daily update on 20230301 by nitload youmu, file struct cahnged and more vec func added
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@@ -0,0 +1,132 @@
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using System;
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using System.Collections.Generic;
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using System.Data.Common;
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using System.Diagnostics.CodeAnalysis;
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using System.Runtime.InteropServices;
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using System.Security.Cryptography.X509Certificates;
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using System.Text;
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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit)]
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public struct Vec4D:IEquatable<Vec4D>
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{
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[FieldOffset(0)]
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public float X;
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[FieldOffset(4)]
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public float Y;
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[FieldOffset(8)]
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public float Z;
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[FieldOffset(12)]
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public float W;
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[FieldOffset(0)]
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public Vec2D Point1;
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[FieldOffset(8)]
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public Vec2D Point2;
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public Vec4D(float x,float y,float z,float w)
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{
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Point1 = new Vec2D();
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Point2 = new Vec2D();
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X = x;
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Y = y;
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Z = z;
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W = w;
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}
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public override bool Equals(object obj)
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{
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if (obj == null)
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{
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return false;
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}
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else if(obj.GetType() != typeof(Vec4D))
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{
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return false;
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}
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else
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{
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return this == (Vec4D)obj;
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}
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}
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bool IEquatable<Vec4D>.Equals(Vec4D other)
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{
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if (this.GetHashCode() != other.GetHashCode())
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{
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return false;
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}
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else
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{
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return
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this.Point1 == other.Point1
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&& this.Point2 == other.Point2;
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}
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(X, Y, Z, W);
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}
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public override string ToString()
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{
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return $"{X}\t{Y}\t{Y}\t{Y}";
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}
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public static bool operator ==(Vec4D vec1, Vec4D vec2)
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{
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return vec1.Equals(vec2);
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}
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public static bool operator !=(Vec4D vec1, Vec4D vec2)
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{
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return !vec1.Equals(vec2);
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}
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public static Vec4D operator +(Vec4D vec1, Vec4D vec2)
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{
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return new Vec4D(
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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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vec1.W + vec2.W
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);
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}
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public static Vec4D operator -(Vec4D vec1, Vec4D vec2)
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{
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return new Vec4D(
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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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vec1.W - vec2.W
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);
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}
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public static float operator *(Vec4D vec1, Vec4D vec2)
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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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+ vec1.W * vec2.W;
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}
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public static Vec4D operator *(Vec4D vec, float x)
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{
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return new Vec4D(vec.X * x, vec.Y * x, vec.Z * x, vec.W * x ) ;
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}
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public static Vec4D operator /(Vec4D vec, float x)
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{
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return new Vec4D(vec.X / x, vec.Y / x, vec.Z / x, vec.W / x);
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}
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}
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}
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