825 lines
		
	
	
		
			54 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			825 lines
		
	
	
		
			54 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | //------------------------------------------------------------------------------ | ||
|  | // <auto-generated> | ||
|  | //     This code was generated by a tool. | ||
|  | // | ||
|  | //     Changes to this file may cause incorrect behavior and will be lost if | ||
|  | //     the code is regenerated. To update the generation of this file, modify and re-run Unity.Mathematics.CodeGen. | ||
|  | // </auto-generated> | ||
|  | //------------------------------------------------------------------------------ | ||
|  | using System; | ||
|  | using System.Runtime.CompilerServices; | ||
|  | using Unity.IL2CPP.CompilerServices; | ||
|  | 
 | ||
|  | #pragma warning disable 0660, 0661 | ||
|  | 
 | ||
|  | namespace Unity.Mathematics | ||
|  | { | ||
|  |     /// <summary>A 4x4 matrix of floats.</summary> | ||
|  |     [System.Serializable] | ||
|  |     [Il2CppEagerStaticClassConstruction] | ||
|  |     public partial struct float4x4 : System.IEquatable<float4x4>, IFormattable | ||
|  |     { | ||
|  |         /// <summary>Column 0 of the matrix.</summary> | ||
|  |         public float4 c0; | ||
|  |         /// <summary>Column 1 of the matrix.</summary> | ||
|  |         public float4 c1; | ||
|  |         /// <summary>Column 2 of the matrix.</summary> | ||
|  |         public float4 c2; | ||
|  |         /// <summary>Column 3 of the matrix.</summary> | ||
|  |         public float4 c3; | ||
|  | 
 | ||
|  |         /// <summary>float4x4 identity transform.</summary> | ||
|  |         public static readonly float4x4 identity = new float4x4(1.0f, 0.0f, 0.0f, 0.0f,   0.0f, 1.0f, 0.0f, 0.0f,   0.0f, 0.0f, 1.0f, 0.0f,   0.0f, 0.0f, 0.0f, 1.0f); | ||
|  | 
 | ||
|  |         /// <summary>float4x4 zero value.</summary> | ||
|  |         public static readonly float4x4 zero; | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from four float4 vectors.</summary> | ||
|  |         /// <param name="c0">The matrix column c0 will be set to this value.</param> | ||
|  |         /// <param name="c1">The matrix column c1 will be set to this value.</param> | ||
|  |         /// <param name="c2">The matrix column c2 will be set to this value.</param> | ||
|  |         /// <param name="c3">The matrix column c3 will be set to this value.</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(float4 c0, float4 c1, float4 c2, float4 c3) | ||
|  |         { | ||
|  |             this.c0 = c0; | ||
|  |             this.c1 = c1; | ||
|  |             this.c2 = c2; | ||
|  |             this.c3 = c3; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from 16 float values given in row-major order.</summary> | ||
|  |         /// <param name="m00">The matrix at row 0, column 0 will be set to this value.</param> | ||
|  |         /// <param name="m01">The matrix at row 0, column 1 will be set to this value.</param> | ||
|  |         /// <param name="m02">The matrix at row 0, column 2 will be set to this value.</param> | ||
|  |         /// <param name="m03">The matrix at row 0, column 3 will be set to this value.</param> | ||
|  |         /// <param name="m10">The matrix at row 1, column 0 will be set to this value.</param> | ||
|  |         /// <param name="m11">The matrix at row 1, column 1 will be set to this value.</param> | ||
|  |         /// <param name="m12">The matrix at row 1, column 2 will be set to this value.</param> | ||
|  |         /// <param name="m13">The matrix at row 1, column 3 will be set to this value.</param> | ||
|  |         /// <param name="m20">The matrix at row 2, column 0 will be set to this value.</param> | ||
|  |         /// <param name="m21">The matrix at row 2, column 1 will be set to this value.</param> | ||
|  |         /// <param name="m22">The matrix at row 2, column 2 will be set to this value.</param> | ||
|  |         /// <param name="m23">The matrix at row 2, column 3 will be set to this value.</param> | ||
|  |         /// <param name="m30">The matrix at row 3, column 0 will be set to this value.</param> | ||
|  |         /// <param name="m31">The matrix at row 3, column 1 will be set to this value.</param> | ||
|  |         /// <param name="m32">The matrix at row 3, column 2 will be set to this value.</param> | ||
|  |         /// <param name="m33">The matrix at row 3, column 3 will be set to this value.</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(float m00, float m01, float m02, float m03, | ||
|  |                         float m10, float m11, float m12, float m13, | ||
|  |                         float m20, float m21, float m22, float m23, | ||
|  |                         float m30, float m31, float m32, float m33) | ||
|  |         { | ||
|  |             this.c0 = new float4(m00, m10, m20, m30); | ||
|  |             this.c1 = new float4(m01, m11, m21, m31); | ||
|  |             this.c2 = new float4(m02, m12, m22, m32); | ||
|  |             this.c3 = new float4(m03, m13, m23, m33); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from a single float value by assigning it to every component.</summary> | ||
|  |         /// <param name="v">float to convert to float4x4</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(float v) | ||
|  |         { | ||
|  |             this.c0 = v; | ||
|  |             this.c1 = v; | ||
|  |             this.c2 = v; | ||
|  |             this.c3 = v; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from a single bool value by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">bool to convert to float4x4</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(bool v) | ||
|  |         { | ||
|  |             this.c0 = math.select(new float4(0.0f), new float4(1.0f), v); | ||
|  |             this.c1 = math.select(new float4(0.0f), new float4(1.0f), v); | ||
|  |             this.c2 = math.select(new float4(0.0f), new float4(1.0f), v); | ||
|  |             this.c3 = math.select(new float4(0.0f), new float4(1.0f), v); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from a bool4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">bool4x4 to convert to float4x4</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(bool4x4 v) | ||
|  |         { | ||
|  |             this.c0 = math.select(new float4(0.0f), new float4(1.0f), v.c0); | ||
|  |             this.c1 = math.select(new float4(0.0f), new float4(1.0f), v.c1); | ||
|  |             this.c2 = math.select(new float4(0.0f), new float4(1.0f), v.c2); | ||
|  |             this.c3 = math.select(new float4(0.0f), new float4(1.0f), v.c3); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from a single int value by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">int to convert to float4x4</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(int v) | ||
|  |         { | ||
|  |             this.c0 = v; | ||
|  |             this.c1 = v; | ||
|  |             this.c2 = v; | ||
|  |             this.c3 = v; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from a int4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">int4x4 to convert to float4x4</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(int4x4 v) | ||
|  |         { | ||
|  |             this.c0 = v.c0; | ||
|  |             this.c1 = v.c1; | ||
|  |             this.c2 = v.c2; | ||
|  |             this.c3 = v.c3; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from a single uint value by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">uint to convert to float4x4</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(uint v) | ||
|  |         { | ||
|  |             this.c0 = v; | ||
|  |             this.c1 = v; | ||
|  |             this.c2 = v; | ||
|  |             this.c3 = v; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from a uint4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">uint4x4 to convert to float4x4</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(uint4x4 v) | ||
|  |         { | ||
|  |             this.c0 = v.c0; | ||
|  |             this.c1 = v.c1; | ||
|  |             this.c2 = v.c2; | ||
|  |             this.c3 = v.c3; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from a single double value by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">double to convert to float4x4</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(double v) | ||
|  |         { | ||
|  |             this.c0 = (float4)v; | ||
|  |             this.c1 = (float4)v; | ||
|  |             this.c2 = (float4)v; | ||
|  |             this.c3 = (float4)v; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Constructs a float4x4 matrix from a double4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">double4x4 to convert to float4x4</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4x4(double4x4 v) | ||
|  |         { | ||
|  |             this.c0 = (float4)v.c0; | ||
|  |             this.c1 = (float4)v.c1; | ||
|  |             this.c2 = (float4)v.c2; | ||
|  |             this.c3 = (float4)v.c3; | ||
|  |         } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Implicitly converts a single float value to a float4x4 matrix by assigning it to every component.</summary> | ||
|  |         /// <param name="v">float to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static implicit operator float4x4(float v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Explicitly converts a single bool value to a float4x4 matrix by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">bool to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static explicit operator float4x4(bool v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Explicitly converts a bool4x4 matrix to a float4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">bool4x4 to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static explicit operator float4x4(bool4x4 v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Implicitly converts a single int value to a float4x4 matrix by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">int to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static implicit operator float4x4(int v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Implicitly converts a int4x4 matrix to a float4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">int4x4 to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static implicit operator float4x4(int4x4 v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Implicitly converts a single uint value to a float4x4 matrix by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">uint to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static implicit operator float4x4(uint v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Implicitly converts a uint4x4 matrix to a float4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">uint4x4 to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static implicit operator float4x4(uint4x4 v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Explicitly converts a single double value to a float4x4 matrix by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">double to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static explicit operator float4x4(double v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Explicitly converts a double4x4 matrix to a float4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">double4x4 to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static explicit operator float4x4(double4x4 v) { return new float4x4(v); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise multiplication operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise multiplication.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise multiplication.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise multiplication.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator * (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1, lhs.c2 * rhs.c2, lhs.c3 * rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise multiplication operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise multiplication.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise multiplication.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise multiplication.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator * (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 * rhs, lhs.c1 * rhs, lhs.c2 * rhs, lhs.c3 * rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise multiplication operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise multiplication.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise multiplication.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise multiplication.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator * (float lhs, float4x4 rhs) { return new float4x4 (lhs * rhs.c0, lhs * rhs.c1, lhs * rhs.c2, lhs * rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise addition operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise addition.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise addition.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise addition.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator + (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1, lhs.c2 + rhs.c2, lhs.c3 + rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise addition operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise addition.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise addition.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise addition.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator + (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 + rhs, lhs.c1 + rhs, lhs.c2 + rhs, lhs.c3 + rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise addition operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise addition.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise addition.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise addition.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator + (float lhs, float4x4 rhs) { return new float4x4 (lhs + rhs.c0, lhs + rhs.c1, lhs + rhs.c2, lhs + rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise subtraction operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise subtraction.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise subtraction.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise subtraction.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator - (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1, lhs.c2 - rhs.c2, lhs.c3 - rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise subtraction operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise subtraction.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise subtraction.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise subtraction.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator - (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 - rhs, lhs.c1 - rhs, lhs.c2 - rhs, lhs.c3 - rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise subtraction operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise subtraction.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise subtraction.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise subtraction.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator - (float lhs, float4x4 rhs) { return new float4x4 (lhs - rhs.c0, lhs - rhs.c1, lhs - rhs.c2, lhs - rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise division operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise division.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise division.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise division.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator / (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1, lhs.c2 / rhs.c2, lhs.c3 / rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise division operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise division.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise division.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise division.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator / (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 / rhs, lhs.c1 / rhs, lhs.c2 / rhs, lhs.c3 / rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise division operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise division.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise division.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise division.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator / (float lhs, float4x4 rhs) { return new float4x4 (lhs / rhs.c0, lhs / rhs.c1, lhs / rhs.c2, lhs / rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise modulus operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise modulus.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise modulus.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise modulus.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator % (float4x4 lhs, float4x4 rhs) { return new float4x4 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1, lhs.c2 % rhs.c2, lhs.c3 % rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise modulus operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise modulus.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise modulus.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise modulus.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator % (float4x4 lhs, float rhs) { return new float4x4 (lhs.c0 % rhs, lhs.c1 % rhs, lhs.c2 % rhs, lhs.c3 % rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise modulus operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise modulus.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise modulus.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise modulus.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator % (float lhs, float4x4 rhs) { return new float4x4 (lhs % rhs.c0, lhs % rhs.c1, lhs % rhs.c2, lhs % rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise increment operation on a float4x4 matrix.</summary> | ||
|  |         /// <param name="val">Value to use when computing the componentwise increment.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise increment.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator ++ (float4x4 val) { return new float4x4 (++val.c0, ++val.c1, ++val.c2, ++val.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise decrement operation on a float4x4 matrix.</summary> | ||
|  |         /// <param name="val">Value to use when computing the componentwise decrement.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise decrement.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator -- (float4x4 val) { return new float4x4 (--val.c0, --val.c1, --val.c2, --val.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise less than operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise less than.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise less than.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise less than.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator < (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1, lhs.c2 < rhs.c2, lhs.c3 < rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise less than operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise less than.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise less than.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise less than.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator < (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 < rhs, lhs.c1 < rhs, lhs.c2 < rhs, lhs.c3 < rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise less than operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise less than.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise less than.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise less than.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator < (float lhs, float4x4 rhs) { return new bool4x4 (lhs < rhs.c0, lhs < rhs.c1, lhs < rhs.c2, lhs < rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise less or equal operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise less or equal.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise less or equal.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise less or equal.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator <= (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1, lhs.c2 <= rhs.c2, lhs.c3 <= rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise less or equal operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise less or equal.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise less or equal.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise less or equal.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator <= (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 <= rhs, lhs.c1 <= rhs, lhs.c2 <= rhs, lhs.c3 <= rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise less or equal operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise less or equal.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise less or equal.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise less or equal.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator <= (float lhs, float4x4 rhs) { return new bool4x4 (lhs <= rhs.c0, lhs <= rhs.c1, lhs <= rhs.c2, lhs <= rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise greater than operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise greater than.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise greater than.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise greater than.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator > (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1, lhs.c2 > rhs.c2, lhs.c3 > rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise greater than operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise greater than.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise greater than.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise greater than.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator > (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 > rhs, lhs.c1 > rhs, lhs.c2 > rhs, lhs.c3 > rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise greater than operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise greater than.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise greater than.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise greater than.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator > (float lhs, float4x4 rhs) { return new bool4x4 (lhs > rhs.c0, lhs > rhs.c1, lhs > rhs.c2, lhs > rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise greater or equal operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise greater or equal.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise greater or equal.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise greater or equal.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator >= (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1, lhs.c2 >= rhs.c2, lhs.c3 >= rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise greater or equal operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise greater or equal.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise greater or equal.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise greater or equal.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator >= (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 >= rhs, lhs.c1 >= rhs, lhs.c2 >= rhs, lhs.c3 >= rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise greater or equal.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise greater or equal.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise greater or equal.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator >= (float lhs, float4x4 rhs) { return new bool4x4 (lhs >= rhs.c0, lhs >= rhs.c1, lhs >= rhs.c2, lhs >= rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise unary minus operation on a float4x4 matrix.</summary> | ||
|  |         /// <param name="val">Value to use when computing the componentwise unary minus.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise unary minus.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator - (float4x4 val) { return new float4x4 (-val.c0, -val.c1, -val.c2, -val.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise unary plus operation on a float4x4 matrix.</summary> | ||
|  |         /// <param name="val">Value to use when computing the componentwise unary plus.</param> | ||
|  |         /// <returns>float4x4 result of the componentwise unary plus.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 operator + (float4x4 val) { return new float4x4 (+val.c0, +val.c1, +val.c2, +val.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise equality operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise equality.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise equality.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise equality.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator == (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2, lhs.c3 == rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise equality operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise equality.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise equality.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise equality.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator == (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs, lhs.c3 == rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise equality operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise equality.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise equality.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise equality.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator == (float lhs, float4x4 rhs) { return new bool4x4 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2, lhs == rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise not equal operation on two float4x4 matrices.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise not equal.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise not equal.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise not equal.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator != (float4x4 lhs, float4x4 rhs) { return new bool4x4 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1, lhs.c2 != rhs.c2, lhs.c3 != rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise not equal operation on a float4x4 matrix and a float value.</summary> | ||
|  |         /// <param name="lhs">Left hand side float4x4 to use to compute componentwise not equal.</param> | ||
|  |         /// <param name="rhs">Right hand side float to use to compute componentwise not equal.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise not equal.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator != (float4x4 lhs, float rhs) { return new bool4x4 (lhs.c0 != rhs, lhs.c1 != rhs, lhs.c2 != rhs, lhs.c3 != rhs); } | ||
|  | 
 | ||
|  |         /// <summary>Returns the result of a componentwise not equal operation on a float value and a float4x4 matrix.</summary> | ||
|  |         /// <param name="lhs">Left hand side float to use to compute componentwise not equal.</param> | ||
|  |         /// <param name="rhs">Right hand side float4x4 to use to compute componentwise not equal.</param> | ||
|  |         /// <returns>bool4x4 result of the componentwise not equal.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static bool4x4 operator != (float lhs, float4x4 rhs) { return new bool4x4 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2, lhs != rhs.c3); } | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns the float4 element at a specified index.</summary> | ||
|  |         unsafe public ref float4 this[int index] | ||
|  |         { | ||
|  |             get | ||
|  |             { | ||
|  | #if ENABLE_UNITY_COLLECTIONS_CHECKS | ||
|  |                 if ((uint)index >= 4) | ||
|  |                     throw new System.ArgumentException("index must be between[0...3]"); | ||
|  | #endif | ||
|  |                 fixed (float4x4* array = &this) { return ref ((float4*)array)[index]; } | ||
|  |             } | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns true if the float4x4 is equal to a given float4x4, false otherwise.</summary> | ||
|  |         /// <param name="rhs">Right hand side argument to compare equality with.</param> | ||
|  |         /// <returns>The result of the equality comparison.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public bool Equals(float4x4 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2) && c3.Equals(rhs.c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns true if the float4x4 is equal to a given float4x4, false otherwise.</summary> | ||
|  |         /// <param name="o">Right hand side argument to compare equality with.</param> | ||
|  |         /// <returns>The result of the equality comparison.</returns> | ||
|  |         public override bool Equals(object o) { return o is float4x4 converted && Equals(converted); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns a hash code for the float4x4.</summary> | ||
|  |         /// <returns>The computed hash code.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public override int GetHashCode() { return (int)math.hash(this); } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns a string representation of the float4x4.</summary> | ||
|  |         /// <returns>String representation of the value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public override string ToString() | ||
|  |         { | ||
|  |             return string.Format("float4x4({0}f, {1}f, {2}f, {3}f,  {4}f, {5}f, {6}f, {7}f,  {8}f, {9}f, {10}f, {11}f,  {12}f, {13}f, {14}f, {15}f)", 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); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a string representation of the float4x4 using a specified format and culture-specific format information.</summary> | ||
|  |         /// <param name="format">Format string to use during string formatting.</param> | ||
|  |         /// <param name="formatProvider">Format provider to use during string formatting.</param> | ||
|  |         /// <returns>String representation of the value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public string ToString(string format, IFormatProvider formatProvider) | ||
|  |         { | ||
|  |             return string.Format("float4x4({0}f, {1}f, {2}f, {3}f,  {4}f, {5}f, {6}f, {7}f,  {8}f, {9}f, {10}f, {11}f,  {12}f, {13}f, {14}f, {15}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c2.x.ToString(format, formatProvider), c3.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c2.y.ToString(format, formatProvider), c3.y.ToString(format, formatProvider), c0.z.ToString(format, formatProvider), c1.z.ToString(format, formatProvider), c2.z.ToString(format, formatProvider), c3.z.ToString(format, formatProvider), c0.w.ToString(format, formatProvider), c1.w.ToString(format, formatProvider), c2.w.ToString(format, formatProvider), c3.w.ToString(format, formatProvider)); | ||
|  |         } | ||
|  | 
 | ||
|  |     } | ||
|  | 
 | ||
|  |     public static partial class math | ||
|  |     { | ||
|  |         /// <summary>Returns a float4x4 matrix constructed from four float4 vectors.</summary> | ||
|  |         /// <param name="c0">The matrix column c0 will be set to this value.</param> | ||
|  |         /// <param name="c1">The matrix column c1 will be set to this value.</param> | ||
|  |         /// <param name="c2">The matrix column c2 will be set to this value.</param> | ||
|  |         /// <param name="c3">The matrix column c3 will be set to this value.</param> | ||
|  |         /// <returns>float4x4 constructed from arguments.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(float4 c0, float4 c1, float4 c2, float4 c3) { return new float4x4(c0, c1, c2, c3); } | ||
|  | 
 | ||
|  |         /// <summary>Returns a float4x4 matrix constructed from from 16 float values given in row-major order.</summary> | ||
|  |         /// <param name="m00">The matrix at row 0, column 0 will be set to this value.</param> | ||
|  |         /// <param name="m01">The matrix at row 0, column 1 will be set to this value.</param> | ||
|  |         /// <param name="m02">The matrix at row 0, column 2 will be set to this value.</param> | ||
|  |         /// <param name="m03">The matrix at row 0, column 3 will be set to this value.</param> | ||
|  |         /// <param name="m10">The matrix at row 1, column 0 will be set to this value.</param> | ||
|  |         /// <param name="m11">The matrix at row 1, column 1 will be set to this value.</param> | ||
|  |         /// <param name="m12">The matrix at row 1, column 2 will be set to this value.</param> | ||
|  |         /// <param name="m13">The matrix at row 1, column 3 will be set to this value.</param> | ||
|  |         /// <param name="m20">The matrix at row 2, column 0 will be set to this value.</param> | ||
|  |         /// <param name="m21">The matrix at row 2, column 1 will be set to this value.</param> | ||
|  |         /// <param name="m22">The matrix at row 2, column 2 will be set to this value.</param> | ||
|  |         /// <param name="m23">The matrix at row 2, column 3 will be set to this value.</param> | ||
|  |         /// <param name="m30">The matrix at row 3, column 0 will be set to this value.</param> | ||
|  |         /// <param name="m31">The matrix at row 3, column 1 will be set to this value.</param> | ||
|  |         /// <param name="m32">The matrix at row 3, column 2 will be set to this value.</param> | ||
|  |         /// <param name="m33">The matrix at row 3, column 3 will be set to this value.</param> | ||
|  |         /// <returns>float4x4 constructed from arguments.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(float m00, float m01, float m02, float m03, | ||
|  |                                         float m10, float m11, float m12, float m13, | ||
|  |                                         float m20, float m21, float m22, float m23, | ||
|  |                                         float m30, float m31, float m32, float m33) | ||
|  |         { | ||
|  |             return new float4x4(m00, m01, m02, m03, | ||
|  |                                 m10, m11, m12, m13, | ||
|  |                                 m20, m21, m22, m23, | ||
|  |                                 m30, m31, m32, m33); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a float4x4 matrix constructed from a single float value by assigning it to every component.</summary> | ||
|  |         /// <param name="v">float to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(float v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Returns a float4x4 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">bool to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(bool v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Return a float4x4 matrix constructed from a bool4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">bool4x4 to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(bool4x4 v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Returns a float4x4 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">int to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(int v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Return a float4x4 matrix constructed from a int4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">int4x4 to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(int4x4 v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Returns a float4x4 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">uint to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(uint v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Return a float4x4 matrix constructed from a uint4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">uint4x4 to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(uint4x4 v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Returns a float4x4 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary> | ||
|  |         /// <param name="v">double to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(double v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Return a float4x4 matrix constructed from a double4x4 matrix by componentwise conversion.</summary> | ||
|  |         /// <param name="v">double4x4 to convert to float4x4</param> | ||
|  |         /// <returns>Converted value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 float4x4(double4x4 v) { return new float4x4(v); } | ||
|  | 
 | ||
|  |         /// <summary>Return the result of rotating a float3 vector by a float4x4 matrix</summary> | ||
|  |         /// <param name ="a">Left hand side matrix argument that specifies the rotation.</param> | ||
|  |         /// <param name ="b">Right hand side vector argument to be rotated.</param> | ||
|  |         /// <returns>The rotated vector.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float3 rotate(float4x4 a, float3 b) | ||
|  |         { | ||
|  |             return (a.c0 * b.x + a.c1 * b.y + a.c2 * b.z).xyz; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Return the result of transforming a float3 point by a float4x4 matrix</summary> | ||
|  |         /// <param name ="a">Left hand side matrix argument that specifies the transformation.</param> | ||
|  |         /// <param name ="b">Right hand side point argument to be transformed.</param> | ||
|  |         /// <returns>The transformed point.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float3 transform(float4x4 a, float3 b) | ||
|  |         { | ||
|  |             return (a.c0 * b.x + a.c1 * b.y + a.c2 * b.z + a.c3).xyz; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Return the float4x4 transpose of a float4x4 matrix.</summary> | ||
|  |         /// <param name="v">Value to transpose.</param> | ||
|  |         /// <returns>Transposed value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static float4x4 transpose(float4x4 v) | ||
|  |         { | ||
|  |             return float4x4( | ||
|  |                 v.c0.x, v.c0.y, v.c0.z, v.c0.w, | ||
|  |                 v.c1.x, v.c1.y, v.c1.z, v.c1.w, | ||
|  |                 v.c2.x, v.c2.y, v.c2.z, v.c2.w, | ||
|  |                 v.c3.x, v.c3.y, v.c3.z, v.c3.w); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns the float4x4 full inverse of a float4x4 matrix.</summary> | ||
|  |         /// <param name="m">Matrix to invert.</param> | ||
|  |         /// <returns>The inverted matrix.</returns> | ||
|  |         public static float4x4 inverse(float4x4 m) | ||
|  |         { | ||
|  |             float4 c0 = m.c0; | ||
|  |             float4 c1 = m.c1; | ||
|  |             float4 c2 = m.c2; | ||
|  |             float4 c3 = m.c3; | ||
|  | 
 | ||
|  |             float4 r0y_r1y_r0x_r1x = movelh(c1, c0); | ||
|  |             float4 r0z_r1z_r0w_r1w = movelh(c2, c3); | ||
|  |             float4 r2y_r3y_r2x_r3x = movehl(c0, c1); | ||
|  |             float4 r2z_r3z_r2w_r3w = movehl(c3, c2); | ||
|  | 
 | ||
|  |             float4 r1y_r2y_r1x_r2x = shuffle(c1, c0, ShuffleComponent.LeftY, ShuffleComponent.LeftZ, ShuffleComponent.RightY, ShuffleComponent.RightZ); | ||
|  |             float4 r1z_r2z_r1w_r2w = shuffle(c2, c3, ShuffleComponent.LeftY, ShuffleComponent.LeftZ, ShuffleComponent.RightY, ShuffleComponent.RightZ); | ||
|  |             float4 r3y_r0y_r3x_r0x = shuffle(c1, c0, ShuffleComponent.LeftW, ShuffleComponent.LeftX, ShuffleComponent.RightW, ShuffleComponent.RightX); | ||
|  |             float4 r3z_r0z_r3w_r0w = shuffle(c2, c3, ShuffleComponent.LeftW, ShuffleComponent.LeftX, ShuffleComponent.RightW, ShuffleComponent.RightX); | ||
|  | 
 | ||
|  |             float4 r0_wzyx = shuffle(r0z_r1z_r0w_r1w, r0y_r1y_r0x_r1x, ShuffleComponent.LeftZ, ShuffleComponent.LeftX, ShuffleComponent.RightX, ShuffleComponent.RightZ); | ||
|  |             float4 r1_wzyx = shuffle(r0z_r1z_r0w_r1w, r0y_r1y_r0x_r1x, ShuffleComponent.LeftW, ShuffleComponent.LeftY, ShuffleComponent.RightY, ShuffleComponent.RightW); | ||
|  |             float4 r2_wzyx = shuffle(r2z_r3z_r2w_r3w, r2y_r3y_r2x_r3x, ShuffleComponent.LeftZ, ShuffleComponent.LeftX, ShuffleComponent.RightX, ShuffleComponent.RightZ); | ||
|  |             float4 r3_wzyx = shuffle(r2z_r3z_r2w_r3w, r2y_r3y_r2x_r3x, ShuffleComponent.LeftW, ShuffleComponent.LeftY, ShuffleComponent.RightY, ShuffleComponent.RightW); | ||
|  |             float4 r0_xyzw = shuffle(r0y_r1y_r0x_r1x, r0z_r1z_r0w_r1w, ShuffleComponent.LeftZ, ShuffleComponent.LeftX, ShuffleComponent.RightX, ShuffleComponent.RightZ); | ||
|  | 
 | ||
|  |             // Calculate remaining inner term pairs. inner terms have zw=-xy, so we only have to calculate xy and can pack two pairs per vector. | ||
|  |             float4 inner12_23 = r1y_r2y_r1x_r2x * r2z_r3z_r2w_r3w - r1z_r2z_r1w_r2w * r2y_r3y_r2x_r3x; | ||
|  |             float4 inner02_13 = r0y_r1y_r0x_r1x * r2z_r3z_r2w_r3w - r0z_r1z_r0w_r1w * r2y_r3y_r2x_r3x; | ||
|  |             float4 inner30_01 = r3z_r0z_r3w_r0w * r0y_r1y_r0x_r1x - r3y_r0y_r3x_r0x * r0z_r1z_r0w_r1w; | ||
|  | 
 | ||
|  |             // Expand inner terms back to 4 components. zw signs still need to be flipped | ||
|  |             float4 inner12 = shuffle(inner12_23, inner12_23, ShuffleComponent.LeftX, ShuffleComponent.LeftZ, ShuffleComponent.RightZ, ShuffleComponent.RightX); | ||
|  |             float4 inner23 = shuffle(inner12_23, inner12_23, ShuffleComponent.LeftY, ShuffleComponent.LeftW, ShuffleComponent.RightW, ShuffleComponent.RightY); | ||
|  | 
 | ||
|  |             float4 inner02 = shuffle(inner02_13, inner02_13, ShuffleComponent.LeftX, ShuffleComponent.LeftZ, ShuffleComponent.RightZ, ShuffleComponent.RightX); | ||
|  |             float4 inner13 = shuffle(inner02_13, inner02_13, ShuffleComponent.LeftY, ShuffleComponent.LeftW, ShuffleComponent.RightW, ShuffleComponent.RightY); | ||
|  | 
 | ||
|  |             // Calculate minors | ||
|  |             float4 minors0 = r3_wzyx * inner12 - r2_wzyx * inner13 + r1_wzyx * inner23; | ||
|  | 
 | ||
|  |             float4 denom = r0_xyzw * minors0; | ||
|  | 
 | ||
|  |             // Horizontal sum of denominator. Free sign flip of z and w compensates for missing flip in inner terms. | ||
|  |             denom = denom + shuffle(denom, denom, ShuffleComponent.LeftY, ShuffleComponent.LeftX, ShuffleComponent.RightW, ShuffleComponent.RightZ);   // x+y        x+y            z+w            z+w | ||
|  |             denom = denom - shuffle(denom, denom, ShuffleComponent.LeftZ, ShuffleComponent.LeftZ, ShuffleComponent.RightX, ShuffleComponent.RightX);   // x+y-z-w  x+y-z-w        z+w-x-y        z+w-x-y | ||
|  | 
 | ||
|  |             float4 rcp_denom_ppnn = float4(1.0f) / denom; | ||
|  |             float4x4 res; | ||
|  |             res.c0 = minors0 * rcp_denom_ppnn; | ||
|  | 
 | ||
|  |             float4 inner30 = shuffle(inner30_01, inner30_01, ShuffleComponent.LeftX, ShuffleComponent.LeftZ, ShuffleComponent.RightZ, ShuffleComponent.RightX); | ||
|  |             float4 inner01 = shuffle(inner30_01, inner30_01, ShuffleComponent.LeftY, ShuffleComponent.LeftW, ShuffleComponent.RightW, ShuffleComponent.RightY); | ||
|  | 
 | ||
|  |             float4 minors1 = r2_wzyx * inner30 - r0_wzyx * inner23 - r3_wzyx * inner02; | ||
|  |             res.c1 = minors1 * rcp_denom_ppnn; | ||
|  | 
 | ||
|  |             float4 minors2 = r0_wzyx * inner13 - r1_wzyx * inner30 - r3_wzyx * inner01; | ||
|  |             res.c2 = minors2 * rcp_denom_ppnn; | ||
|  | 
 | ||
|  |             float4 minors3 = r1_wzyx * inner02 - r0_wzyx * inner12 + r2_wzyx * inner01; | ||
|  |             res.c3 = minors3 * rcp_denom_ppnn; | ||
|  |             return res; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Fast matrix inverse for rigid transforms (orthonormal basis and translation)</summary> | ||
|  |         /// <param name="m">Matrix to invert.</param> | ||
|  |         /// <returns>The inverted matrix.</returns> | ||
|  |         public static float4x4 fastinverse(float4x4 m) | ||
|  |         { | ||
|  |             float4 c0 = m.c0; | ||
|  |             float4 c1 = m.c1; | ||
|  |             float4 c2 = m.c2; | ||
|  |             float4 pos = m.c3; | ||
|  | 
 | ||
|  |             float4 zero = float4(0); | ||
|  | 
 | ||
|  |             float4 t0 = unpacklo(c0, c2); | ||
|  |             float4 t1 = unpacklo(c1, zero); | ||
|  |             float4 t2 = unpackhi(c0, c2); | ||
|  |             float4 t3 = unpackhi(c1, zero); | ||
|  | 
 | ||
|  |             float4 r0 = unpacklo(t0, t1); | ||
|  |             float4 r1 = unpackhi(t0, t1); | ||
|  |             float4 r2 = unpacklo(t2, t3); | ||
|  | 
 | ||
|  |             pos = -(r0 * pos.x + r1 * pos.y + r2 * pos.z); | ||
|  |             pos.w = 1.0f; | ||
|  | 
 | ||
|  |             return float4x4(r0, r1, r2, pos); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns the determinant of a float4x4 matrix.</summary> | ||
|  |         /// <param name="m">Matrix to use when computing determinant.</param> | ||
|  |         /// <returns>The determinant of the matrix.</returns> | ||
|  |         public static float determinant(float4x4 m) | ||
|  |         { | ||
|  |             float4 c0 = m.c0; | ||
|  |             float4 c1 = m.c1; | ||
|  |             float4 c2 = m.c2; | ||
|  |             float4 c3 = m.c3; | ||
|  | 
 | ||
|  |             float m00 = c1.y * (c2.z * c3.w - c2.w * c3.z) - c2.y * (c1.z * c3.w - c1.w * c3.z) + c3.y * (c1.z * c2.w - c1.w * c2.z); | ||
|  |             float m01 = c0.y * (c2.z * c3.w - c2.w * c3.z) - c2.y * (c0.z * c3.w - c0.w * c3.z) + c3.y * (c0.z * c2.w - c0.w * c2.z); | ||
|  |             float m02 = c0.y * (c1.z * c3.w - c1.w * c3.z) - c1.y * (c0.z * c3.w - c0.w * c3.z) + c3.y * (c0.z * c1.w - c0.w * c1.z); | ||
|  |             float m03 = c0.y * (c1.z * c2.w - c1.w * c2.z) - c1.y * (c0.z * c2.w - c0.w * c2.z) + c2.y * (c0.z * c1.w - c0.w * c1.z); | ||
|  | 
 | ||
|  |             return c0.x * m00 - c1.x * m01 + c2.x * m02 - c3.x * m03; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uint hash code of a float4x4 matrix.</summary> | ||
|  |         /// <param name="v">Matrix value to hash.</param> | ||
|  |         /// <returns>uint hash of the argument.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static uint hash(float4x4 v) | ||
|  |         { | ||
|  |             return csum(asuint(v.c0) * uint4(0xC4B1493Fu, 0xBA0966D3u, 0xAFBEE253u, 0x5B419C01u) + | ||
|  |                         asuint(v.c1) * uint4(0x515D90F5u, 0xEC9F68F3u, 0xF9EA92D5u, 0xC2FAFCB9u) + | ||
|  |                         asuint(v.c2) * uint4(0x616E9CA1u, 0xC5C5394Bu, 0xCAE78587u, 0x7A1541C9u) + | ||
|  |                         asuint(v.c3) * uint4(0xF83BD927u, 0x6A243BCBu, 0x509B84C9u, 0x91D13847u)) + 0x52F7230Fu; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary> | ||
|  |         /// Returns a uint4 vector hash code of a float4x4 matrix. | ||
|  |         /// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash | ||
|  |         /// that are only reduced to a narrow uint hash at the very end instead of at every step. | ||
|  |         /// </summary> | ||
|  |         /// <param name="v">Matrix value to hash.</param> | ||
|  |         /// <returns>uint4 hash of the argument.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static uint4 hashwide(float4x4 v) | ||
|  |         { | ||
|  |             return (asuint(v.c0) * uint4(0xCF286E83u, 0xE121E6ADu, 0xC9CA1249u, 0x69B60C81u) + | ||
|  |                     asuint(v.c1) * uint4(0xE0EB6C25u, 0xF648BEABu, 0x6BDB2B07u, 0xEF63C699u) + | ||
|  |                     asuint(v.c2) * uint4(0x9001903Fu, 0xA895B9CDu, 0x9D23B201u, 0x4B01D3E1u) + | ||
|  |                     asuint(v.c3) * uint4(0x7461CA0Du, 0x79725379u, 0xD6258E5Bu, 0xEE390C97u)) + 0x9C8A2F05u; | ||
|  |         } | ||
|  | 
 | ||
|  |     } | ||
|  | } |