Files
stgsharp/StgSharp.Common/Math/Linear/Vec4.cs
T

192 lines
5.6 KiB
C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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<Vec4>, IVector<Vec4>
{
[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<Vec4>.Equals( Vec4 other )
{
return vec == other.vec;
}
}
}