//------------------------------------------------------------------------------ // // 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 bools. [System.Serializable] [Il2CppEagerStaticClassConstruction] public partial struct bool4x2 : System.IEquatable { /// Column 0 of the matrix. public bool4 c0; /// Column 1 of the matrix. public bool4 c1; /// Constructs a bool4x2 matrix from two bool4 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 bool4x2(bool4 c0, bool4 c1) { this.c0 = c0; this.c1 = c1; } /// Constructs a bool4x2 matrix from 8 bool 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 bool4x2(bool m00, bool m01, bool m10, bool m11, bool m20, bool m21, bool m30, bool m31) { this.c0 = new bool4(m00, m10, m20, m30); this.c1 = new bool4(m01, m11, m21, m31); } /// Constructs a bool4x2 matrix from a single bool value by assigning it to every component. /// bool to convert to bool4x2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool4x2(bool v) { this.c0 = v; this.c1 = v; } /// Implicitly converts a single bool value to a bool4x2 matrix by assigning it to every component. /// bool to convert to bool4x2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator bool4x2(bool v) { return new bool4x2(v); } /// Returns the result of a componentwise equality operation on two bool4x2 matrices. /// Left hand side bool4x2 to use to compute componentwise equality. /// Right hand side bool4x2 to use to compute componentwise equality. /// bool4x2 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator == (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1); } /// Returns the result of a componentwise equality operation on a bool4x2 matrix and a bool value. /// Left hand side bool4x2 to use to compute componentwise equality. /// Right hand side bool to use to compute componentwise equality. /// bool4x2 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator == (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 == rhs, lhs.c1 == rhs); } /// Returns the result of a componentwise equality operation on a bool value and a bool4x2 matrix. /// Left hand side bool to use to compute componentwise equality. /// Right hand side bool4x2 to use to compute componentwise equality. /// bool4x2 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator == (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs == rhs.c0, lhs == rhs.c1); } /// Returns the result of a componentwise not equal operation on two bool4x2 matrices. /// Left hand side bool4x2 to use to compute componentwise not equal. /// Right hand side bool4x2 to use to compute componentwise not equal. /// bool4x2 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator != (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1); } /// Returns the result of a componentwise not equal operation on a bool4x2 matrix and a bool value. /// Left hand side bool4x2 to use to compute componentwise not equal. /// Right hand side bool to use to compute componentwise not equal. /// bool4x2 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator != (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 != rhs, lhs.c1 != rhs); } /// Returns the result of a componentwise not equal operation on a bool value and a bool4x2 matrix. /// Left hand side bool to use to compute componentwise not equal. /// Right hand side bool4x2 to use to compute componentwise not equal. /// bool4x2 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator != (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs != rhs.c0, lhs != rhs.c1); } /// Returns the result of a componentwise not operation on a bool4x2 matrix. /// Value to use when computing the componentwise not. /// bool4x2 result of the componentwise not. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator ! (bool4x2 val) { return new bool4x2 (!val.c0, !val.c1); } /// Returns the result of a componentwise bitwise and operation on two bool4x2 matrices. /// Left hand side bool4x2 to use to compute componentwise bitwise and. /// Right hand side bool4x2 to use to compute componentwise bitwise and. /// bool4x2 result of the componentwise bitwise and. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator & (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 & rhs.c0, lhs.c1 & rhs.c1); } /// Returns the result of a componentwise bitwise and operation on a bool4x2 matrix and a bool value. /// Left hand side bool4x2 to use to compute componentwise bitwise and. /// Right hand side bool to use to compute componentwise bitwise and. /// bool4x2 result of the componentwise bitwise and. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator & (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 & rhs, lhs.c1 & rhs); } /// Returns the result of a componentwise bitwise and operation on a bool value and a bool4x2 matrix. /// Left hand side bool to use to compute componentwise bitwise and. /// Right hand side bool4x2 to use to compute componentwise bitwise and. /// bool4x2 result of the componentwise bitwise and. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator & (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs & rhs.c0, lhs & rhs.c1); } /// Returns the result of a componentwise bitwise or operation on two bool4x2 matrices. /// Left hand side bool4x2 to use to compute componentwise bitwise or. /// Right hand side bool4x2 to use to compute componentwise bitwise or. /// bool4x2 result of the componentwise bitwise or. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator | (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 | rhs.c0, lhs.c1 | rhs.c1); } /// Returns the result of a componentwise bitwise or operation on a bool4x2 matrix and a bool value. /// Left hand side bool4x2 to use to compute componentwise bitwise or. /// Right hand side bool to use to compute componentwise bitwise or. /// bool4x2 result of the componentwise bitwise or. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator | (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 | rhs, lhs.c1 | rhs); } /// Returns the result of a componentwise bitwise or operation on a bool value and a bool4x2 matrix. /// Left hand side bool to use to compute componentwise bitwise or. /// Right hand side bool4x2 to use to compute componentwise bitwise or. /// bool4x2 result of the componentwise bitwise or. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator | (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs | rhs.c0, lhs | rhs.c1); } /// Returns the result of a componentwise bitwise exclusive or operation on two bool4x2 matrices. /// Left hand side bool4x2 to use to compute componentwise bitwise exclusive or. /// Right hand side bool4x2 to use to compute componentwise bitwise exclusive or. /// bool4x2 result of the componentwise bitwise exclusive or. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator ^ (bool4x2 lhs, bool4x2 rhs) { return new bool4x2 (lhs.c0 ^ rhs.c0, lhs.c1 ^ rhs.c1); } /// Returns the result of a componentwise bitwise exclusive or operation on a bool4x2 matrix and a bool value. /// Left hand side bool4x2 to use to compute componentwise bitwise exclusive or. /// Right hand side bool to use to compute componentwise bitwise exclusive or. /// bool4x2 result of the componentwise bitwise exclusive or. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator ^ (bool4x2 lhs, bool rhs) { return new bool4x2 (lhs.c0 ^ rhs, lhs.c1 ^ rhs); } /// Returns the result of a componentwise bitwise exclusive or operation on a bool value and a bool4x2 matrix. /// Left hand side bool to use to compute componentwise bitwise exclusive or. /// Right hand side bool4x2 to use to compute componentwise bitwise exclusive or. /// bool4x2 result of the componentwise bitwise exclusive or. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 operator ^ (bool lhs, bool4x2 rhs) { return new bool4x2 (lhs ^ rhs.c0, lhs ^ rhs.c1); } /// Returns the bool4 element at a specified index. unsafe public ref bool4 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 (bool4x2* array = &this) { return ref ((bool4*)array)[index]; } } } /// Returns true if the bool4x2 is equal to a given bool4x2, false otherwise. /// Right hand side argument to compare equality with. /// The result of the equality comparison. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(bool4x2 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1); } /// Returns true if the bool4x2 is equal to a given bool4x2, 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 bool4x2 converted && Equals(converted); } /// Returns a hash code for the bool4x2. /// The computed hash code. [MethodImpl(MethodImplOptions.AggressiveInlining)] public override int GetHashCode() { return (int)math.hash(this); } /// Returns a string representation of the bool4x2. /// String representation of the value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public override string ToString() { return string.Format("bool4x2({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})", c0.x, c1.x, c0.y, c1.y, c0.z, c1.z, c0.w, c1.w); } } public static partial class math { /// Returns a bool4x2 matrix constructed from two bool4 vectors. /// The matrix column c0 will be set to this value. /// The matrix column c1 will be set to this value. /// bool4x2 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 bool4x2(bool4 c0, bool4 c1) { return new bool4x2(c0, c1); } /// Returns a bool4x2 matrix constructed from from 8 bool 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. /// bool4x2 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 bool4x2(bool m00, bool m01, bool m10, bool m11, bool m20, bool m21, bool m30, bool m31) { return new bool4x2(m00, m01, m10, m11, m20, m21, m30, m31); } /// Returns a bool4x2 matrix constructed from a single bool value by assigning it to every component. /// bool to convert to bool4x2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool4x2 bool4x2(bool v) { return new bool4x2(v); } /// Return the bool2x4 transpose of a bool4x2 matrix. /// Value to transpose. /// Transposed value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2x4 transpose(bool4x2 v) { return bool2x4( 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 bool4x2 matrix. /// Matrix value to hash. /// uint hash of the argument. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static uint hash(bool4x2 v) { return csum(select(uint4(0xD19764C7u, 0xB5D0BF63u, 0xF9102C5Fu, 0x9881FB9Fu), uint4(0x56A1530Du, 0x804B722Du, 0x738E50E5u, 0x4FC93C25u), v.c0) + select(uint4(0xCD0445A5u, 0xD2B90D9Bu, 0xD35C9B2Du, 0xA10D9E27u), uint4(0x568DAAA9u, 0x7530254Fu, 0x9F090439u, 0x5E9F85C9u), v.c1)); } /// /// Returns a uint4 vector hash code of a bool4x2 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(bool4x2 v) { return (select(uint4(0x8C4CA03Fu, 0xB8D969EDu, 0xAC5DB57Bu, 0xA91A02EDu), uint4(0xB3C49313u, 0xF43A9ABBu, 0x84E7E01Bu, 0x8E055BE5u), v.c0) + select(uint4(0x6E624EB7u, 0x7383ED49u, 0xDD49C23Bu, 0xEBD0D005u), uint4(0x91475DF7u, 0x55E84827u, 0x90A285BBu, 0x5D19E1D5u), v.c1)); } } }