149 lines
3.5 KiB
C#
149 lines
3.5 KiB
C#
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 a1,float a2,float a3,float a4)
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{
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Point1= default(vec2d);
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Point2= default(vec2d);
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X = a1;
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Y = a2;
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Z = a3;
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W = a4;
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}
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public vec4d(vec2d p1,vec2d p2)
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{
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X= 0;
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Y= 0;
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Z = 0;
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W = 0;
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Point1= p1;
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Point2 = p2;
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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 this.X == other.X
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&& this.Y == other.Y
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&& this.Z == other.Z
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&& this.W == other.Z;
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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{Z}\t{W}";
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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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public static implicit operator float[](vec4d vec)
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{
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return new float[] { vec.X, vec.Y, vec.Z, vec.W };
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}
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}
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}
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