UnityGame/Library/PackageCache/com.unity.mathematics/Unity.Mathematics/math_unity_conversion.cs

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2024-10-27 10:53:47 +03:00
#if !UNITY_DOTSPLAYER
using UnityEngine;
#pragma warning disable 0660, 0661
namespace Unity.Mathematics
{
public partial struct float2
{
/// <summary>
/// Converts a float2 to Vector2.
/// </summary>
/// <param name="v">float2 to convert.</param>
/// <returns>The converted Vector2.</returns>
public static implicit operator Vector2(float2 v) { return new Vector2(v.x, v.y); }
/// <summary>
/// Converts a Vector2 to float2.
/// </summary>
/// <param name="v">Vector2 to convert.</param>
/// <returns>The converted float2.</returns>
public static implicit operator float2(Vector2 v) { return new float2(v.x, v.y); }
}
public partial struct float3
{
/// <summary>
/// Converts a float3 to Vector3.
/// </summary>
/// <param name="v">float3 to convert.</param>
/// <returns>The converted Vector3.</returns>
public static implicit operator Vector3(float3 v) { return new Vector3(v.x, v.y, v.z); }
/// <summary>
/// Converts a Vector3 to float3.
/// </summary>
/// <param name="v">Vector3 to convert.</param>
/// <returns>The converted float3.</returns>
public static implicit operator float3(Vector3 v) { return new float3(v.x, v.y, v.z); }
}
public partial struct float4
{
/// <summary>
/// Converts a Vector4 to float4.
/// </summary>
/// <param name="v">Vector4 to convert.</param>
/// <returns>The converted float4.</returns>
public static implicit operator float4(Vector4 v) { return new float4(v.x, v.y, v.z, v.w); }
/// <summary>
/// Converts a float4 to Vector4.
/// </summary>
/// <param name="v">float4 to convert.</param>
/// <returns>The converted Vector4.</returns>
public static implicit operator Vector4(float4 v) { return new Vector4(v.x, v.y, v.z, v.w); }
}
public partial struct quaternion
{
/// <summary>
/// Converts a quaternion to Quaternion.
/// </summary>
/// <param name="q">quaternion to convert.</param>
/// <returns>The converted Quaternion.</returns>
public static implicit operator Quaternion(quaternion q) { return new Quaternion(q.value.x, q.value.y, q.value.z, q.value.w); }
/// <summary>
/// Converts a Quaternion to quaternion.
/// </summary>
/// <param name="q">Quaternion to convert.</param>
/// <returns>The converted quaternion.</returns>
public static implicit operator quaternion(Quaternion q) { return new quaternion(q.x, q.y, q.z, q.w); }
}
public partial struct float4x4
{
/// <summary>
/// Converts a Matrix4x4 to float4x4.
/// </summary>
/// <param name="m">Matrix4x4 to convert.</param>
/// <returns>The converted float4x4.</returns>
public static implicit operator float4x4(Matrix4x4 m) { return new float4x4(m.GetColumn(0), m.GetColumn(1), m.GetColumn(2), m.GetColumn(3)); }
/// <summary>
/// Converts a float4x4 to Matrix4x4.
/// </summary>
/// <param name="m">float4x4 to convert.</param>
/// <returns>The converted Matrix4x4.</returns>
public static implicit operator Matrix4x4(float4x4 m) { return new Matrix4x4(m.c0, m.c1, m.c2, m.c3); }
}
}
#endif