// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. // // Copyright (c) 2010-2011 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using System; using System.ComponentModel; using System.Runtime.InteropServices; using System.Runtime.Serialization; namespace math { /// /// Represents a four dimensional mathematical vector with half-precision floats. /// [DataContract] [StructLayout( LayoutKind.Sequential, Pack = 2 )] public struct Half4 : IEquatable { /// /// Gets or sets the X component of the vector. /// /// The X component of the vector. public Half X; /// /// Gets or sets the Y component of the vector. /// /// The Y component of the vector. public Half Y; /// /// Gets or sets the Z component of the vector. /// /// The Z component of the vector. public Half Z; /// /// Gets or sets the W component of the vector. /// /// The W component of the vector. public Half W; /// /// Initializes a new instance of the structure. /// /// The X component. /// The Y component. /// The Z component. /// The W component. public Half4( Half x, Half y, Half z, Half w ) { this.X = x; this.Y = y; this.Z = z; this.W = w; } /// /// Initializes a new instance of the structure. /// /// The value to set for the X, Y, Z, and W components. public Half4( Half value ) { this.X = value; this.Y = value; this.Z = value; this.W = value; } /// /// Tests for equality between two objects. /// /// The first value to compare. /// The second value to compare. /// /// true if has the same value as ; otherwise, false. public static bool operator ==( Half4 left, Half4 right ) { return Equals( ref left, ref right ); } /// /// Tests for inequality between two objects. /// /// The first value to compare. /// The second value to compare. /// /// true if has a different value than ; otherwise, false. public static bool operator !=( Half4 left, Half4 right ) { return !Equals( ref left, ref right ); } /// /// Returns the hash code for this instance. /// /// A 32-bit signed integer hash code. public override int GetHashCode() { int num2 = this.W.GetHashCode() + this.Z.GetHashCode(); int num = this.Y.GetHashCode() + num2; return ( this.X.GetHashCode() + num ); } /// /// Determines whether the specified object instances are considered equal. /// /// The first value. /// The second value. /// /// true if is the same instance as or /// if both are null references or if value1.Equals(value2) returns true; otherwise, false. public static bool Equals( ref Half4 value1, ref Half4 value2 ) { return ( ( ( value1.X == value2.X ) && ( value1.Y == value2.Y ) ) && ( ( value1.Z == value2.Z ) && ( value1.W == value2.W ) ) ); } /// /// Returns a value that indicates whether the current instance is equal to the specified object. /// /// Object to make the comparison with. /// /// true if the current instance is equal to the specified object; false otherwise. public bool Equals( Half4 other ) { return ( ( ( this.X == other.X ) && ( this.Y == other.Y ) ) && ( ( this.Z == other.Z ) && ( this.W == other.W ) ) ); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Half4( Vec4 value ) { return new Half4( (Half)value.X, (Half)value.Y, (Half)value.Z, (Half)value.W ); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vec4( Half4 value ) { return new Vec4( value.X, value.Y, value.Z, value.W ); } /// /// Returns a value that indicates whether the current instance is equal to a specified object. /// /// Object to make the comparison with. /// /// true if the current instance is equal to the specified object; false otherwise. public override bool Equals( object obj ) { if( obj == null ) { return false; } if( obj.GetType() != GetType() ) { return false; } return this.Equals( (Half4)obj ); } } }