//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="Vec4.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.HighPerformance; using StgSharp.Internal.Intrinsic; using StgSharp.Mathematics; using System; using System.Data.Common; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace StgSharp.Mathematics { [StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)] public struct Vec4 : IEquatable, IFixedVector { [FieldOffset(0)] internal unsafe fixed float num[4]; [FieldOffset(0)] internal M128 reg; [FieldOffset(0)] internal Vector4 vec; [FieldOffset(12)] public float W; [FieldOffset(0)] public float X; [FieldOffset(4)] public float Y; [FieldOffset(8)] public float Z; internal Vec4(Vector4 v) { Unsafe.SkipInit(out X); Unsafe.SkipInit(out Y); Unsafe.SkipInit(out Z); Unsafe.SkipInit(out W); Unsafe.SkipInit(out reg); vec = v; } internal Vec4(M128 v) { Unsafe.SkipInit(out X); Unsafe.SkipInit(out Y); Unsafe.SkipInit(out Z); Unsafe.SkipInit(out W); Unsafe.SkipInit(out vec); reg = v; } public Vec4(Vec3 v3, float w) { Unsafe.SkipInit(out X); Unsafe.SkipInit(out Y); Unsafe.SkipInit(out Z); Unsafe.SkipInit(out W); reg = v3.reg; W = w; } public Vec4(float x, float y, float z, float w) { vec = new Vector4(x, y, z, w); } public unsafe Vec2 XY { get => new Vec2(reg); set { X = value.X; Y = value.Y; } } public unsafe Vec3 XYZ { get => new Vec3(reg); set { float w = W; reg = value.reg; W = w; } } public static Vec4 One { get => new Vec4(1, 1, 1, 1); } public static Vec4 Zero { get => new Vec4(0, 0, 0, 0); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Vec4 Add(Vec4 left, Vec4 right) { return left + right; } public override bool Equals(object obj) { return (obj is Vec4 v) ? (v == this) : false; } public override int GetHashCode() { return vec.GetHashCode(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Vec4 Subtract(Vec4 left, Vec4 right) { return left - right; } public override string ToString() { return vec.ToString(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Vec4 operator -(Vec4 left, Vec4 right) { return new Vec4(left.vec - right.vec); } public static bool operator !=(Vec4 left, Vec4 right) { return !(left == right); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Vec4 operator *(Matrix44 mat, Vec4 vec) { mat.InternalTranspose(); return new Vec4( 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)); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Vec4 operator +(Vec4 left, Vec4 right) { return new Vec4(left.vec + right.vec); } public static bool operator ==(Vec4 left, Vec4 right) { return left.vec == right.vec; } bool IEquatable.Equals(Vec4 other) { return vec == other.vec; } } }