using Unity.Mathematics; namespace Burst.Compiler.IL.Tests { internal static partial class Vectors { public static int ConvertToInt(bool4 result) { return ConvertToInt(result.x) + ConvertToInt(result.y) * 10 + ConvertToInt(result.z) * 100 + ConvertToInt(result.w) * 1000; } public static int ConvertToInt(bool3 result) { return ConvertToInt(result.x) + ConvertToInt(result.y) * 10 + ConvertToInt(result.z) * 100; } public static int ConvertToInt(bool2 result) { return ConvertToInt(result.x) + ConvertToInt(result.y) * 10; } public static float ConvertToFloat(float4 result) { return result.x + result.y * 10.0f + result.z * 100.0f + result.w * 1000.0f; } public static double ConvertToDouble(double4 result) { return result.x + result.y * 10.0 + result.z * 100.0 + result.w * 1000.0; } public static float ConvertToFloat(float3 result) { return result.x + result.y * 10.0f + result.z * 100.0f; } public static double ConvertToDouble(double3 result) { return result.x + result.y * 10.0 + result.z * 100.0; } public static float ConvertToFloat(float2 result) { return result.x + result.y * 10.0f; } public static double ConvertToDouble(double2 result) { return result.x + result.y * 10.0; } public static int ConvertToInt(int4 result) { return result.x + result.y * 10 + result.z * 100 + result.w * 1000; } public static int ConvertToInt(int3 result) { return result.x + result.y * 10 + result.z * 100; } public static int ConvertToInt(int2 result) { return result.x + result.y * 10; } public static int ConvertToInt(uint4 result) { return (int)(result.x + result.y * 10 + result.z * 100 + result.w * 1000); } public static int ConvertToInt(uint3 result) { return (int)(result.x + result.y * 10 + result.z * 100); } public static int ConvertToInt(uint2 result) { return (int)(result.x + result.y * 10); } public static int ConvertToInt(bool value) { return value ? 1 : 0; } } }