//------------------------------------------------------------------------------
//
// 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.
//
//------------------------------------------------------------------------------
using System;
using System.Runtime.CompilerServices;
using Unity.IL2CPP.CompilerServices;
#pragma warning disable 0660, 0661
namespace Unity.Mathematics
{
/// A 4x2 matrix of floats.
[System.Serializable]
[Il2CppEagerStaticClassConstruction]
public partial struct float4x2 : System.IEquatable, IFormattable
{
/// Column 0 of the matrix.
public float4 c0;
/// Column 1 of the matrix.
public float4 c1;
/// float4x2 zero value.
public static readonly float4x2 zero;
/// Constructs a float4x2 matrix from two float4 vectors.
/// The matrix column c0 will be set to this value.
/// The matrix column c1 will be set to this value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(float4 c0, float4 c1)
{
this.c0 = c0;
this.c1 = c1;
}
/// Constructs a float4x2 matrix from 8 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 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 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 3, column 0 will be set to this value.
/// The matrix at row 3, column 1 will be set to this value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(float m00, float m01,
float m10, float m11,
float m20, float m21,
float m30, float m31)
{
this.c0 = new float4(m00, m10, m20, m30);
this.c1 = new float4(m01, m11, m21, m31);
}
/// Constructs a float4x2 matrix from a single float value by assigning it to every component.
/// float to convert to float4x2
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(float v)
{
this.c0 = v;
this.c1 = v;
}
/// Constructs a float4x2 matrix from a single bool value by converting it to float and assigning it to every component.
/// bool to convert to float4x2
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(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);
}
/// Constructs a float4x2 matrix from a bool4x2 matrix by componentwise conversion.
/// bool4x2 to convert to float4x2
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(bool4x2 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);
}
/// Constructs a float4x2 matrix from a single int value by converting it to float and assigning it to every component.
/// int to convert to float4x2
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(int v)
{
this.c0 = v;
this.c1 = v;
}
/// Constructs a float4x2 matrix from a int4x2 matrix by componentwise conversion.
/// int4x2 to convert to float4x2
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(int4x2 v)
{
this.c0 = v.c0;
this.c1 = v.c1;
}
/// Constructs a float4x2 matrix from a single uint value by converting it to float and assigning it to every component.
/// uint to convert to float4x2
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(uint v)
{
this.c0 = v;
this.c1 = v;
}
/// Constructs a float4x2 matrix from a uint4x2 matrix by componentwise conversion.
/// uint4x2 to convert to float4x2
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(uint4x2 v)
{
this.c0 = v.c0;
this.c1 = v.c1;
}
/// Constructs a float4x2 matrix from a single double value by converting it to float and assigning it to every component.
/// double to convert to float4x2
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(double v)
{
this.c0 = (float4)v;
this.c1 = (float4)v;
}
/// Constructs a float4x2 matrix from a double4x2 matrix by componentwise conversion.
/// double4x2 to convert to float4x2
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4x2(double4x2 v)
{
this.c0 = (float4)v.c0;
this.c1 = (float4)v.c1;
}
/// Implicitly converts a single float value to a float4x2 matrix by assigning it to every component.
/// float to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float4x2(float v) { return new float4x2(v); }
/// Explicitly converts a single bool value to a float4x2 matrix by converting it to float and assigning it to every component.
/// bool to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float4x2(bool v) { return new float4x2(v); }
/// Explicitly converts a bool4x2 matrix to a float4x2 matrix by componentwise conversion.
/// bool4x2 to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float4x2(bool4x2 v) { return new float4x2(v); }
/// Implicitly converts a single int value to a float4x2 matrix by converting it to float and assigning it to every component.
/// int to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float4x2(int v) { return new float4x2(v); }
/// Implicitly converts a int4x2 matrix to a float4x2 matrix by componentwise conversion.
/// int4x2 to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float4x2(int4x2 v) { return new float4x2(v); }
/// Implicitly converts a single uint value to a float4x2 matrix by converting it to float and assigning it to every component.
/// uint to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float4x2(uint v) { return new float4x2(v); }
/// Implicitly converts a uint4x2 matrix to a float4x2 matrix by componentwise conversion.
/// uint4x2 to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator float4x2(uint4x2 v) { return new float4x2(v); }
/// Explicitly converts a single double value to a float4x2 matrix by converting it to float and assigning it to every component.
/// double to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float4x2(double v) { return new float4x2(v); }
/// Explicitly converts a double4x2 matrix to a float4x2 matrix by componentwise conversion.
/// double4x2 to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator float4x2(double4x2 v) { return new float4x2(v); }
/// Returns the result of a componentwise multiplication operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise multiplication.
/// Right hand side float4x2 to use to compute componentwise multiplication.
/// float4x2 result of the componentwise multiplication.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator * (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1); }
/// Returns the result of a componentwise multiplication operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise multiplication.
/// Right hand side float to use to compute componentwise multiplication.
/// float4x2 result of the componentwise multiplication.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator * (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 * rhs, lhs.c1 * rhs); }
/// Returns the result of a componentwise multiplication operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise multiplication.
/// Right hand side float4x2 to use to compute componentwise multiplication.
/// float4x2 result of the componentwise multiplication.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator * (float lhs, float4x2 rhs) { return new float4x2 (lhs * rhs.c0, lhs * rhs.c1); }
/// Returns the result of a componentwise addition operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise addition.
/// Right hand side float4x2 to use to compute componentwise addition.
/// float4x2 result of the componentwise addition.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator + (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1); }
/// Returns the result of a componentwise addition operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise addition.
/// Right hand side float to use to compute componentwise addition.
/// float4x2 result of the componentwise addition.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator + (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 + rhs, lhs.c1 + rhs); }
/// Returns the result of a componentwise addition operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise addition.
/// Right hand side float4x2 to use to compute componentwise addition.
/// float4x2 result of the componentwise addition.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator + (float lhs, float4x2 rhs) { return new float4x2 (lhs + rhs.c0, lhs + rhs.c1); }
/// Returns the result of a componentwise subtraction operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise subtraction.
/// Right hand side float4x2 to use to compute componentwise subtraction.
/// float4x2 result of the componentwise subtraction.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator - (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1); }
/// Returns the result of a componentwise subtraction operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise subtraction.
/// Right hand side float to use to compute componentwise subtraction.
/// float4x2 result of the componentwise subtraction.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator - (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 - rhs, lhs.c1 - rhs); }
/// Returns the result of a componentwise subtraction operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise subtraction.
/// Right hand side float4x2 to use to compute componentwise subtraction.
/// float4x2 result of the componentwise subtraction.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator - (float lhs, float4x2 rhs) { return new float4x2 (lhs - rhs.c0, lhs - rhs.c1); }
/// Returns the result of a componentwise division operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise division.
/// Right hand side float4x2 to use to compute componentwise division.
/// float4x2 result of the componentwise division.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator / (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1); }
/// Returns the result of a componentwise division operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise division.
/// Right hand side float to use to compute componentwise division.
/// float4x2 result of the componentwise division.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator / (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 / rhs, lhs.c1 / rhs); }
/// Returns the result of a componentwise division operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise division.
/// Right hand side float4x2 to use to compute componentwise division.
/// float4x2 result of the componentwise division.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator / (float lhs, float4x2 rhs) { return new float4x2 (lhs / rhs.c0, lhs / rhs.c1); }
/// Returns the result of a componentwise modulus operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise modulus.
/// Right hand side float4x2 to use to compute componentwise modulus.
/// float4x2 result of the componentwise modulus.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator % (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1); }
/// Returns the result of a componentwise modulus operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise modulus.
/// Right hand side float to use to compute componentwise modulus.
/// float4x2 result of the componentwise modulus.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator % (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 % rhs, lhs.c1 % rhs); }
/// Returns the result of a componentwise modulus operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise modulus.
/// Right hand side float4x2 to use to compute componentwise modulus.
/// float4x2 result of the componentwise modulus.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator % (float lhs, float4x2 rhs) { return new float4x2 (lhs % rhs.c0, lhs % rhs.c1); }
/// Returns the result of a componentwise increment operation on a float4x2 matrix.
/// Value to use when computing the componentwise increment.
/// float4x2 result of the componentwise increment.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator ++ (float4x2 val) { return new float4x2 (++val.c0, ++val.c1); }
/// Returns the result of a componentwise decrement operation on a float4x2 matrix.
/// Value to use when computing the componentwise decrement.
/// float4x2 result of the componentwise decrement.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator -- (float4x2 val) { return new float4x2 (--val.c0, --val.c1); }
/// Returns the result of a componentwise less than operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise less than.
/// Right hand side float4x2 to use to compute componentwise less than.
/// bool4x2 result of the componentwise less than.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator < (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1); }
/// Returns the result of a componentwise less than operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise less than.
/// Right hand side float to use to compute componentwise less than.
/// bool4x2 result of the componentwise less than.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator < (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 < rhs, lhs.c1 < rhs); }
/// Returns the result of a componentwise less than operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise less than.
/// Right hand side float4x2 to use to compute componentwise less than.
/// bool4x2 result of the componentwise less than.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator < (float lhs, float4x2 rhs) { return new bool4x2 (lhs < rhs.c0, lhs < rhs.c1); }
/// Returns the result of a componentwise less or equal operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise less or equal.
/// Right hand side float4x2 to use to compute componentwise less or equal.
/// bool4x2 result of the componentwise less or equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator <= (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1); }
/// Returns the result of a componentwise less or equal operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise less or equal.
/// Right hand side float to use to compute componentwise less or equal.
/// bool4x2 result of the componentwise less or equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator <= (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 <= rhs, lhs.c1 <= rhs); }
/// Returns the result of a componentwise less or equal operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise less or equal.
/// Right hand side float4x2 to use to compute componentwise less or equal.
/// bool4x2 result of the componentwise less or equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator <= (float lhs, float4x2 rhs) { return new bool4x2 (lhs <= rhs.c0, lhs <= rhs.c1); }
/// Returns the result of a componentwise greater than operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise greater than.
/// Right hand side float4x2 to use to compute componentwise greater than.
/// bool4x2 result of the componentwise greater than.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator > (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1); }
/// Returns the result of a componentwise greater than operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise greater than.
/// Right hand side float to use to compute componentwise greater than.
/// bool4x2 result of the componentwise greater than.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator > (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 > rhs, lhs.c1 > rhs); }
/// Returns the result of a componentwise greater than operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise greater than.
/// Right hand side float4x2 to use to compute componentwise greater than.
/// bool4x2 result of the componentwise greater than.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator > (float lhs, float4x2 rhs) { return new bool4x2 (lhs > rhs.c0, lhs > rhs.c1); }
/// Returns the result of a componentwise greater or equal operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise greater or equal.
/// Right hand side float4x2 to use to compute componentwise greater or equal.
/// bool4x2 result of the componentwise greater or equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator >= (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1); }
/// Returns the result of a componentwise greater or equal operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise greater or equal.
/// Right hand side float to use to compute componentwise greater or equal.
/// bool4x2 result of the componentwise greater or equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator >= (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 >= rhs, lhs.c1 >= rhs); }
/// Returns the result of a componentwise greater or equal operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise greater or equal.
/// Right hand side float4x2 to use to compute componentwise greater or equal.
/// bool4x2 result of the componentwise greater or equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator >= (float lhs, float4x2 rhs) { return new bool4x2 (lhs >= rhs.c0, lhs >= rhs.c1); }
/// Returns the result of a componentwise unary minus operation on a float4x2 matrix.
/// Value to use when computing the componentwise unary minus.
/// float4x2 result of the componentwise unary minus.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator - (float4x2 val) { return new float4x2 (-val.c0, -val.c1); }
/// Returns the result of a componentwise unary plus operation on a float4x2 matrix.
/// Value to use when computing the componentwise unary plus.
/// float4x2 result of the componentwise unary plus.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 operator + (float4x2 val) { return new float4x2 (+val.c0, +val.c1); }
/// Returns the result of a componentwise equality operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise equality.
/// Right hand side float4x2 to use to compute componentwise equality.
/// bool4x2 result of the componentwise equality.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator == (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1); }
/// Returns the result of a componentwise equality operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise equality.
/// Right hand side float to use to compute componentwise equality.
/// bool4x2 result of the componentwise equality.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator == (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 == rhs, lhs.c1 == rhs); }
/// Returns the result of a componentwise equality operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise equality.
/// Right hand side float4x2 to use to compute componentwise equality.
/// bool4x2 result of the componentwise equality.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator == (float lhs, float4x2 rhs) { return new bool4x2 (lhs == rhs.c0, lhs == rhs.c1); }
/// Returns the result of a componentwise not equal operation on two float4x2 matrices.
/// Left hand side float4x2 to use to compute componentwise not equal.
/// Right hand side float4x2 to use to compute componentwise not equal.
/// bool4x2 result of the componentwise not equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator != (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1); }
/// Returns the result of a componentwise not equal operation on a float4x2 matrix and a float value.
/// Left hand side float4x2 to use to compute componentwise not equal.
/// Right hand side float to use to compute componentwise not equal.
/// bool4x2 result of the componentwise not equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator != (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 != rhs, lhs.c1 != rhs); }
/// Returns the result of a componentwise not equal operation on a float value and a float4x2 matrix.
/// Left hand side float to use to compute componentwise not equal.
/// Right hand side float4x2 to use to compute componentwise not equal.
/// bool4x2 result of the componentwise not equal.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool4x2 operator != (float lhs, float4x2 rhs) { return new bool4x2 (lhs != rhs.c0, lhs != rhs.c1); }
/// Returns the float4 element at a specified index.
unsafe public ref float4 this[int index]
{
get
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
if ((uint)index >= 2)
throw new System.ArgumentException("index must be between[0...1]");
#endif
fixed (float4x2* array = &this) { return ref ((float4*)array)[index]; }
}
}
/// Returns true if the float4x2 is equal to a given float4x2, false otherwise.
/// Right hand side argument to compare equality with.
/// The result of the equality comparison.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(float4x2 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1); }
/// Returns true if the float4x2 is equal to a given float4x2, 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 float4x2 converted && Equals(converted); }
/// Returns a hash code for the float4x2.
/// The computed hash code.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override int GetHashCode() { return (int)math.hash(this); }
/// Returns a string representation of the float4x2.
/// String representation of the value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override string ToString()
{
return string.Format("float4x2({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f)", c0.x, c1.x, c0.y, c1.y, c0.z, c1.z, c0.w, c1.w);
}
/// Returns a string representation of the float4x2 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("float4x2({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c0.z.ToString(format, formatProvider), c1.z.ToString(format, formatProvider), c0.w.ToString(format, formatProvider), c1.w.ToString(format, formatProvider));
}
}
public static partial class math
{
/// Returns a float4x2 matrix constructed from two float4 vectors.
/// The matrix column c0 will be set to this value.
/// The matrix column c1 will be set to this value.
/// float4x2 constructed from arguments.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(float4 c0, float4 c1) { return new float4x2(c0, c1); }
/// Returns a float4x2 matrix constructed from from 8 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 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 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 3, column 0 will be set to this value.
/// The matrix at row 3, column 1 will be set to this value.
/// float4x2 constructed from arguments.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(float m00, float m01,
float m10, float m11,
float m20, float m21,
float m30, float m31)
{
return new float4x2(m00, m01,
m10, m11,
m20, m21,
m30, m31);
}
/// Returns a float4x2 matrix constructed from a single float value by assigning it to every component.
/// float to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(float v) { return new float4x2(v); }
/// Returns a float4x2 matrix constructed from a single bool value by converting it to float and assigning it to every component.
/// bool to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(bool v) { return new float4x2(v); }
/// Return a float4x2 matrix constructed from a bool4x2 matrix by componentwise conversion.
/// bool4x2 to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(bool4x2 v) { return new float4x2(v); }
/// Returns a float4x2 matrix constructed from a single int value by converting it to float and assigning it to every component.
/// int to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(int v) { return new float4x2(v); }
/// Return a float4x2 matrix constructed from a int4x2 matrix by componentwise conversion.
/// int4x2 to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(int4x2 v) { return new float4x2(v); }
/// Returns a float4x2 matrix constructed from a single uint value by converting it to float and assigning it to every component.
/// uint to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(uint v) { return new float4x2(v); }
/// Return a float4x2 matrix constructed from a uint4x2 matrix by componentwise conversion.
/// uint4x2 to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(uint4x2 v) { return new float4x2(v); }
/// Returns a float4x2 matrix constructed from a single double value by converting it to float and assigning it to every component.
/// double to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(double v) { return new float4x2(v); }
/// Return a float4x2 matrix constructed from a double4x2 matrix by componentwise conversion.
/// double4x2 to convert to float4x2
/// Converted value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x2 float4x2(double4x2 v) { return new float4x2(v); }
/// Return the float2x4 transpose of a float4x2 matrix.
/// Value to transpose.
/// Transposed value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float2x4 transpose(float4x2 v)
{
return float2x4(
v.c0.x, v.c0.y, v.c0.z, v.c0.w,
v.c1.x, v.c1.y, v.c1.z, v.c1.w);
}
/// Returns a uint hash code of a float4x2 matrix.
/// Matrix value to hash.
/// uint hash of the argument.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint hash(float4x2 v)
{
return csum(asuint(v.c0) * uint4(0xAAC3C25Du, 0xD21D0945u, 0x88FCAB2Du, 0x614DA60Du) +
asuint(v.c1) * uint4(0x5BA2C50Bu, 0x8C455ACBu, 0xCD266C89u, 0xF1852A33u)) + 0x77E35E77u;
}
///
/// Returns a uint4 vector hash code of a float4x2 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.
/// uint4 hash of the argument.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint4 hashwide(float4x2 v)
{
return (asuint(v.c0) * uint4(0x863E3729u, 0xE191B035u, 0x68586FAFu, 0xD4DFF6D3u) +
asuint(v.c1) * uint4(0xCB634F4Du, 0x9B13B92Du, 0x4ABF0813u, 0x86068063u)) + 0xD75513F9u;
}
}
}