//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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.Math; using System; using System.Data.Common; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace StgSharp.Math { [StructLayout( LayoutKind.Explicit, Size = 16, Pack = 16 )] public struct Vec4 : IEquatable, IVector { [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; } } }