Files
stgsharp/源代码/StgSharp/Math/Linear/vec4d.cs
T

179 lines
5.1 KiB
C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Vec4d.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.Data;
using StgSharp.Math;
using System;
using System.Data.Common;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace StgSharp.Math
{
public static class Vec4d
{
public static vec4d One
{
get => new vec4d(Vector4.One);
}
public static vec4d Zero
{
get => new vec4d(Vector4.Zero);
}
}
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
public struct vec4d : IEquatable<vec4d>, IVector
{
[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 vec4d(Vector4 v)
{
vec = v;
}
public vec4d(vec3d v, float w)
{
vec = v.vec;
W = w;
}
public vec4d(float x, float y, float z, float w)
{
vec = new Vector4(x, y, z, w);
}
public unsafe vec3d XYZ
{
get => new vec3d(vec);
set
{
float w = W;
vec = value.vec;
W = w;
}
}
public unsafe vec2d XY
{
get => new vec2d(vec);
set
{
X = value.X;
Y = value.Y;
}
}
public override bool Equals(object obj)
{
return (obj is vec4d v) ? (v == this) : false;
}
public override int GetHashCode()
{
return vec.GetHashCode();
}
public override string ToString()
{
return vec.ToString();
}
public static bool operator !=(vec4d left, vec4d right)
{
return !(left == right);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static vec4d operator *(Matrix44 mat, vec4d vec)
{
mat.InternalTranspose();
return new vec4d(
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 vec4d operator +(vec4d left, vec4d right)
{
return new vec4d(left.vec + right.vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static vec4d operator -(vec4d left, vec4d right)
{
return new vec4d(left.vec - right.vec);
}
public static bool operator ==(vec4d left, vec4d right)
{
return left.vec == right.vec;
}
public static implicit operator M128(vec4d vec)
{
return vec.reg;
}
bool IEquatable<vec4d>.Equals(vec4d other)
{
return vec == other.vec;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static vec4d Subtract(vec4d left, vec4d right)
{
return left - right;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static vec4d Add(vec4d left, vec4d right)
{
return left + right;
}
}
}