daily update on 20231016 by nitload youmu, vao,vbo,ebo struct added
This commit is contained in:
@@ -0,0 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace StgSharp.Math
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{
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public interface IMat
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{
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}
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}
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@@ -8,9 +8,9 @@
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return vec1.X * vec2.Y - vec1.Y * vec2.X;
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}
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public static Vec3d Cross(Vec3d vec1, Vec3d vec2)
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public static vec3d Cross(vec3d vec1, vec3d vec2)
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{
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return new Vec3d(
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return new vec3d(
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vec1.Y * vec2.Z - vec1.Z * vec2.Y,
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vec1.X * vec2.Z - vec1.Z * vec2.X,
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vec1.X * vec2.Y - vec1.Y * vec2.X
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@@ -1,39 +0,0 @@
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namespace StgSharp.Math
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{
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public static unsafe partial class Vector
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{
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/*
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public static float Det(Matrix2x2 array)
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{
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return Cross(array.row1, array.row2);
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}
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/**/
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/*
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public static unsafe float Det(matrix3x3 array)
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{
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float* p = &array.row1.X;
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matrix2x2 matrix1 = new matrix2x2(
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*(p + 4), *(p + 5),
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*(p + 7), *(p + 8)
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);
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matrix2x2 matrix2 = new matrix2x2(
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*(p + 3), *(p + 5),
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*(p + 6), *(p + 8)
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);
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matrix2x2 matrix3 = new matrix2x2(
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*(p + 3), *(p + 4),
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*(p + 6), *(p + 7)
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);
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return
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*p * Det(matrix1)
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- *(p + 1) * Det(matrix2)
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+ *(p + 2) * Det(matrix3)
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;
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}
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*/
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}
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}
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@@ -10,7 +10,7 @@
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);
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}
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public static float GetAngle(Vec3d vec1, Vec3d vec2)
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public static float GetAngle(vec3d vec1, vec3d vec2)
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{
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return Calc.ACos(
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vec1 * vec2
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@@ -2,7 +2,7 @@
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{
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public static unsafe partial class Vector
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{
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public static float GetLength(this Vec3d vec)
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public static float GetLength(this vec3d vec)
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{
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return Calc.Sqrt(
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vec.X * vec.X +
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@@ -7,7 +7,7 @@ namespace StgSharp.Math
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{
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/*
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public static unsafe float Multiple(Vec3d vec1, Vec3d vec2)
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public static unsafe float Multiple(vec3d vec1, vec3d vec2)
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{
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IntPtr retPtr = internalIO.mulps_internal(vec1._Vector4Ptr,vec2._Vector4Ptr);
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@@ -19,7 +19,7 @@ namespace StgSharp.Math
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Vector4.single_2;
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}
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public static unsafe float Multiple(Vec4d vec1,Vec3d vec2)
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public static unsafe float Multiple(Vec4d vec1,vec3d vec2)
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{
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IntPtr retPtr = internalIO.mulps_internal(vec1._Vector4Ptr,vec2._Vector4Ptr);
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Vector4 Vector4 = *(Vector4*)retPtr;
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@@ -5,12 +5,12 @@ namespace StgSharp.Math
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{
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public unsafe static partial class VectorCalc
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{
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public static Vec3d To3D(Vec2d vec)
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public static vec3d To3D(Vec2d vec)
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{
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return new Vec3d(vec.X, vec.Y, 0.0f);
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return new vec3d(vec.X, vec.Y, 0.0f);
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}
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public static Vec2d To2D(Vec3d vec, CordinatePlain plain)
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public static Vec2d To2D(vec3d vec, CordinatePlain plain)
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{
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switch (plain)
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{
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@@ -30,9 +30,9 @@ namespace StgSharp.Math
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static Vec3d To3D(Vector4 vector)
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internal static vec3d To3D(Vector4 vector)
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{
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return new Vec3d(vector);
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return new vec3d(vector);
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}
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}
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@@ -42,7 +42,7 @@ namespace StgSharp
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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit, Size = 12 * sizeof(float), Pack = 16)]
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internal struct Mat3 : IEquatable<Mat3>
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public struct Mat3 : IEquatable<Mat3>
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{
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[FieldOffset(0)] internal Vector4 colum0;
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@@ -55,7 +55,7 @@ namespace StgSharp.Math
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[StructLayout(LayoutKind.Explicit, Size = 16 * sizeof(float))]
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internal struct Mat4 : IEquatable<Mat4>
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public struct Mat4 : IEquatable<Mat4>, IMat
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{
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[FieldOffset(0)] internal Vector4 colum0;
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[FieldOffset(16)] internal Vector4 colum1;
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@@ -0,0 +1,18 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace StgSharp.Math.Linear
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{
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[StructLayout(LayoutKind.Explicit, Size = 5 * 4 * sizeof(float))]
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public struct mat5 : IMat
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{
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[FieldOffset(0 * 4 * sizeof(float))] internal Vector4 vec0;
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[FieldOffset(1 * 4 * sizeof(float))] internal Vector4 vec1;
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[FieldOffset(2 * 4 * sizeof(float))] internal Vector4 vec2;
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[FieldOffset(3 * 4 * sizeof(float))] internal Vector4 vec3;
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[FieldOffset(4 * 4 * sizeof(float))] internal Vector4 vec4;
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}
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}
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@@ -0,0 +1,19 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace StgSharp.Math.Linear
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct mat6 : IMat
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{
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internal Vector4 vec0;
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internal Vector4 vec1;
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internal Vector4 vec2;
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internal Vector4 vec3;
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internal Vector4 vec4;
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internal Vector4 vec5;
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}
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}
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@@ -5,7 +5,7 @@ using System.Runtime.InteropServices;
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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit, Size = 2 * 2 * 4 * sizeof(float) + sizeof(bool), Pack = 16)]
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public struct Matrix2x2
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public struct Matrix2x2 : IMat
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{
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[FieldOffset(0)]
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internal Mat2 mat;
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@@ -17,16 +17,16 @@ namespace StgSharp.Math
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public Matrix2x2(
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float a00, float a01,
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float a10, float a11
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)
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)
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{
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mat.colum0 = new Vector4(a00,a10,0,0);
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mat.colum1 = new Vector4(a01,a11,0,0);
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mat.colum0 = new Vector4(a00, a10, 0, 0);
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mat.colum1 = new Vector4(a01, a11, 0, 0);
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}
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internal Matrix2x2(
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Vector4 c0,
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Vector4 c1
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)
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)
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{
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mat.colum0 = c0;
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mat.colum1 = c1;
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@@ -41,7 +41,7 @@ namespace StgSharp.Math
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public Matrix2x2 Transpose
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{
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get
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get
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{
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InternalTranspose();
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return new Matrix2x2(this.transpose);
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@@ -104,11 +104,11 @@ namespace StgSharp.Math
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{
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left.InternalTranspose();
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return new Matrix2x2(
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Vector4.Dot( left.transpose.colum0, right.mat.colum0),
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Vector4.Dot( left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot( left.transpose.colum1, right.mat.colum0),
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Vector4.Dot( left.transpose.colum1, right.mat.colum1)
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1)
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);
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}
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@@ -117,13 +117,13 @@ namespace StgSharp.Math
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{
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left.InternalTranspose();
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return new Matrix2x3(
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Vector4.Dot( left.transpose.colum0, right.mat.colum0),
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Vector4.Dot( left.transpose.colum0, right.mat.colum1),
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Vector4.Dot( left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot( left.transpose.colum1, right.mat.colum0),
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Vector4.Dot( left.transpose.colum1, right.mat.colum1),
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Vector4.Dot( left.transpose.colum1, right.mat.colum2)
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2)
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);
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}
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@@ -132,15 +132,15 @@ namespace StgSharp.Math
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{
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left.InternalTranspose();
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return new Matrix2x4(
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Vector4.Dot( left.transpose.colum0, right.mat.colum0),
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Vector4.Dot( left.transpose.colum0, right.mat.colum1),
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Vector4.Dot( left.transpose.colum0, right.mat.colum2),
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Vector4.Dot( left.transpose.colum0, right.mat.colum3),
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum0, right.mat.colum3),
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Vector4.Dot( left.transpose.colum1, right.mat.colum0),
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Vector4.Dot( left.transpose.colum1, right.mat.colum1),
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Vector4.Dot( left.transpose.colum1, right.mat.colum2),
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Vector4.Dot( left.transpose.colum1, right.mat.colum3)
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum3)
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);
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}
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@@ -11,9 +11,9 @@ namespace StgSharp.Math
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[FieldOffset(0)] internal Mat3 mat;
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[FieldOffset(3 * 4 * sizeof(float))] internal Mat3 transpose;
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[FieldOffset(6 * 4 * sizeof(float))] internal bool isTransposed;
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[FieldOffset(0 * 4 * sizeof(float))] public Vec3d Colum0;
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[FieldOffset(1 * 4 * sizeof(float))] public Vec3d Colum1;
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[FieldOffset(2 * 4 * sizeof(float))] public Vec3d Colum2;
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[FieldOffset(0 * 4 * sizeof(float))] public vec3d Colum0;
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[FieldOffset(1 * 4 * sizeof(float))] public vec3d Colum1;
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[FieldOffset(2 * 4 * sizeof(float))] public vec3d Colum2;
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public Matrix3x3(
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float a00, float a01, float a02,
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@@ -66,7 +66,10 @@ namespace StgSharp.Math
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}
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if (columNum > 2 || columNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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internalIO.InternalWriteLog(
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$"Attempt to write unused space in {GetType().Name} {nameof(mat)}",
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LogType.Error
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);
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}
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InternalTranspose();
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fixed (float* p = &this.transpose.m00)
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@@ -142,6 +145,17 @@ namespace StgSharp.Math
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static vec3d operator *(Matrix3x3 left, vec3d right)
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{
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left.InternalTranspose();
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return new vec3d(
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Vector4.Dot(left.transpose.colum0, right.vec),
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Vector4.Dot(left.transpose.colum1, right.vec),
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Vector4.Dot(left.transpose.colum2, right.vec)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 operator *(Matrix3x3 left, Matrix3x2 right)
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{
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@@ -14,10 +14,10 @@ namespace StgSharp.Math
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[FieldOffset(4 * 4 * sizeof(float))] internal Mat3 transpose;
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[FieldOffset(7 * 4 * sizeof(float))] internal bool isTransposed;
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[FieldOffset(0 * 4 * sizeof(float))] public Vec3d Colum0;
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[FieldOffset(1 * 4 * sizeof(float))] public Vec3d Colum1;
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[FieldOffset(2 * 4 * sizeof(float))] public Vec3d Colum2;
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[FieldOffset(3 * 4 * sizeof(float))] public Vec3d Colum3;
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[FieldOffset(0 * 4 * sizeof(float))] public vec3d Colum0;
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[FieldOffset(1 * 4 * sizeof(float))] public vec3d Colum1;
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[FieldOffset(2 * 4 * sizeof(float))] public vec3d Colum2;
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[FieldOffset(3 * 4 * sizeof(float))] public vec3d Colum3;
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public Matrix3x4(
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float a00, float a01, float a02, float a03,
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@@ -1,13 +1,19 @@
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using StgSharp.Controlling;
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace StgSharp.Math
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{
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public static class Vec3d
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{
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public static vec3d Zero => new vec3d(0, 0, 0);
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public static vec3d Unit => new vec3d(1, 1, 1);
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}
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[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
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public struct Vec3d
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public struct vec3d : IEquatable<vec3d>
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{
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[FieldOffset(0)]
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internal Vector4 vec;
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@@ -16,42 +22,67 @@ namespace StgSharp.Math
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[FieldOffset(4)] public float Y;
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[FieldOffset(8)] public float Z;
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public Vec3d(
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public vec3d Zero()
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{
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return new vec3d(0, 0, 0);
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}
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public vec3d(
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float x, float y, float z)
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{
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X = x; Y = y; Z = z;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal Vec3d(Vector4 vector)
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public float Dot(vec3d right)
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{
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Vector4 vector4 = this.vec * right.vec;
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return vector4.X
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+ vector4.Y
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+ vector4.Z;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public vec3d Cross(vec3d right)
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{
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return new vec3d(
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this.Y * right.Z - this.Z * right.Y,
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this.X * right.Z - this.Z * right.X,
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this.X * right.Y - this.Y * right.X
|
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal vec3d(Vector4 vector)
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{
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vec = vector;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec3d operator +(Vec3d vec1, Vec3d vec2)
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public static vec3d operator +(vec3d left, vec3d right)
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{
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return new Vec3d(
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vec1.X + vec2.X,
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vec1.Y + vec2.Y,
|
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vec1.Z + vec2.Z
|
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return new vec3d(
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left.X + right.X,
|
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left.Y + right.Y,
|
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left.Z + right.Z
|
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec3d operator -(Vec3d vec1, Vec3d vec2)
|
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public static vec3d operator -(vec3d left, vec3d right)
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{
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return new Vec3d(
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vec1.X - vec2.X,
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vec1.Y - vec2.Y,
|
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vec1.Z - vec2.Z
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return new vec3d(
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left.X - right.X,
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left.Y - right.Y,
|
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left.Z - right.Z
|
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);
|
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}
|
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|
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
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public static Vec3d operator *(Vec3d vec, float value)
|
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public static vec3d operator *(vec3d vec, float value)
|
||||
{
|
||||
return new Vec3d(
|
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return new vec3d(
|
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vec.X * value,
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vec.Y * value,
|
||||
vec.Z * value
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@@ -59,9 +90,9 @@ namespace StgSharp.Math
|
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}
|
||||
|
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vec3d operator /(Vec3d vec, float value)
|
||||
public static vec3d operator /(vec3d vec, float value)
|
||||
{
|
||||
return new Vec3d(
|
||||
return new vec3d(
|
||||
vec.X / value,
|
||||
vec.Y / value,
|
||||
vec.Z / value
|
||||
@@ -69,12 +100,28 @@ namespace StgSharp.Math
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static float operator *(Vec3d vec1, Vec3d vec2)
|
||||
public static float operator *(vec3d left, vec3d right)
|
||||
{
|
||||
return
|
||||
vec1.X * vec2.X +
|
||||
vec1.Y * vec2.Y +
|
||||
vec1.Z * vec2.Z;
|
||||
left.X * right.X +
|
||||
left.Y * right.Y +
|
||||
left.Z * right.Z;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static bool operator ==(vec3d left, vec3d right)
|
||||
{
|
||||
return left.X == right.X
|
||||
&& left.Y == right.Y
|
||||
&& left.Z == right.Z;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static bool operator !=(vec3d left, vec3d right)
|
||||
{
|
||||
return left.X != right.X
|
||||
&& left.Y != right.Y
|
||||
&& left.Z != right.Z;
|
||||
}
|
||||
|
||||
public string ToString(string sample)
|
||||
@@ -82,7 +129,32 @@ namespace StgSharp.Math
|
||||
return $"{this.X}\t{this.Y}\t{this.Z}\t";
|
||||
}
|
||||
|
||||
public bool Equals(vec3d other)
|
||||
{
|
||||
return this.vec == other.vec;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is vec3d)
|
||||
{
|
||||
return this == (vec3d)obj;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public unsafe override int GetHashCode()
|
||||
{
|
||||
fixed (float* add = &X)
|
||||
return HashCode.Combine(X, Y, Z, (ulong)add);
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"[{X},{Y},{Z}]";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user