90 lines
3.0 KiB
C#
90 lines
3.0 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="vec4d.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.Controlling;
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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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public static class Vec4d
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{
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}
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[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
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public struct vec4d
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{
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[FieldOffset(0)] internal M128 reg;
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[FieldOffset(0)] internal Vector4 vec;
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[FieldOffset(0)] internal unsafe fixed float num[4];
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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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[FieldOffset(12)] public float W;
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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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public vec4d(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 static implicit operator M128(vec4d vec)
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{
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return vec.reg;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static vec4d operator *(Matrix44 mat, vec4d vec)
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{
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mat.InternalTranspose();
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return new vec4d(
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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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}
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}
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} |