261 lines
6.1 KiB
C#
261 lines
6.1 KiB
C#
using StgSharp.Control;
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using System;
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using System.Runtime.InteropServices;
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namespace StgSharp.Math
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{
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/*
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[StructLayout(LayoutKind.Explicit, Size = 12, Pack = 16)]
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public struct Vec3d : IEquatable<Vec3d>
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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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public Vec3d(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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bool IEquatable<Vec3d>.Equals(Vec3d 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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}
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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(Vec3d))
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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.Equals((Vec3d)obj);
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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);
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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}";
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}
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public string ToString(string sample)
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{
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return $"{X.ToString(sample)}\t{Y.ToString(sample)}\t{Z.ToString(sample)}";
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}
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public static bool operator ==(Vec3d vec1, Vec3d vec2)
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{
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return vec1.X == vec2.X
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&& vec1.Y == vec2.Y
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&& vec1.Z == vec2.Z;
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}
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public static bool operator !=(Vec3d vec1, Vec3d vec2)
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{
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return !(vec1.X == vec2.X
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&& vec1.Y == vec2.Y
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&& vec1.Z == vec2.Z);
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}
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public static Vec3d operator +(Vec3d vec1, Vec3d vec2)
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{
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return new Vec3d(
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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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);
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}
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public static Vec3d operator -(Vec3d vec1, Vec3d vec2)
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{
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return new Vec3d(
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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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);
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}
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public static float operator *(Vec3d vec1, Vec3d 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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}
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public static Vec3d operator *(Vec3d vec, float x)
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{
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return new Vec3d(
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vec.X * x,
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vec.Y * x,
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vec.Z * x
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);
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}
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public static Vec3d operator *(float x, Vec3d vec)
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{
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return new Vec3d(
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vec.X * x,
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vec.Y * x,
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vec.Z * x
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);
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}
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public static Vec3d operator /(Vec3d vec, float x)
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{
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return new Vec3d(
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vec.X / x,
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vec.Y / x,
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vec.Z / x
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);
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}
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public static implicit operator float[](Vec3d vec)
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{
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return new float[3] { vec.X, vec.Y, vec.Y };
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}
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public static implicit operator Vec3d(float[] floatArray)
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{
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return new Vec3d(floatArray[0], floatArray[1], floatArray[2]);
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}
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}
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/**/
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public class Vec3d
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{
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public static Vec3d defaultValue =
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new Vec3d(0, 0, 0);
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internal M128Map _map;
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internal IntPtr _m128Ptr;
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public unsafe float X
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{
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get { return ((M128*)_m128Ptr)->single_0; }
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set { ((M128*)_m128Ptr)->single_0 = value; }
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}
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public unsafe float Y
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{
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get { return ((M128*)_m128Ptr)->single_1; }
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set { ((M128*)_m128Ptr)->single_1 = value; }
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}
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public unsafe float Z
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{
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get { return ((M128*)_m128Ptr)->single_2; }
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set { ((M128*)_m128Ptr)->single_2 = value; }
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}
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internal Vec3d(IntPtr value)
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{
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if ((long)value == -1)
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{
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throw new Exception("Failed to creat M128 pointer");
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}
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else
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{
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_m128Ptr = value;
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}
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}
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public Vec3d(float x, float y, float z)
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{
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_m128Ptr = internalIO.load_internal(x,y,z,0);
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}
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internal Vec3d()
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{
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_m128Ptr = defaultValue._m128Ptr;
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}
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public static Vec3d operator +(Vec3d vec1, Vec3d vec2)
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{
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return new Vec3d(
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internalIO.addps_internal(vec1._m128Ptr, vec2._m128Ptr)
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);
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}
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public static Vec3d operator -(Vec3d vec1, Vec3d vec2)
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{
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return new Vec3d(
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internalIO.subps_internal(vec1._m128Ptr, vec2._m128Ptr)
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);
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}
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public static Vec3d operator *(Vec3d vec, float value)
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{
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return new Vec3d(
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internalIO.mulps_const_internal(vec._m128Ptr,value)
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);
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}
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public static Vec3d operator /(Vec3d vec, float value)
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{
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return new Vec3d(
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internalIO.divps_const_internal(vec._m128Ptr,value)
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);
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}
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public static float operator *(Vec3d vec1, Vec3d vec2)
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{
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return VectorCalc.Multiple(vec1,vec2);
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}
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public unsafe override string ToString()
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{
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return (*(M128*)_m128Ptr).ToString();
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}
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~Vec3d()
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{
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if (_map == null)
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{
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if (_m128Ptr != defaultValue._m128Ptr)
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{
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internalIO.deinitM128_internal(this._m128Ptr);
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}
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else
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{
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_m128Ptr = IntPtr.Zero;
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}
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}
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else
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{
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}
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}
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}
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}
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