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using System; |
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|
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namespace Oni |
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{ |
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internal struct Vector4 : IEquatable<Vector4> |
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{ |
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public float X; |
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public float Y; |
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public float Z; |
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public float W; |
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|
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public Vector4(float all) |
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{ |
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X = all; |
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Y = all; |
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Z = all; |
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W = all; |
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} |
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|
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public Vector4(Vector3 v, float w) |
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{ |
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X = v.X; |
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Y = v.Y; |
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Z = v.Z; |
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W = w; |
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} |
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|
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public Vector4(float x, float y, float z, float w) |
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{ |
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X = x; |
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Y = y; |
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Z = z; |
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W = w; |
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} |
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|
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public Vector3 XYZ |
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{ |
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get |
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{ |
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return new Vector3(X, Y, Z); |
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} |
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set |
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{ |
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X = value.X; |
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Y = value.Y; |
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Z = value.Z; |
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} |
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} |
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|
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public static Vector4 operator +(Vector4 v1, Vector4 v2) |
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{ |
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v1.X += v2.X; |
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v1.Y += v2.Y; |
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v1.Z += v2.Z; |
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v1.W += v2.W; |
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|
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return v1; |
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} |
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|
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public static Vector4 operator -(Vector4 v1, Vector4 v2) |
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{ |
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v1.X -= v2.X; |
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v1.Y -= v2.Y; |
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v1.Z -= v2.Z; |
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v1.W -= v2.W; |
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|
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return v1; |
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} |
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|
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public static Vector4 operator *(Vector4 v, float s) |
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{ |
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v.X *= s; |
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v.Y *= s; |
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v.Z *= s; |
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v.W *= s; |
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|
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return v; |
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} |
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|
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public static Vector4 operator *(float s, Vector4 v) => v * s; |
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|
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public static Vector4 operator /(Vector4 v, float s) => v * (1.0f / s); |
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|
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public static float Dot(Vector4 v1, Vector4 v2) => v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z + v1.W * v2.W; |
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|
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public static Vector4 Min(Vector4 v1, Vector4 v2) |
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{ |
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v1.X = (v1.X < v2.X) ? v1.X : v2.X; |
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v1.Y = (v1.Y < v2.Y) ? v1.Y : v2.Y; |
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v1.Z = (v1.Z < v2.Z) ? v1.Z : v2.Z; |
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v1.W = (v1.W < v2.W) ? v1.W : v2.W; |
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|
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return v1; |
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} |
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|
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public static Vector4 Max(Vector4 v1, Vector4 v2) |
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{ |
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v1.X = (v1.X > v2.X) ? v1.X : v2.X; |
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v1.Y = (v1.Y > v2.Y) ? v1.Y : v2.Y; |
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v1.Z = (v1.Z > v2.Z) ? v1.Z : v2.Z; |
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v1.W = (v1.W > v2.W) ? v1.W : v2.W; |
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|
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return v1; |
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} |
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|
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public static Vector4 Normalize(Vector4 v) => v * (1.0f / v.Length()); |
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public float LengthSquared() => X * X + Y * Y + Z * Z + W * W; |
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public float Length() => FMath.Sqrt(LengthSquared()); |
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public static bool EqualsEps(Vector4 v1, Vector4 v2) |
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{ |
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Vector4 d = v2 - v1; |
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float dx = Math.Abs(d.X); |
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float dy = Math.Abs(d.Y); |
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float dz = Math.Abs(d.Z); |
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float dw = Math.Abs(d.W); |
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return (dx < 0.0001f && dy < 0.0001f && dz < 0.0001f && dw < 0.0001f); |
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} |
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public static bool operator ==(Vector4 v1, Vector4 v2) => v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z && v1.W == v2.W; |
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public static bool operator !=(Vector4 v1, Vector4 v2) => v1.X != v2.X || v1.Y != v2.Y || v1.Z != v2.Z || v1.W != v2.W; |
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public bool Equals(Vector4 other) => X == other.X && Y == other.Y && Z == other.Z && W == other.W; |
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public override bool Equals(object obj) => obj is Vector4 && Equals((Vector4)obj); |
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public override int GetHashCode() => X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode(); |
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public override string ToString() => $"{{{X} {Y} {Z} {W}}}"; |
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private static Vector4 zero = new Vector4(); |
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private static Vector4 one = new Vector4(1.0f); |
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private static Vector4 unitX = new Vector4(1.0f, 0.0f, 0.0f, 0.0f); |
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private static Vector4 unitY = new Vector4(0.0f, 1.0f, 0.0f, 0.0f); |
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private static Vector4 unitZ = new Vector4(0.0f, 0.0f, 1.0f, 0.0f); |
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private static Vector4 unitW = new Vector4(0.0f, 0.0f, 0.0f, 1.0f); |
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public static Vector4 Zero => zero; |
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public static Vector4 One => one; |
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public static Vector4 UnitX => unitX; |
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public static Vector4 UnitY => unitY; |
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public static Vector4 UnitZ => unitZ; |
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public static Vector4 UnitW => unitW; |
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} |
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} |