daily update on 20230822 by nitload youmu
This commit is contained in:
@@ -1,125 +1,75 @@
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using StgSharp.Control;
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using System;
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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 class Vec3d
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[StructLayout(LayoutKind.Explicit,Size = 16,Pack = 16)]
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public struct Vec3d
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{
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public static Vec3d defaultValue =
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new Vec3d(0, 0, 0);
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[FieldOffset(0)]
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internal M128 vec;
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internal M128Map _map;
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internal IntPtr _m128Ptr;
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[FieldOffset(0)] public float X;
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[FieldOffset(4)] public float Y;
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[FieldOffset(8)] public float Z;
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public unsafe float X
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public Vec3d(
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float x, float y, float z)
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{
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get { return ((M128*)_m128Ptr)->single_0; }
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set { ((M128*)_m128Ptr)->single_0 = value; }
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}
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public unsafe float Y
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{
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get { return ((M128*)_m128Ptr)->single_1; }
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set { ((M128*)_m128Ptr)->single_1 = value; }
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}
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public unsafe float Z
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{
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get { return ((M128*)_m128Ptr)->single_2; }
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set { ((M128*)_m128Ptr)->single_2 = value; }
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}
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internal Vec3d(IntPtr value)
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{
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if ((long)value == -1)
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{
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throw new Exception("Failed to creat M128 pointer");
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}
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else
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{
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_m128Ptr = value;
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}
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}
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public Vec3d(float x, float y, float z)
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{
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_m128Ptr = internalIO.load_internal(x,y,z,0);
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}
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internal Vec3d()
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{
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_m128Ptr = defaultValue._m128Ptr;
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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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public static Vec3d operator +(Vec3d vec1, Vec3d vec2)
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{
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return new Vec3d(
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internalIO.addps_internal(vec1._m128Ptr, vec2._m128Ptr)
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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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);
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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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{
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return new Vec3d(
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internalIO.subps_internal(vec1._m128Ptr, vec2._m128Ptr)
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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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);
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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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{
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return new Vec3d(
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internalIO.mulps_const_internal(vec._m128Ptr,value)
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vec.X * value,
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vec.Y * value,
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vec.Z * value
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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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{
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return new Vec3d(
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internalIO.divps_const_internal(vec._m128Ptr,value)
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vec.X/value,
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vec.Y/value,
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vec.Z/value
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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 float operator *(Vec3d vec1, Vec3d vec2)
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{
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//return VectorCalc.Multiple(vec1,vec2);
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return 0;
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}
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/**/
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public unsafe override string ToString()
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{
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return (*(M128*)_m128Ptr).ToString();
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}
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public unsafe string ToString(string sample)
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{
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return $"{(*(M128*)_m128Ptr).single_0.ToString(sample)}\t"+
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$"{(*(M128*)_m128Ptr).single_1.ToString(sample)}\t"+
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$"{(*(M128*)_m128Ptr).single_2.ToString(sample)}\t"+
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$"{(*(M128*)_m128Ptr).single_3.ToString(sample)}\t";
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}
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~Vec3d()
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{
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if (_map == null)
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{
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if (_m128Ptr != defaultValue._m128Ptr)
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{
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internalIO.deinitM128_internal(this._m128Ptr);
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}
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else
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{
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_m128Ptr = IntPtr.Zero;
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}
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}
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else
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{
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}
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return
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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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}
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}
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