Files
stgsharp/源代码/StgSharp/Vector/Vec4D.cs
T

144 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Data.Common;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.InteropServices;
using System.Security.Cryptography.X509Certificates;
using System.Text;
namespace StgSharp.Math
{
[StructLayout(LayoutKind.Explicit)]
public struct Vec4D:IEquatable<Vec4D>
{
[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 x,float y,float z,float w)
{
Point1 = new Vec2D();
Point2 = new Vec2D();
X = x;
Y = y;
Z = z;
W = w;
}
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<Vec4D>.Equals(Vec4D other)
{
if (this.GetHashCode() != other.GetHashCode())
{
return false;
}
else
{
return
this.Point1 == other.Point1
&& this.Point2 == other.Point2;
}
}
public override int GetHashCode()
{
return HashCode.Combine(X, Y, Z, W);
}
public override string ToString()
{
return $"{X}\t{Y}\t{Y}\t{Y}";
}
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);
}
}
}