using System; using System.Runtime.InteropServices; namespace StgSharp.Math { [StructLayout(LayoutKind.Explicit)] public struct vec4d : IEquatable { [FieldOffset(0)] public float X; [FieldOffset(4)] public float Y; [FieldOffset(8)] public float Z; [FieldOffset(12)] public float W; [FieldOffset(0)] public vec2d Point1; [FieldOffset(8)] public vec2d Point2; public vec4d(float a1, float a2, float a3, float a4) { Point1 = default(vec2d); Point2 = default(vec2d); X = a1; Y = a2; Z = a3; W = a4; } public vec4d(double a1, double a2, double a3, double a4) { Point1 = default(vec2d); Point2 = default(vec2d); X = (float)a1; Y = (float)a2; Z = (float)a3; W = (float)a4; } public vec4d(vec2d p1, vec2d p2) { X = 0; Y = 0; Z = 0; W = 0; Point1 = p1; Point2 = p2; } public override bool Equals(object obj) { if (obj == null) { return false; } else if (obj.GetType() != typeof(vec4d)) { return false; } else { return this == (vec4d)obj; } } bool IEquatable.Equals(vec4d other) { if (this.GetHashCode() != other.GetHashCode()) { return false; } else { return this.X == other.X && this.Y == other.Y && this.Z == other.Z && this.W == other.Z; } } public override int GetHashCode() { return HashCode.Combine(X, Y, Z, W); } public override string ToString() { return $"{X}\t{Y}\t{Z}\t{W}"; } public static bool operator ==(vec4d vec1, vec4d vec2) { return vec1.Equals(vec2); } public static bool operator !=(vec4d vec1, vec4d vec2) { return !vec1.Equals(vec2); } public static vec4d operator +(vec4d vec1, vec4d vec2) { return new vec4d( vec1.X + vec2.X, vec1.Y + vec2.Y, vec1.Z + vec2.Z, vec1.W + vec2.W ); } public static vec4d operator -(vec4d vec1, vec4d vec2) { return new vec4d( vec1.X - vec2.X, vec1.Y - vec2.Y, vec1.Z - vec2.Z, vec1.W - vec2.W ); } public static float operator *(vec4d vec1, vec4d vec2) { return vec1.X * vec2.X + vec1.Y * vec2.Y + vec1.Z * vec2.Z + vec1.W * vec2.W; } public static vec4d operator *(vec4d vec, float x) { return new vec4d(vec.X * x, vec.Y * x, vec.Z * x, vec.W * x); } public static vec4d operator /(vec4d vec, float x) { return new vec4d(vec.X / x, vec.Y / x, vec.Z / x, vec.W / x); } public static implicit operator float[](vec4d vec) { return new float[] { vec.X, vec.Y, vec.Z, vec.W }; } } }