192 lines
5.6 KiB
C#
192 lines
5.6 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Vec4.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.HighPerformance;
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using StgSharp.Internal.Intrinsic;
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using StgSharp.Math;
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using System;
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using System.Data.Common;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace StgSharp.Math
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{
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[StructLayout( LayoutKind.Explicit, Size = 16, Pack = 16 )]
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public struct Vec4 : IEquatable<Vec4>, IVector<Vec4>
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{
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[FieldOffset( 0 )] internal unsafe fixed float num[ 4 ];
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[FieldOffset( 0 )] internal M128 reg;
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[FieldOffset( 0 )] internal Vector4 vec;
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[FieldOffset( 12 )] public float W;
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[FieldOffset( 0 )] public float X;
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[FieldOffset( 4 )] public float Y;
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[FieldOffset( 8 )] public float Z;
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internal Vec4( Vector4 v )
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{
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Unsafe.SkipInit( out X );
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Unsafe.SkipInit( out Y );
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Unsafe.SkipInit( out Z );
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Unsafe.SkipInit( out W );
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Unsafe.SkipInit( out reg );
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vec = v;
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}
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internal Vec4( M128 v )
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{
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Unsafe.SkipInit( out X );
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Unsafe.SkipInit( out Y );
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Unsafe.SkipInit( out Z );
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Unsafe.SkipInit( out W );
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Unsafe.SkipInit( out vec );
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reg = v;
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}
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public Vec4( Vec3 v3, float w )
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{
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Unsafe.SkipInit( out X );
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Unsafe.SkipInit( out Y );
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Unsafe.SkipInit( out Z );
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Unsafe.SkipInit( out W );
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reg = v3.reg;
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W = w;
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}
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public Vec4( float x, float y, float z, float w )
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{
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vec = new Vector4( x, y, z, w );
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}
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public unsafe Vec2 XY
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{
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get => new Vec2( reg );
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set
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{
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X = value.X;
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Y = value.Y;
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}
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}
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public unsafe Vec3 XYZ
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{
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get => new Vec3( reg );
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set
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{
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float w = W;
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reg = value.reg;
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W = w;
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}
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}
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public static Vec4 One
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{
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get => new Vec4( 1, 1, 1, 1 );
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}
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public static Vec4 Zero
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{
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get => new Vec4( 0, 0, 0, 0 );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec4 Add( Vec4 left, Vec4 right )
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{
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return left + right;
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}
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public override bool Equals( object obj )
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{
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return ( obj is Vec4 v ) ? ( v == this ) : false;
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}
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public override int GetHashCode()
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{
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return vec.GetHashCode();
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec4 Subtract( Vec4 left, Vec4 right )
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{
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return left - right;
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}
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public override string ToString()
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{
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return vec.ToString();
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec4 operator -( Vec4 left, Vec4 right )
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{
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return new Vec4( left.vec - right.vec );
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}
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public static bool operator !=( Vec4 left, Vec4 right )
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{
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return !( left == right );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec4 operator *( Matrix44 mat, Vec4 vec )
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{
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mat.InternalTranspose();
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return new Vec4(
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Vector4.Dot( mat.transpose.colum0, vec.vec ),
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Vector4.Dot( mat.transpose.colum1, vec.vec ),
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Vector4.Dot( mat.transpose.colum2, vec.vec ),
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Vector4.Dot( mat.transpose.colum3, vec.vec ) );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Vec4 operator +( Vec4 left, Vec4 right )
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{
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return new Vec4( left.vec + right.vec );
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}
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public static bool operator ==( Vec4 left, Vec4 right )
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{
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return left.vec == right.vec;
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}
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bool IEquatable<Vec4>.Equals( Vec4 other )
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{
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return vec == other.vec;
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}
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}
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} |