//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; using System.Runtime.CompilerServices; using Unity.IL2CPP.CompilerServices; #pragma warning disable 0660, 0661 namespace Unity.Mathematics { /// A 3x4 matrix of floats. [System.Serializable] [Il2CppEagerStaticClassConstruction] public partial struct float3x4 : System.IEquatable, IFormattable { /// Column 0 of the matrix. public float3 c0; /// Column 1 of the matrix. public float3 c1; /// Column 2 of the matrix. public float3 c2; /// Column 3 of the matrix. public float3 c3; /// float3x4 zero value. public static readonly float3x4 zero; /// Constructs a float3x4 matrix from four float3 vectors. /// The matrix column c0 will be set to this value. /// The matrix column c1 will be set to this value. /// The matrix column c2 will be set to this value. /// The matrix column c3 will be set to this value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(float3 c0, float3 c1, float3 c2, float3 c3) { this.c0 = c0; this.c1 = c1; this.c2 = c2; this.c3 = c3; } /// Constructs a float3x4 matrix from 12 float values given in row-major order. /// The matrix at row 0, column 0 will be set to this value. /// The matrix at row 0, column 1 will be set to this value. /// The matrix at row 0, column 2 will be set to this value. /// The matrix at row 0, column 3 will be set to this value. /// The matrix at row 1, column 0 will be set to this value. /// The matrix at row 1, column 1 will be set to this value. /// The matrix at row 1, column 2 will be set to this value. /// The matrix at row 1, column 3 will be set to this value. /// The matrix at row 2, column 0 will be set to this value. /// The matrix at row 2, column 1 will be set to this value. /// The matrix at row 2, column 2 will be set to this value. /// The matrix at row 2, column 3 will be set to this value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23) { this.c0 = new float3(m00, m10, m20); this.c1 = new float3(m01, m11, m21); this.c2 = new float3(m02, m12, m22); this.c3 = new float3(m03, m13, m23); } /// Constructs a float3x4 matrix from a single float value by assigning it to every component. /// float to convert to float3x4 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(float v) { this.c0 = v; this.c1 = v; this.c2 = v; this.c3 = v; } /// Constructs a float3x4 matrix from a single bool value by converting it to float and assigning it to every component. /// bool to convert to float3x4 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(bool v) { this.c0 = math.select(new float3(0.0f), new float3(1.0f), v); this.c1 = math.select(new float3(0.0f), new float3(1.0f), v); this.c2 = math.select(new float3(0.0f), new float3(1.0f), v); this.c3 = math.select(new float3(0.0f), new float3(1.0f), v); } /// Constructs a float3x4 matrix from a bool3x4 matrix by componentwise conversion. /// bool3x4 to convert to float3x4 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(bool3x4 v) { this.c0 = math.select(new float3(0.0f), new float3(1.0f), v.c0); this.c1 = math.select(new float3(0.0f), new float3(1.0f), v.c1); this.c2 = math.select(new float3(0.0f), new float3(1.0f), v.c2); this.c3 = math.select(new float3(0.0f), new float3(1.0f), v.c3); } /// Constructs a float3x4 matrix from a single int value by converting it to float and assigning it to every component. /// int to convert to float3x4 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(int v) { this.c0 = v; this.c1 = v; this.c2 = v; this.c3 = v; } /// Constructs a float3x4 matrix from a int3x4 matrix by componentwise conversion. /// int3x4 to convert to float3x4 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(int3x4 v) { this.c0 = v.c0; this.c1 = v.c1; this.c2 = v.c2; this.c3 = v.c3; } /// Constructs a float3x4 matrix from a single uint value by converting it to float and assigning it to every component. /// uint to convert to float3x4 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(uint v) { this.c0 = v; this.c1 = v; this.c2 = v; this.c3 = v; } /// Constructs a float3x4 matrix from a uint3x4 matrix by componentwise conversion. /// uint3x4 to convert to float3x4 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(uint3x4 v) { this.c0 = v.c0; this.c1 = v.c1; this.c2 = v.c2; this.c3 = v.c3; } /// Constructs a float3x4 matrix from a single double value by converting it to float and assigning it to every component. /// double to convert to float3x4 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(double v) { this.c0 = (float3)v; this.c1 = (float3)v; this.c2 = (float3)v; this.c3 = (float3)v; } /// Constructs a float3x4 matrix from a double3x4 matrix by componentwise conversion. /// double3x4 to convert to float3x4 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3x4(double3x4 v) { this.c0 = (float3)v.c0; this.c1 = (float3)v.c1; this.c2 = (float3)v.c2; this.c3 = (float3)v.c3; } /// Implicitly converts a single float value to a float3x4 matrix by assigning it to every component. /// float to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3x4(float v) { return new float3x4(v); } /// Explicitly converts a single bool value to a float3x4 matrix by converting it to float and assigning it to every component. /// bool to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float3x4(bool v) { return new float3x4(v); } /// Explicitly converts a bool3x4 matrix to a float3x4 matrix by componentwise conversion. /// bool3x4 to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float3x4(bool3x4 v) { return new float3x4(v); } /// Implicitly converts a single int value to a float3x4 matrix by converting it to float and assigning it to every component. /// int to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3x4(int v) { return new float3x4(v); } /// Implicitly converts a int3x4 matrix to a float3x4 matrix by componentwise conversion. /// int3x4 to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3x4(int3x4 v) { return new float3x4(v); } /// Implicitly converts a single uint value to a float3x4 matrix by converting it to float and assigning it to every component. /// uint to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3x4(uint v) { return new float3x4(v); } /// Implicitly converts a uint3x4 matrix to a float3x4 matrix by componentwise conversion. /// uint3x4 to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3x4(uint3x4 v) { return new float3x4(v); } /// Explicitly converts a single double value to a float3x4 matrix by converting it to float and assigning it to every component. /// double to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float3x4(double v) { return new float3x4(v); } /// Explicitly converts a double3x4 matrix to a float3x4 matrix by componentwise conversion. /// double3x4 to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float3x4(double3x4 v) { return new float3x4(v); } /// Returns the result of a componentwise multiplication operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise multiplication. /// Right hand side float3x4 to use to compute componentwise multiplication. /// float3x4 result of the componentwise multiplication. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator * (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1, lhs.c2 * rhs.c2, lhs.c3 * rhs.c3); } /// Returns the result of a componentwise multiplication operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise multiplication. /// Right hand side float to use to compute componentwise multiplication. /// float3x4 result of the componentwise multiplication. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator * (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 * rhs, lhs.c1 * rhs, lhs.c2 * rhs, lhs.c3 * rhs); } /// Returns the result of a componentwise multiplication operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise multiplication. /// Right hand side float3x4 to use to compute componentwise multiplication. /// float3x4 result of the componentwise multiplication. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator * (float lhs, float3x4 rhs) { return new float3x4 (lhs * rhs.c0, lhs * rhs.c1, lhs * rhs.c2, lhs * rhs.c3); } /// Returns the result of a componentwise addition operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise addition. /// Right hand side float3x4 to use to compute componentwise addition. /// float3x4 result of the componentwise addition. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator + (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1, lhs.c2 + rhs.c2, lhs.c3 + rhs.c3); } /// Returns the result of a componentwise addition operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise addition. /// Right hand side float to use to compute componentwise addition. /// float3x4 result of the componentwise addition. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator + (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 + rhs, lhs.c1 + rhs, lhs.c2 + rhs, lhs.c3 + rhs); } /// Returns the result of a componentwise addition operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise addition. /// Right hand side float3x4 to use to compute componentwise addition. /// float3x4 result of the componentwise addition. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator + (float lhs, float3x4 rhs) { return new float3x4 (lhs + rhs.c0, lhs + rhs.c1, lhs + rhs.c2, lhs + rhs.c3); } /// Returns the result of a componentwise subtraction operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise subtraction. /// Right hand side float3x4 to use to compute componentwise subtraction. /// float3x4 result of the componentwise subtraction. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator - (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1, lhs.c2 - rhs.c2, lhs.c3 - rhs.c3); } /// Returns the result of a componentwise subtraction operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise subtraction. /// Right hand side float to use to compute componentwise subtraction. /// float3x4 result of the componentwise subtraction. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator - (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 - rhs, lhs.c1 - rhs, lhs.c2 - rhs, lhs.c3 - rhs); } /// Returns the result of a componentwise subtraction operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise subtraction. /// Right hand side float3x4 to use to compute componentwise subtraction. /// float3x4 result of the componentwise subtraction. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator - (float lhs, float3x4 rhs) { return new float3x4 (lhs - rhs.c0, lhs - rhs.c1, lhs - rhs.c2, lhs - rhs.c3); } /// Returns the result of a componentwise division operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise division. /// Right hand side float3x4 to use to compute componentwise division. /// float3x4 result of the componentwise division. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator / (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1, lhs.c2 / rhs.c2, lhs.c3 / rhs.c3); } /// Returns the result of a componentwise division operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise division. /// Right hand side float to use to compute componentwise division. /// float3x4 result of the componentwise division. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator / (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 / rhs, lhs.c1 / rhs, lhs.c2 / rhs, lhs.c3 / rhs); } /// Returns the result of a componentwise division operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise division. /// Right hand side float3x4 to use to compute componentwise division. /// float3x4 result of the componentwise division. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator / (float lhs, float3x4 rhs) { return new float3x4 (lhs / rhs.c0, lhs / rhs.c1, lhs / rhs.c2, lhs / rhs.c3); } /// Returns the result of a componentwise modulus operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise modulus. /// Right hand side float3x4 to use to compute componentwise modulus. /// float3x4 result of the componentwise modulus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator % (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1, lhs.c2 % rhs.c2, lhs.c3 % rhs.c3); } /// Returns the result of a componentwise modulus operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise modulus. /// Right hand side float to use to compute componentwise modulus. /// float3x4 result of the componentwise modulus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator % (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 % rhs, lhs.c1 % rhs, lhs.c2 % rhs, lhs.c3 % rhs); } /// Returns the result of a componentwise modulus operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise modulus. /// Right hand side float3x4 to use to compute componentwise modulus. /// float3x4 result of the componentwise modulus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator % (float lhs, float3x4 rhs) { return new float3x4 (lhs % rhs.c0, lhs % rhs.c1, lhs % rhs.c2, lhs % rhs.c3); } /// Returns the result of a componentwise increment operation on a float3x4 matrix. /// Value to use when computing the componentwise increment. /// float3x4 result of the componentwise increment. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator ++ (float3x4 val) { return new float3x4 (++val.c0, ++val.c1, ++val.c2, ++val.c3); } /// Returns the result of a componentwise decrement operation on a float3x4 matrix. /// Value to use when computing the componentwise decrement. /// float3x4 result of the componentwise decrement. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator -- (float3x4 val) { return new float3x4 (--val.c0, --val.c1, --val.c2, --val.c3); } /// Returns the result of a componentwise less than operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise less than. /// Right hand side float3x4 to use to compute componentwise less than. /// bool3x4 result of the componentwise less than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator < (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1, lhs.c2 < rhs.c2, lhs.c3 < rhs.c3); } /// Returns the result of a componentwise less than operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise less than. /// Right hand side float to use to compute componentwise less than. /// bool3x4 result of the componentwise less than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator < (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 < rhs, lhs.c1 < rhs, lhs.c2 < rhs, lhs.c3 < rhs); } /// Returns the result of a componentwise less than operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise less than. /// Right hand side float3x4 to use to compute componentwise less than. /// bool3x4 result of the componentwise less than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator < (float lhs, float3x4 rhs) { return new bool3x4 (lhs < rhs.c0, lhs < rhs.c1, lhs < rhs.c2, lhs < rhs.c3); } /// Returns the result of a componentwise less or equal operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise less or equal. /// Right hand side float3x4 to use to compute componentwise less or equal. /// bool3x4 result of the componentwise less or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator <= (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1, lhs.c2 <= rhs.c2, lhs.c3 <= rhs.c3); } /// Returns the result of a componentwise less or equal operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise less or equal. /// Right hand side float to use to compute componentwise less or equal. /// bool3x4 result of the componentwise less or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator <= (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 <= rhs, lhs.c1 <= rhs, lhs.c2 <= rhs, lhs.c3 <= rhs); } /// Returns the result of a componentwise less or equal operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise less or equal. /// Right hand side float3x4 to use to compute componentwise less or equal. /// bool3x4 result of the componentwise less or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator <= (float lhs, float3x4 rhs) { return new bool3x4 (lhs <= rhs.c0, lhs <= rhs.c1, lhs <= rhs.c2, lhs <= rhs.c3); } /// Returns the result of a componentwise greater than operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise greater than. /// Right hand side float3x4 to use to compute componentwise greater than. /// bool3x4 result of the componentwise greater than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator > (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1, lhs.c2 > rhs.c2, lhs.c3 > rhs.c3); } /// Returns the result of a componentwise greater than operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise greater than. /// Right hand side float to use to compute componentwise greater than. /// bool3x4 result of the componentwise greater than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator > (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 > rhs, lhs.c1 > rhs, lhs.c2 > rhs, lhs.c3 > rhs); } /// Returns the result of a componentwise greater than operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise greater than. /// Right hand side float3x4 to use to compute componentwise greater than. /// bool3x4 result of the componentwise greater than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator > (float lhs, float3x4 rhs) { return new bool3x4 (lhs > rhs.c0, lhs > rhs.c1, lhs > rhs.c2, lhs > rhs.c3); } /// Returns the result of a componentwise greater or equal operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise greater or equal. /// Right hand side float3x4 to use to compute componentwise greater or equal. /// bool3x4 result of the componentwise greater or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator >= (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1, lhs.c2 >= rhs.c2, lhs.c3 >= rhs.c3); } /// Returns the result of a componentwise greater or equal operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise greater or equal. /// Right hand side float to use to compute componentwise greater or equal. /// bool3x4 result of the componentwise greater or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator >= (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 >= rhs, lhs.c1 >= rhs, lhs.c2 >= rhs, lhs.c3 >= rhs); } /// Returns the result of a componentwise greater or equal operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise greater or equal. /// Right hand side float3x4 to use to compute componentwise greater or equal. /// bool3x4 result of the componentwise greater or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator >= (float lhs, float3x4 rhs) { return new bool3x4 (lhs >= rhs.c0, lhs >= rhs.c1, lhs >= rhs.c2, lhs >= rhs.c3); } /// Returns the result of a componentwise unary minus operation on a float3x4 matrix. /// Value to use when computing the componentwise unary minus. /// float3x4 result of the componentwise unary minus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator - (float3x4 val) { return new float3x4 (-val.c0, -val.c1, -val.c2, -val.c3); } /// Returns the result of a componentwise unary plus operation on a float3x4 matrix. /// Value to use when computing the componentwise unary plus. /// float3x4 result of the componentwise unary plus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 operator + (float3x4 val) { return new float3x4 (+val.c0, +val.c1, +val.c2, +val.c3); } /// Returns the result of a componentwise equality operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise equality. /// Right hand side float3x4 to use to compute componentwise equality. /// bool3x4 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator == (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2, lhs.c3 == rhs.c3); } /// Returns the result of a componentwise equality operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise equality. /// Right hand side float to use to compute componentwise equality. /// bool3x4 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator == (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs, lhs.c3 == rhs); } /// Returns the result of a componentwise equality operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise equality. /// Right hand side float3x4 to use to compute componentwise equality. /// bool3x4 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator == (float lhs, float3x4 rhs) { return new bool3x4 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2, lhs == rhs.c3); } /// Returns the result of a componentwise not equal operation on two float3x4 matrices. /// Left hand side float3x4 to use to compute componentwise not equal. /// Right hand side float3x4 to use to compute componentwise not equal. /// bool3x4 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator != (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1, lhs.c2 != rhs.c2, lhs.c3 != rhs.c3); } /// Returns the result of a componentwise not equal operation on a float3x4 matrix and a float value. /// Left hand side float3x4 to use to compute componentwise not equal. /// Right hand side float to use to compute componentwise not equal. /// bool3x4 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator != (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 != rhs, lhs.c1 != rhs, lhs.c2 != rhs, lhs.c3 != rhs); } /// Returns the result of a componentwise not equal operation on a float value and a float3x4 matrix. /// Left hand side float to use to compute componentwise not equal. /// Right hand side float3x4 to use to compute componentwise not equal. /// bool3x4 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3x4 operator != (float lhs, float3x4 rhs) { return new bool3x4 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2, lhs != rhs.c3); } /// Returns the float3 element at a specified index. unsafe public ref float3 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 (float3x4* array = &this) { return ref ((float3*)array)[index]; } } } /// Returns true if the float3x4 is equal to a given float3x4, false otherwise. /// Right hand side argument to compare equality with. /// The result of the equality comparison. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(float3x4 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2) && c3.Equals(rhs.c3); } /// Returns true if the float3x4 is equal to a given float3x4, false otherwise. /// Right hand side argument to compare equality with. /// The result of the equality comparison. public override bool Equals(object o) { return o is float3x4 converted && Equals(converted); } /// Returns a hash code for the float3x4. /// The computed hash code. [MethodImpl(MethodImplOptions.AggressiveInlining)] public override int GetHashCode() { return (int)math.hash(this); } /// Returns a string representation of the float3x4. /// String representation of the value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public override string ToString() { return string.Format("float3x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f, {9}f, {10}f, {11}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); } /// Returns a string representation of the float3x4 using a specified format and culture-specific format information. /// Format string to use during string formatting. /// Format provider to use during string formatting. /// String representation of the value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public string ToString(string format, IFormatProvider formatProvider) { return string.Format("float3x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f, {9}f, {10}f, {11}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)); } } public static partial class math { /// Returns a float3x4 matrix constructed from four float3 vectors. /// The matrix column c0 will be set to this value. /// The matrix column c1 will be set to this value. /// The matrix column c2 will be set to this value. /// The matrix column c3 will be set to this value. /// float3x4 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(float3 c0, float3 c1, float3 c2, float3 c3) { return new float3x4(c0, c1, c2, c3); } /// Returns a float3x4 matrix constructed from from 12 float values given in row-major order. /// The matrix at row 0, column 0 will be set to this value. /// The matrix at row 0, column 1 will be set to this value. /// The matrix at row 0, column 2 will be set to this value. /// The matrix at row 0, column 3 will be set to this value. /// The matrix at row 1, column 0 will be set to this value. /// The matrix at row 1, column 1 will be set to this value. /// The matrix at row 1, column 2 will be set to this value. /// The matrix at row 1, column 3 will be set to this value. /// The matrix at row 2, column 0 will be set to this value. /// The matrix at row 2, column 1 will be set to this value. /// The matrix at row 2, column 2 will be set to this value. /// The matrix at row 2, column 3 will be set to this value. /// float3x4 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23) { return new float3x4(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23); } /// Returns a float3x4 matrix constructed from a single float value by assigning it to every component. /// float to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(float v) { return new float3x4(v); } /// Returns a float3x4 matrix constructed from a single bool value by converting it to float and assigning it to every component. /// bool to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(bool v) { return new float3x4(v); } /// Return a float3x4 matrix constructed from a bool3x4 matrix by componentwise conversion. /// bool3x4 to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(bool3x4 v) { return new float3x4(v); } /// Returns a float3x4 matrix constructed from a single int value by converting it to float and assigning it to every component. /// int to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(int v) { return new float3x4(v); } /// Return a float3x4 matrix constructed from a int3x4 matrix by componentwise conversion. /// int3x4 to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(int3x4 v) { return new float3x4(v); } /// Returns a float3x4 matrix constructed from a single uint value by converting it to float and assigning it to every component. /// uint to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(uint v) { return new float3x4(v); } /// Return a float3x4 matrix constructed from a uint3x4 matrix by componentwise conversion. /// uint3x4 to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(uint3x4 v) { return new float3x4(v); } /// Returns a float3x4 matrix constructed from a single double value by converting it to float and assigning it to every component. /// double to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(double v) { return new float3x4(v); } /// Return a float3x4 matrix constructed from a double3x4 matrix by componentwise conversion. /// double3x4 to convert to float3x4 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3x4 float3x4(double3x4 v) { return new float3x4(v); } /// Return the float4x3 transpose of a float3x4 matrix. /// Value to transpose. /// Transposed value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float4x3 transpose(float3x4 v) { return float4x3( v.c0.x, v.c0.y, v.c0.z, v.c1.x, v.c1.y, v.c1.z, v.c2.x, v.c2.y, v.c2.z, v.c3.x, v.c3.y, v.c3.z); } /// Fast matrix inverse for rigid transforms (orthonormal basis and translation) /// Matrix to invert. /// The inverted matrix. public static float3x4 fastinverse(float3x4 m) { float3 c0 = m.c0; float3 c1 = m.c1; float3 c2 = m.c2; float3 pos = m.c3; float3 r0 = float3(c0.x, c1.x, c2.x); float3 r1 = float3(c0.y, c1.y, c2.y); float3 r2 = float3(c0.z, c1.z, c2.z); pos = -(r0 * pos.x + r1 * pos.y + r2 * pos.z); return float3x4(r0, r1, r2, pos); } /// Returns a uint hash code of a float3x4 matrix. /// Matrix value to hash. /// uint hash of the argument. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static uint hash(float3x4 v) { return csum(asuint(v.c0) * uint3(0xF9EA92D5u, 0xC2FAFCB9u, 0x616E9CA1u) + asuint(v.c1) * uint3(0xC5C5394Bu, 0xCAE78587u, 0x7A1541C9u) + asuint(v.c2) * uint3(0xF83BD927u, 0x6A243BCBu, 0x509B84C9u) + asuint(v.c3) * uint3(0x91D13847u, 0x52F7230Fu, 0xCF286E83u)) + 0xE121E6ADu; } /// /// Returns a uint3 vector hash code of a float3x4 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. /// /// Matrix value to hash. /// uint3 hash of the argument. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static uint3 hashwide(float3x4 v) { return (asuint(v.c0) * uint3(0xC9CA1249u, 0x69B60C81u, 0xE0EB6C25u) + asuint(v.c1) * uint3(0xF648BEABu, 0x6BDB2B07u, 0xEF63C699u) + asuint(v.c2) * uint3(0x9001903Fu, 0xA895B9CDu, 0x9D23B201u) + asuint(v.c3) * uint3(0x4B01D3E1u, 0x7461CA0Du, 0x79725379u)) + 0xD6258E5Bu; } } }