this.c2 = v.c2;
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this.c3 = v.c3;
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}
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/// <summary>Constructs a float4x4 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(uint v)
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{
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this.c0 = v;
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this.c1 = v;
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this.c2 = v;
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this.c3 = v;
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}
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/// <summary>Constructs a float4x4 matrix from a uint4x4 matrix by componentwise conversion.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(uint4x4 v)
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{
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this.c0 = v.c0;
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this.c1 = v.c1;
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this.c2 = v.c2;
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this.c3 = v.c3;
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}
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/// <summary>Constructs a float4x4 matrix from a single double value by converting it to float and assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(double v)
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{
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this.c0 = (float4)v;
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this.c1 = (float4)v;
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this.c2 = (float4)v;
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this.c3 = (float4)v;
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}
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/// <summary>Constructs a float4x4 matrix from a double4x4 matrix by componentwise conversion.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float4x4(double4x4 v)
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{
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this.c0 = (float4)v.c0;
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this.c1 = (float4)v.c1;
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this.c2 = (float4)v.c2;
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this.c3 = (float4)v.c3;
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}
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/// <summary>Implicitly converts a single float value to a float4x4 matrix by assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator float4x4(float v) { return new float4x4(v); }
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/// <summary>Explicitly converts a single bool value to a float4x4 matrix by converting it to float and assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static explicit operator float4x4(bool v) { return new float4x4(v); }
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/// <summary>Explicitly converts a bool4x4 matrix to a float4x4 matrix by componentwise conversion.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static explicit operator float4x4(bool4x4 v) { return new float4x4(v); }
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/// <summary>Implicitly converts a single int value to a float4x4 matrix by converting it to float and assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator float4x4(int v) { return new float4x4(v); }
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/// <summary>Implicitly converts a int4x4 matrix to a float4x4 matrix by componentwise conversion.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator float4x4(int4x4 v) { return new float4x4(v); }
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/// <summary>Implicitly converts a single uint value to a float4x4 matrix by converting it to float and assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator float4x4(uint v) { return new float4x4(v); }
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/// <summary>Implicitly converts a uint4x4 matrix to a float4x4 matrix by componentwise conversion.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator float4x4(uint4x4 v) { return new float4x4(v); }
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/// <summary>Explicitly converts a single double value to a float4x4 matrix by converting it to float and assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static explicit operator float4x4(double v) { return new float4x4(v); }
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/// <summary>Explicitly converts a double4x4 matrix to a float4x4 matrix by componentwise conversion.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static explicit operator float4x4(double4x4 v) { return new float4x4(v); }
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/// <summary>Returns the result of a componentwise multiplication operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator * (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1, lhs.c2 * rhs.c2, lhs.c3 * rhs.c3); }
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/// <summary>Returns the result of a componentwise multiplication operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator * (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 * rhs, lhs.c1 * rhs, lhs.c2 * rhs, lhs.c3 * rhs); }
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/// <summary>Returns the result of a componentwise multiplication operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator * (float lhs, float4x4 rhs) { return new float4x4 (lhs * rhs.c0, lhs * rhs.c1, lhs * rhs.c2, lhs * rhs.c3); }
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/// <summary>Returns the result of a componentwise addition operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator + (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1, lhs.c2 + rhs.c2, lhs.c3 + rhs.c3); }
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/// <summary>Returns the result of a componentwise addition operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator + (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 + rhs, lhs.c1 + rhs, lhs.c2 + rhs, lhs.c3 + rhs); }
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/// <summary>Returns the result of a componentwise addition operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator + (float lhs, float4x4 rhs) { return new float4x4 (lhs + rhs.c0, lhs + rhs.c1, lhs + rhs.c2, lhs + rhs.c3); }
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/// <summary>Returns the result of a componentwise subtraction operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator - (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1, lhs.c2 - rhs.c2, lhs.c3 - rhs.c3); }
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/// <summary>Returns the result of a componentwise subtraction operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator - (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 - rhs, lhs.c1 - rhs, lhs.c2 - rhs, lhs.c3 - rhs); }
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/// <summary>Returns the result of a componentwise subtraction operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator - (float lhs, float4x4 rhs) { return new float4x4 (lhs - rhs.c0, lhs - rhs.c1, lhs - rhs.c2, lhs - rhs.c3); }
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/// <summary>Returns the result of a componentwise division operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator / (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1, lhs.c2 / rhs.c2, lhs.c3 / rhs.c3); }
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/// <summary>Returns the result of a componentwise division operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator / (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 / rhs, lhs.c1 / rhs, lhs.c2 / rhs, lhs.c3 / rhs); }
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/// <summary>Returns the result of a componentwise division operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator / (float lhs, float4x4 rhs) { return new float4x4 (lhs / rhs.c0, lhs / rhs.c1, lhs / rhs.c2, lhs / rhs.c3); }
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/// <summary>Returns the result of a componentwise modulus operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator % (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1, lhs.c2 % rhs.c2, lhs.c3 % rhs.c3); }
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/// <summary>Returns the result of a componentwise modulus operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator % (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 % rhs, lhs.c1 % rhs, lhs.c2 % rhs, lhs.c3 % rhs); }
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/// <summary>Returns the result of a componentwise modulus operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator % (float lhs, float4x4 rhs) { return new float4x4 (lhs % rhs.c0, lhs % rhs.c1, lhs % rhs.c2, lhs % rhs.c3); }
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/// <summary>Returns the result of a componentwise increment operation on a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator ++ (float4x4 val) { return new float4x4 (++val.c0, ++val.c1, ++val.c2, ++val.c3); }
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/// <summary>Returns the result of a componentwise decrement operation on a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator -- (float4x4 val) { return new float4x4 (--val.c0, --val.c1, --val.c2, --val.c3); }
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/// <summary>Returns the result of a componentwise less than operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator < (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1, lhs.c2 < rhs.c2, lhs.c3 < rhs.c3); }
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/// <summary>Returns the result of a componentwise less than operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator < (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 < rhs, lhs.c1 < rhs, lhs.c2 < rhs, lhs.c3 < rhs); }
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/// <summary>Returns the result of a componentwise less than operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator < (float lhs, float4x4 rhs) { return new bool4x4 (lhs < rhs.c0, lhs < rhs.c1, lhs < rhs.c2, lhs < rhs.c3); }
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/// <summary>Returns the result of a componentwise less or equal operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator <= (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1, lhs.c2 <= rhs.c2, lhs.c3 <= rhs.c3); }
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/// <summary>Returns the result of a componentwise less or equal operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator <= (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 <= rhs, lhs.c1 <= rhs, lhs.c2 <= rhs, lhs.c3 <= rhs); }
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/// <summary>Returns the result of a componentwise less or equal operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator <= (float lhs, float4x4 rhs) { return new bool4x4 (lhs <= rhs.c0, lhs <= rhs.c1, lhs <= rhs.c2, lhs <= rhs.c3); }
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/// <summary>Returns the result of a componentwise greater than operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator > (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1, lhs.c2 > rhs.c2, lhs.c3 > rhs.c3); }
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/// <summary>Returns the result of a componentwise greater than operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator > (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 > rhs, lhs.c1 > rhs, lhs.c2 > rhs, lhs.c3 > rhs); }
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/// <summary>Returns the result of a componentwise greater than operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator > (float lhs, float4x4 rhs) { return new bool4x4 (lhs > rhs.c0, lhs > rhs.c1, lhs > rhs.c2, lhs > rhs.c3); }
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/// <summary>Returns the result of a componentwise greater or equal operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator >= (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1, lhs.c2 >= rhs.c2, lhs.c3 >= rhs.c3); }
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/// <summary>Returns the result of a componentwise greater or equal operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator >= (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 >= rhs, lhs.c1 >= rhs, lhs.c2 >= rhs, lhs.c3 >= rhs); }
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/// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator >= (float lhs, float4x4 rhs) { return new bool4x4 (lhs >= rhs.c0, lhs >= rhs.c1, lhs >= rhs.c2, lhs >= rhs.c3); }
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/// <summary>Returns the result of a componentwise unary minus operation on a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator - (float4x4 val) { return new float4x4 (-val.c0, -val.c1, -val.c2, -val.c3); }
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/// <summary>Returns the result of a componentwise unary plus operation on a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4x4 operator + (float4x4 val) { return new float4x4 (+val.c0, +val.c1, +val.c2, +val.c3); }
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/// <summary>Returns the result of a componentwise equality operation on two float4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator == (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2, lhs.c3 == rhs.c3); }
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/// <summary>Returns the result of a componentwise equality operation on a float4x4 matrix and a float value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator == (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs, lhs.c3 == rhs); }
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/// <summary>Returns the result of a componentwise equality operation on a float value and a float4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator == (float lhs, float4x4 rhs) { return new bool4x4 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2, lhs == rhs.c3); }
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/// <summary>Returns the result of a componentwise not equal operation on two float4x4 matrices.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static bool4x4 operator != (float4x4 lhs, float4x4 rhs) { return new bool4x4 (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 float4x4 matrix and a float value.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static bool4x4 operator != (float4x4 lhs, float rhs) { return new bool4x4 (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 float4x4 matrix.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static bool4x4 operator != (float lhs, float4x4 rhs) { return new bool4x4 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2, lhs != rhs.c3); }
|
|
|
|
|
|
|
|
/// <summary>Returns the float4 element at a specified index.</summary>
|
|
unsafe public ref float4 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 (float4x4* array = &this) { return ref ((float4*)array)[index]; }
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns true if the float4x4 is equal to a given float4x4, false otherwise.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool Equals(float4x4 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2) && c3.Equals(rhs.c3); }
|
|
|
|
/// <summary>Returns true if the float4x4 is equal to a given float4x4, false otherwise.</summary>
|
|
public override bool Equals(object o) { return Equals((float4x4)o); }
|
|
|
|
|
|
/// <summary>Returns a hash code for the float4x4.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public override int GetHashCode() { return (int)math.hash(this); }
|
|
|
|
|
|
/// <summary>Returns a string representation of the float4x4.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public override string ToString()
|
|
{
|
|
return string.Format("float4x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f, {9}f, {10}f, {11}f, {12}f, {13}f, {14}f, {15}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, c0.w, c1.w, c2.w, c3.w);
|
|
}
|
|
|
|
/// <summary>Returns a string representation of the float4x4 using a specified format and culture-specific format information.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public string ToString(string format, IFormatProvider formatProvider)
|
|
{
|
|
return string.Format("float4x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f, {9}f, {10}f, {11}f, {12}f, {13}f, {14}f, {15}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), c0.w.ToString(format, formatProvider), c1.w.ToString(format, formatProvider), c2.w.ToString(format, formatProvider), c3.w.ToString(format, formatProvider));
|
|
}
|
|
|
|
}
|
|
|
|
public static partial class math
|
|
{
|
|
/// <summary>Returns a float4x4 matrix constructed from four float4 vectors.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(float4 c0, float4 c1, float4 c2, float4 c3) { return new float4x4(c0, c1, c2, c3); }
|
|
|
|
/// <summary>Returns a float4x4 matrix constructed from from 16 float values given in row-major order.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(float m00, float m01, float m02, float m03,
|
|
float m10, float m11, float m12, float m13,
|
|
float m20, float m21, float m22, float m23,
|
|
float m30, float m31, float m32, float m33)
|
|
{
|
|
return new float4x4(m00, m01, m02, m03,
|
|
m10, m11, m12, m13,
|
|
m20, m21, m22, m23,
|
|
m30, m31, m32, m33);
|
|
}
|
|
|
|
/// <summary>Returns a float4x4 matrix constructed from a single float value by assigning it to every component.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(float v) { return new float4x4(v); }
|
|
|
|
/// <summary>Returns a float4x4 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(bool v) { return new float4x4(v); }
|
|
|
|
/// <summary>Return a float4x4 matrix constructed from a bool4x4 matrix by componentwise conversion.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(bool4x4 v) { return new float4x4(v); }
|
|
|
|
/// <summary>Returns a float4x4 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(int v) { return new float4x4(v); }
|
|
|
|
/// <summary>Return a float4x4 matrix constructed from a int4x4 matrix by componentwise conversion.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(int4x4 v) { return new float4x4(v); }
|
|
|
|
/// <summary>Returns a float4x4 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(uint v) { return new float4x4(v); }
|
|
|
|
/// <summary>Return a float4x4 matrix constructed from a uint4x4 matrix by componentwise conversion.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(uint4x4 v) { return new float4x4(v); }
|
|
|
|
/// <summary>Returns a float4x4 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(double v) { return new float4x4(v); }
|
|
|
|
/// <summary>Return a float4x4 matrix constructed from a double4x4 matrix by componentwise conversion.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 float4x4(double4x4 v) { return new float4x4(v); }
|
|
|
|
/// <summary>Return the result of rotating a float3 vector by a float4x4 matrix</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float3 rotate(float4x4 a, float3 b)
|
|
{
|
|
return (a.c0 * b.x + a.c1 * b.y + a.c2 * b.z).xyz;
|
|
}
|
|
|
|
/// <summary>Return the result of transforming a float3 point by a float4x4 matrix</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float3 transform(float4x4 a, float3 b)
|
|
{
|
|
return (a.c0 * b.x + a.c1 * b.y + a.c2 * b.z + a.c3).xyz;
|
|
}
|
|
|
|
/// <summary>Return the float4x4 transpose of a float4x4 matrix.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float4x4 transpose(float4x4 v)
|
|
{
|
|
return float4x4(
|
|
v.c0.x, v.c0.y, v.c0.z, v.c0.w,
|
|
v.c1.x, v.c1.y, v.c1.z, v.c1.w,
|
|
v.c2.x, v.c2.y, v.c2.z, v.c2.w,
|
|
v.c3.x, v.c3.y, v.c3.z, v.c3.w);
|
|
}
|
|
|
|
/// <summary>Returns the float4x4 full inverse of a float4x4 matrix.</summary>
|
|
public static float4x4 inverse(float4x4 m)
|
|
{
|
|
float4 c0 = m.c0;
|
|
float4 c1 = m.c1;
|
|
float4 c2 = m.c2;
|
|
float4 c3 = m.c3;
|
|
|
|
float4 r0y_r1y_r0x_r1x = movelh(c1, c0);
|
|
float4 r0z_r1z_r0w_r1w = movelh(c2, c3);
|
|
float4 r2y_r3y_r2x_r3x = movehl(c0, c1);
|
|
float4 r2z_r3z_r2w_r3w = movehl(c3, c2);
|
|
|
|
float4 r1y_r2y_r1x_r2x = shuffle(c1, c0, ShuffleComponent.LeftY, ShuffleComponent.LeftZ, ShuffleComponent.RightY, ShuffleComponent.RightZ);
|
|
float4 r1z_r2z_r1w_r2w = shuffle(c2, c3, ShuffleComponent.LeftY, ShuffleComponent.LeftZ, ShuffleComponent.RightY, ShuffleComponent.RightZ);
|
|
float4 r3y_r0y_r3x_r0x = shuffle(c1, c0, ShuffleComponent.LeftW, ShuffleComponent.LeftX, ShuffleComponent.RightW, ShuffleComponent.RightX);
|
|
float4 r3z_r0z_r3w_r0w = shuffle(c2, c3, ShuffleComponent.LeftW, ShuffleComponent.LeftX, ShuffleComponent.RightW, ShuffleComponent.RightX);
|
|
|
|
float4 r0_wzyx = shuffle(r0z_r1z_r0w_r1w, r0y_r1y_r0x_r1x, ShuffleComponent.LeftZ, ShuffleComponent.LeftX, ShuffleComponent.RightX, ShuffleComponent.RightZ);
|
|
float4 r1_wzyx = shuffle(r0z_r1z_r0w_r1w, r0y_r1y_r0x_r1x, ShuffleComponent.LeftW, ShuffleComponent.LeftY, ShuffleComponent.RightY, ShuffleComponent.RightW);
|
|
float4 r2_wzyx = shuffle(r2z_r3z_r2w_r3w, r2y_r3y_r2x_r3x, ShuffleComponent.LeftZ, ShuffleComponent.LeftX, ShuffleComponent.RightX, ShuffleComponent.RightZ);
|
|
float4 r3_wzyx = shuffle(r2z_r3z_r2w_r3w, r2y_r3y_r2x_r3x, ShuffleComponent.LeftW, ShuffleComponent.LeftY, ShuffleComponent.RightY, ShuffleComponent.RightW);
|
|
float4 r0_xyzw = shuffle(r0y_r1y_r0x_r1x, r0z_r1z_r0w_r1w, ShuffleComponent.LeftZ, ShuffleComponent.LeftX, ShuffleComponent.RightX, ShuffleComponent.RightZ);
|
|
|
|
// Calculate remaining inner term pairs. inner terms have zw=-xy, so we only have to calculate xy and can pack two pairs per vector.
|
|
float4 inner12_23 = r1y_r2y_r1x_r2x * r2z_r3z_r2w_r3w - r1z_r2z_r1w_r2w * r2y_r3y_r2x_r3x;
|
|
float4 inner02_13 = r0y_r1y_r0x_r1x * r2z_r3z_r2w_r3w - r0z_r1z_r0w_r1w * r2y_r3y_r2x_r3x;
|
|
float4 inner30_01 = r3z_r0z_r3w_r0w * r0y_r1y_r0x_r1x - r3y_r0y_r3x_r0x * r0z_r1z_r0w_r1w;
|
|
|
|
// Expand inner terms back to 4 components. zw signs still need to be flipped
|
|
float4 inner12 = shuffle(inner12_23, inner12_23, ShuffleComponent.LeftX, ShuffleComponent.LeftZ, ShuffleComponent.RightZ, ShuffleComponent.RightX);
|
|
float4 inner23 = shuffle(inner12_23, inner12_23, ShuffleComponent.LeftY, ShuffleComponent.LeftW, ShuffleComponent.RightW, ShuffleComponent.RightY);
|
|
|
|
float4 inner02 = shuffle(inner02_13, inner02_13, ShuffleComponent.LeftX, ShuffleComponent.LeftZ, ShuffleComponent.RightZ, ShuffleComponent.RightX);
|
|
float4 inner13 = shuffle(inner02_13, inner02_13, ShuffleComponent.LeftY, ShuffleComponent.LeftW, ShuffleComponent.RightW, ShuffleComponent.RightY);
|
|
|
|
// Calculate minors
|
|
float4 minors0 = r3_wzyx * inner12 - r2_wzyx * inner13 + r1_wzyx * inner23;
|
|
|
|
float4 denom = r0_xyzw * minors0;
|
|
|
|
// Horizontal sum of denominator. Free sign flip of z and w compensates for missing flip in inner terms.
|
|
denom = denom + shuffle(denom, denom, ShuffleComponent.LeftY, ShuffleComponent.LeftX, ShuffleComponent.RightW, ShuffleComponent.RightZ); // x+y x+y z+w z+w
|
|
denom = denom - shuffle(denom, denom, ShuffleComponent.LeftZ, ShuffleComponent.LeftZ, ShuffleComponent.RightX, ShuffleComponent.RightX); // x+y-z-w x+y-z-w z+w-x-y z+w-x-y
|
|
|
|
float4 rcp_denom_ppnn = float4(1.0f) / denom;
|
|
float4x4 res;
|
|
res.c0 = minors0 * rcp_denom_ppnn;
|
|
|
|
float4 inner30 = shuffle(inner30_01, inner30_01, ShuffleComponent.LeftX, ShuffleComponent.LeftZ, ShuffleComponent.RightZ, ShuffleComponent.RightX);
|
|
float4 inner01 = shuffle(inner30_01, inner30_01, ShuffleComponent.LeftY, ShuffleComponent.LeftW, ShuffleComponent.RightW, ShuffleComponent.RightY);
|
|
|
|
float4 minors1 = r2_wzyx * inner30 - r0_wzyx * inner23 - r3_wzyx * inner02;
|
|
res.c1 = minors1 * rcp_denom_ppnn;
|
|
|
|
float4 minors2 = r0_wzyx * inner13 - r1_wzyx * inner30 - r3_wzyx * inner01;
|
|
res.c2 = minors2 * rcp_denom_ppnn;
|
|
|
|
float4 minors3 = r1_wzyx * inner02 - r0_wzyx * inner12 + r2_wzyx * inner01;
|
|
res.c3 = minors3 * rcp_denom_ppnn;
|
|
return res;
|
|
}
|
|
|
|
// Fast matrix inverse for rigid transforms (Orthonormal basis and translation)
|
|
public static float4x4 fastinverse(float4x4 m)
|
|
{
|
|
float4 c0 = m.c0;
|
|
float4 c1 = m.c1;
|
|
float4 c2 = m.c2;
|
|
float4 pos = m.c3;
|
|
|
|
float4 zero = float4(0);
|
|
|
|
float4 t0 = unpacklo(c0, c2);
|
|
float4 t1 = unpacklo(c1, zero);
|
|
float4 t2 = unpackhi(c0, c2);
|
|
float4 t3 = unpackhi(c1, zero);
|
|
|
|
float4 r0 = unpacklo(t0, t1);
|
|
float4 r1 = unpackhi(t0, t1);
|
|
float4 r2 = unpacklo(t2, t3);
|
|
|
|
pos = -(r0 * pos.x + r1 * pos.y + r2 * pos.z);
|
|
pos.w = 1.0f;
|
|
|
|
return float4x4(r0, r1, r2, pos);
|
|
}
|
|
|
|
/// <summary>Returns the determinant of a float4x4 matrix.</summary>
|
|
public static float determinant(float4x4 m)
|
|
{
|
|
float4 c0 = m.c0;
|
|
float4 c1 = m.c1;
|
|
float4 c2 = m.c2;
|
|
float4 c3 = m.c3;
|
|
|
|
float m00 = c1.y * (c2.z * c3.w - c2.w * c3.z) - c2.y * (c1.z * c3.w - c1.w * c3.z) + c3.y * (c1.z * c2.w - c1.w * c2.z);
|
|
float m01 = c0.y * (c2.z * c3.w - c2.w * c3.z) - c2.y * (c0.z * c3.w - c0.w * c3.z) + c3.y * (c0.z * c2.w - c0.w * c2.z);
|
|
float m02 = c0.y * (c1.z * c3.w - c1.w * c3.z) - c1.y * (c0.z * c3.w - c0.w * c3.z) + c3.y * (c0.z * c1.w - c0.w * c1.z);
|
|
float m03 = c0.y * (c1.z * c2.w - c1.w * c2.z) - c1.y * (c0.z * c2.w - c0.w * c2.z) + c2.y * (c0.z * c1.w - c0.w * c1.z);
|
|
|
|
return c0.x * m00 - c1.x * m01 + c2.x * m02 - c3.x * m03;
|
|
}
|
|
|
|
/// <summary>Returns a uint hash code of a float4x4 vector.</summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static uint hash(float4x4 v)
|
|
{
|
|
return csum(asuint(v.c0) * uint4(0xC4B1493Fu, 0xBA0966D3u, 0xAFBEE253u, 0x5B419C01u) +
|
|
asuint(v.c1) * uint4(0x515D90F5u, 0xEC9F68F3u, 0xF9EA92D5u, 0xC2FAFCB9u) +
|
|
asuint(v.c2) * uint4(0x616E9CA1u, 0xC5C5394Bu, 0xCAE78587u, 0x7A1541C9u) +
|
|
asuint(v.c3) * uint4(0xF83BD927u, 0x6A243BCBu, 0x509B84C9u, 0x91D13847u)) + 0x52F7230Fu;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a uint4 vector hash code of a float4x4 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(float4x4 v)
|
|
{
|
|
return (asuint(v.c0) * uint4(0xCF286E83u, 0xE121E6ADu, 0xC9CA1249u, 0x69B60C81u) +
|
|
asuint(v.c1) * uint4(0xE0EB6C25u, 0xF648BEABu, 0x6BDB2B07u, 0xEF63C699u) +
|
|
asuint(v.c2) * uint4(0x9001903Fu, 0xA895B9CDu, 0x9D23B201u, 0x4B01D3E1u) +
|
|
asuint(v.c3) * uint4(0x7461CA0Du, 0x79725379u, 0xD6258E5Bu, 0xEE390C97u)) + 0x9C8A2F05u;
|
|
}
|
|
|
|
}
|
|
}
|