230 lines
12 KiB
C#
230 lines
12 KiB
C#
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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using System.Runtime.CompilerServices;
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#pragma warning disable 0660, 0661
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namespace Unity.Mathematics
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{
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[System.Serializable]
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public partial struct bool4x4 : System.IEquatable<bool4x4>
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{
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public bool4 c0;
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public bool4 c1;
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public bool4 c2;
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public bool4 c3;
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/// <summary>Constructs a bool4x4 matrix from four bool4 vectors.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool4x4(bool4 c0, bool4 c1, bool4 c2, bool4 c3)
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{
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this.c0 = c0;
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this.c1 = c1;
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this.c2 = c2;
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this.c3 = c3;
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}
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/// <summary>Constructs a bool4x4 matrix from 16 bool values given in row-major order.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool4x4(bool m00, bool m01, bool m02, bool m03,
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bool m10, bool m11, bool m12, bool m13,
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bool m20, bool m21, bool m22, bool m23,
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bool m30, bool m31, bool m32, bool m33)
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{
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this.c0 = new bool4(m00, m10, m20, m30);
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this.c1 = new bool4(m01, m11, m21, m31);
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this.c2 = new bool4(m02, m12, m22, m32);
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this.c3 = new bool4(m03, m13, m23, m33);
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}
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/// <summary>Constructs a bool4x4 matrix from a single bool value by assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool4x4(bool v)
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{
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this.c0 = v;
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this.c1 = v;
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this.c2 = v;
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this.c3 = v;
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}
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/// <summary>Implicitly converts a single bool value to a bool4x4 matrix by assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator bool4x4(bool v) { return new bool4x4(v); }
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/// <summary>Returns the result of a componentwise equality operation on two bool4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator == (bool4x4 lhs, bool4x4 rhs) { return new bool4x4 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2, lhs.c3 == rhs.c3); }
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/// <summary>Returns the result of a componentwise equality operation on a bool4x4 matrix and a bool value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator == (bool4x4 lhs, bool rhs) { return new bool4x4 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs, lhs.c3 == rhs); }
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/// <summary>Returns the result of a componentwise equality operation on a bool value and a bool4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator == (bool lhs, bool4x4 rhs) { return new bool4x4 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2, lhs == rhs.c3); }
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/// <summary>Returns the result of a componentwise not equal operation on two bool4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator != (bool4x4 lhs, bool4x4 rhs) { return new bool4x4 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1, lhs.c2 != rhs.c2, lhs.c3 != rhs.c3); }
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/// <summary>Returns the result of a componentwise not equal operation on a bool4x4 matrix and a bool value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator != (bool4x4 lhs, bool rhs) { return new bool4x4 (lhs.c0 != rhs, lhs.c1 != rhs, lhs.c2 != rhs, lhs.c3 != rhs); }
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/// <summary>Returns the result of a componentwise not equal operation on a bool value and a bool4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator != (bool lhs, bool4x4 rhs) { return new bool4x4 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2, lhs != rhs.c3); }
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/// <summary>Returns the result of a componentwise not operation on a bool4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator ! (bool4x4 val) { return new bool4x4 (!val.c0, !val.c1, !val.c2, !val.c3); }
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/// <summary>Returns the result of a componentwise bitwise and operation on two bool4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator & (bool4x4 lhs, bool4x4 rhs) { return new bool4x4 (lhs.c0 & rhs.c0, lhs.c1 & rhs.c1, lhs.c2 & rhs.c2, lhs.c3 & rhs.c3); }
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/// <summary>Returns the result of a componentwise bitwise and operation on a bool4x4 matrix and a bool value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator & (bool4x4 lhs, bool rhs) { return new bool4x4 (lhs.c0 & rhs, lhs.c1 & rhs, lhs.c2 & rhs, lhs.c3 & rhs); }
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/// <summary>Returns the result of a componentwise bitwise and operation on a bool value and a bool4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator & (bool lhs, bool4x4 rhs) { return new bool4x4 (lhs & rhs.c0, lhs & rhs.c1, lhs & rhs.c2, lhs & rhs.c3); }
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/// <summary>Returns the result of a componentwise bitwise or operation on two bool4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator | (bool4x4 lhs, bool4x4 rhs) { return new bool4x4 (lhs.c0 | rhs.c0, lhs.c1 | rhs.c1, lhs.c2 | rhs.c2, lhs.c3 | rhs.c3); }
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/// <summary>Returns the result of a componentwise bitwise or operation on a bool4x4 matrix and a bool value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator | (bool4x4 lhs, bool rhs) { return new bool4x4 (lhs.c0 | rhs, lhs.c1 | rhs, lhs.c2 | rhs, lhs.c3 | rhs); }
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/// <summary>Returns the result of a componentwise bitwise or operation on a bool value and a bool4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator | (bool lhs, bool4x4 rhs) { return new bool4x4 (lhs | rhs.c0, lhs | rhs.c1, lhs | rhs.c2, lhs | rhs.c3); }
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/// <summary>Returns the result of a componentwise bitwise exclusive or operation on two bool4x4 matrices.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator ^ (bool4x4 lhs, bool4x4 rhs) { return new bool4x4 (lhs.c0 ^ rhs.c0, lhs.c1 ^ rhs.c1, lhs.c2 ^ rhs.c2, lhs.c3 ^ rhs.c3); }
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/// <summary>Returns the result of a componentwise bitwise exclusive or operation on a bool4x4 matrix and a bool value.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator ^ (bool4x4 lhs, bool rhs) { return new bool4x4 (lhs.c0 ^ rhs, lhs.c1 ^ rhs, lhs.c2 ^ rhs, lhs.c3 ^ rhs); }
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/// <summary>Returns the result of a componentwise bitwise exclusive or operation on a bool value and a bool4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 operator ^ (bool lhs, bool4x4 rhs) { return new bool4x4 (lhs ^ rhs.c0, lhs ^ rhs.c1, lhs ^ rhs.c2, lhs ^ rhs.c3); }
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/// <summary>Returns the bool4 element at a specified index.</summary>
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unsafe public ref bool4 this[int index]
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{
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get
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{
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#if ENABLE_UNITY_COLLECTIONS_CHECKS
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if ((uint)index >= 4)
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throw new System.ArgumentException("index must be between[0...3]");
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#endif
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fixed (bool4x4* array = &this) { return ref ((bool4*)array)[index]; }
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}
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}
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/// <summary>Returns true if the bool4x4 is equal to a given bool4x4, false otherwise.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Equals(bool4x4 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2) && c3.Equals(rhs.c3); }
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/// <summary>Returns true if the bool4x4 is equal to a given bool4x4, false otherwise.</summary>
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public override bool Equals(object o) { return Equals((bool4x4)o); }
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/// <summary>Returns a hash code for the bool4x4.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override int GetHashCode() { return (int)math.hash(this); }
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/// <summary>Returns a string representation of the bool4x4.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override string ToString()
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{
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return string.Format("bool4x4({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, {9}, {10}, {11}, {12}, {13}, {14}, {15})", c0.x, c1.x, c2.x, c3.x, c0.y, c1.y, c2.y, c3.y, c0.z, c1.z, c2.z, c3.z, c0.w, c1.w, c2.w, c3.w);
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}
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}
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public static partial class math
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{
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/// <summary>Returns a bool4x4 matrix constructed from four bool4 vectors.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 bool4x4(bool4 c0, bool4 c1, bool4 c2, bool4 c3) { return new bool4x4(c0, c1, c2, c3); }
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/// <summary>Returns a bool4x4 matrix constructed from from 16 bool values given in row-major order.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 bool4x4(bool m00, bool m01, bool m02, bool m03,
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bool m10, bool m11, bool m12, bool m13,
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bool m20, bool m21, bool m22, bool m23,
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bool m30, bool m31, bool m32, bool m33)
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{
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return new bool4x4(m00, m01, m02, m03,
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m10, m11, m12, m13,
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m20, m21, m22, m23,
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m30, m31, m32, m33);
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}
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/// <summary>Returns a bool4x4 matrix constructed from a single bool value by assigning it to every component.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 bool4x4(bool v) { return new bool4x4(v); }
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/// <summary>Return the bool4x4 transpose of a bool4x4 matrix.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool4x4 transpose(bool4x4 v)
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{
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return bool4x4(
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v.c0.x, v.c0.y, v.c0.z, v.c0.w,
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v.c1.x, v.c1.y, v.c1.z, v.c1.w,
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v.c2.x, v.c2.y, v.c2.z, v.c2.w,
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v.c3.x, v.c3.y, v.c3.z, v.c3.w);
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}
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/// <summary>Returns a uint hash code of a bool4x4 vector.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static uint hash(bool4x4 v)
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{
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return csum(select(uint4(0xD19764C7u, 0xB5D0BF63u, 0xF9102C5Fu, 0x9881FB9Fu), uint4(0x56A1530Du, 0x804B722Du, 0x738E50E5u, 0x4FC93C25u), v.c0) +
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select(uint4(0xCD0445A5u, 0xD2B90D9Bu, 0xD35C9B2Du, 0xA10D9E27u), uint4(0x568DAAA9u, 0x7530254Fu, 0x9F090439u, 0x5E9F85C9u), v.c1) +
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select(uint4(0x8C4CA03Fu, 0xB8D969EDu, 0xAC5DB57Bu, 0xA91A02EDu), uint4(0xB3C49313u, 0xF43A9ABBu, 0x84E7E01Bu, 0x8E055BE5u), v.c2) +
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select(uint4(0x6E624EB7u, 0x7383ED49u, 0xDD49C23Bu, 0xEBD0D005u), uint4(0x91475DF7u, 0x55E84827u, 0x90A285BBu, 0x5D19E1D5u), v.c3));
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}
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/// <summary>
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/// Returns a uint4 vector hash code of a bool4x4 vector.
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/// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
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/// that are only reduced to a narrow uint hash at the very end instead of at every step.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static uint4 hashwide(bool4x4 v)
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{
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return (select(uint4(0xFAAF07DDu, 0x625C45BDu, 0xC9F27FCBu, 0x6D2523B1u), uint4(0x6E2BF6A9u, 0xCC74B3B7u, 0x83B58237u, 0x833E3E29u), v.c0) +
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select(uint4(0xA9D919BFu, 0xC3EC1D97u, 0xB8B208C7u, 0x5D3ED947u), uint4(0x4473BBB1u, 0xCBA11D5Fu, 0x685835CFu, 0xC3D32AE1u), v.c1) +
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select(uint4(0xB966942Fu, 0xFE9856B3u, 0xFA3A3285u, 0xAD55999Du), uint4(0xDCDD5341u, 0x94DDD769u, 0xA1E92D39u, 0x4583C801u), v.c2) +
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select(uint4(0x9536A0F5u, 0xAF816615u, 0x9AF8D62Du, 0xE3600729u), uint4(0x5F17300Du, 0x670D6809u, 0x7AF32C49u, 0xAE131389u), v.c3));
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}
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}
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}
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