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stgsharp/源代码/StgSharp/Math/Linear/vec4d.cs
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//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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.Controlling;
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
{
}
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
public struct vec4d
{
[FieldOffset(0)] internal M128 reg;
[FieldOffset(0)] internal Vector4 vec;
[FieldOffset(0)] internal unsafe fixed float num[4];
[FieldOffset(0)] public float X;
[FieldOffset(4)] public float Y;
[FieldOffset(8)] public float Z;
[FieldOffset(12)] public float W;
public override string ToString()
{
return vec.ToString();
}
public vec4d(float x, float y, float z, float w)
{
vec = new Vector4(x, y, z, w);
}
public static implicit operator M128(vec4d vec)
{
return vec.reg;
}
[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)
);
}
}
}