//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="vec4d.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. All rights reserved. // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the “Software”), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and // this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED “AS IS”, // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH // THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //----------------------------------------------------------------------- //----------------------------------------------------------------------- using StgSharp.Controlling; using StgSharp.Math; using System; using System.Data.Common; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace StgSharp.Math { public static class Vec4d { } [StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)] public struct vec4d { [FieldOffset(0)] internal M128 reg; [FieldOffset(0)] internal Vector4 vec; [FieldOffset(0)] internal unsafe fixed float num[4]; [FieldOffset(0)] public float X; [FieldOffset(4)] public float Y; [FieldOffset(8)] public float Z; [FieldOffset(12)] public float W; public override string ToString() { return vec.ToString(); } public vec4d(float x, float y, float z, float w) { vec = new Vector4(x, y, z, w); } public static implicit operator M128(vec4d vec) { return vec.reg; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static vec4d operator *(Matrix44 mat, vec4d vec) { mat.InternalTranspose(); return new vec4d( Vector4.Dot( mat.transpose.colum0,vec.vec), Vector4.Dot( mat.transpose.colum1, vec.vec), Vector4.Dot( mat.transpose.colum2, vec.vec), Vector4.Dot( mat.transpose.colum3, vec.vec) ); } } }