// 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.Globalization; using System.Runtime.InteropServices; using System.Runtime.Serialization; namespace math { /// /// Represents a four dimensional mathematical vector. /// [DataContract] [StructLayout( LayoutKind.Sequential, Pack = 4 )] public struct UInt4 : IEquatable, IFormattable { /// /// The size of the type, in bytes. /// public static readonly int SizeInBytes = lib.Util.SizeOf(); /// /// A with all of its components set to zero. /// public static readonly UInt4 Zero = new UInt4(); /// /// The X unit (1, 0, 0, 0). /// public static readonly UInt4 UnitX = new UInt4( 1, 0, 0, 0 ); /// /// The Y unit (0, 1, 0, 0). /// public static readonly UInt4 UnitY = new UInt4( 0, 1, 0, 0 ); /// /// The Z unit (0, 0, 1, 0). /// public static readonly UInt4 UnitZ = new UInt4( 0, 0, 1, 0 ); /// /// The W unit (0, 0, 0, 1). /// public static readonly UInt4 UnitW = new UInt4( 0, 0, 0, 1 ); /// /// A with all of its components set to one. /// public static readonly UInt4 One = new UInt4( 1, 1, 1, 1 ); /// /// The X component of the vector. /// public uint X; /// /// The Y component of the vector. /// public uint Y; /// /// The Z component of the vector. /// public uint Z; /// /// The W component of the vector. /// public uint W; /// /// Initializes a new instance of the struct. /// /// The value that will be assigned to all components. public UInt4( uint value ) { X = value; Y = value; Z = value; W = value; } /// /// Initializes a new instance of the struct. /// /// Initial value for the X component of the vector. /// Initial value for the Y component of the vector. /// Initial value for the Z component of the vector. /// Initial value for the W component of the vector. public UInt4( uint x, uint y, uint z, uint w ) { X = x; Y = y; Z = z; W = w; } /// /// Initializes a new instance of the struct. /// /// The values to assign to the X, Y, Z, and W components of the vector. This must be an array with four elements. /// Thrown when is null. /// Thrown when contains more or less than four elements. public UInt4( uint[] values ) { if( values == null ) throw new ArgumentNullException( "values" ); if( values.Length != 4 ) throw new ArgumentOutOfRangeException( "values", "There must be four and only four input values for UInt4." ); X = values[0]; Y = values[1]; Z = values[2]; W = values[3]; } /// /// Gets or sets the component at the specified index. /// /// The value of the X, Y, Z, or W component, depending on the index. /// The index of the component to access. Use 0 for the X component, 1 for the Y component, 2 for the Z component, and 3 for the W component. /// The value of the component at the specified index. /// Thrown when the is out of the range [0, 3]. public uint this[uint index] { get { switch( index ) { case 0: return X; case 1: return Y; case 2: return Z; case 3: return W; } throw new ArgumentOutOfRangeException( "index", "Indices for UInt4 run from 0 to 3, inclusive." ); } set { switch( index ) { case 0: X = value; break; case 1: Y = value; break; case 2: Z = value; break; case 3: W = value; break; default: throw new ArgumentOutOfRangeException( "index", "Indices for UInt4 run from 0 to 3, inclusive." ); } } } /// /// Creates an array containing the elements of the vector. /// /// A four-element array containing the components of the vector. public uint[] ToArray() { return new uint[] { X, Y, Z, W }; } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// When the method completes, contains the sum of the two vectors. public static void Add( ref UInt4 left, ref UInt4 right, out UInt4 result ) { result = new UInt4( left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W ); } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static UInt4 Add( UInt4 left, UInt4 right ) { return new UInt4( left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W ); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// When the method completes, contains the difference of the two vectors. public static void Subtract( ref UInt4 left, ref UInt4 right, out UInt4 result ) { result = new UInt4( left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W ); } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static UInt4 Subtract( UInt4 left, UInt4 right ) { return new UInt4( left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W ); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Multiply( ref UInt4 value, uint scale, out UInt4 result ) { result = new UInt4( value.X * scale, value.Y * scale, value.Z * scale, value.W * scale ); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static UInt4 Multiply( UInt4 value, uint scale ) { return new UInt4( value.X * scale, value.Y * scale, value.Z * scale, value.W * scale ); } /// /// Modulates a vector with another by performing component-wise multiplication. /// /// The first vector to modulate. /// The second vector to modulate. /// When the method completes, contains the modulated vector. public static void Modulate( ref UInt4 left, ref UInt4 right, out UInt4 result ) { result = new UInt4( left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W ); } /// /// Modulates a vector with another by performing component-wise multiplication. /// /// The first vector to modulate. /// The second vector to modulate. /// The modulated vector. public static UInt4 Modulate( UInt4 left, UInt4 right ) { return new UInt4( left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W ); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// When the method completes, contains the scaled vector. public static void Divide( ref UInt4 value, uint scale, out UInt4 result ) { result = new UInt4( value.X / scale, value.Y / scale, value.Z / scale, value.W / scale ); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static UInt4 Divide( UInt4 value, uint scale ) { return new UInt4( value.X / scale, value.Y / scale, value.Z / scale, value.W / scale ); } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// When the method completes, contains the clamped value. public static void Clamp( ref UInt4 value, ref UInt4 min, ref UInt4 max, out UInt4 result ) { uint x = value.X; x = ( x > max.X ) ? max.X : x; x = ( x < min.X ) ? min.X : x; uint y = value.Y; y = ( y > max.Y ) ? max.Y : y; y = ( y < min.Y ) ? min.Y : y; uint z = value.Z; z = ( z > max.Z ) ? max.Z : z; z = ( z < min.Z ) ? min.Z : z; uint w = value.W; w = ( w > max.W ) ? max.W : w; w = ( w < min.W ) ? min.W : w; result = new UInt4( x, y, z, w ); } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// The clamped value. public static UInt4 Clamp( UInt4 value, UInt4 min, UInt4 max ) { UInt4 result; Clamp( ref value, ref min, ref max, out result ); return result; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the largest components of the source vectors. public static void Max( ref UInt4 left, ref UInt4 right, out UInt4 result ) { result.X = ( left.X > right.X ) ? left.X : right.X; result.Y = ( left.Y > right.Y ) ? left.Y : right.Y; result.Z = ( left.Z > right.Z ) ? left.Z : right.Z; result.W = ( left.W > right.W ) ? left.W : right.W; } /// /// Returns a vector containing the largest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the largest components of the source vectors. public static UInt4 Max( UInt4 left, UInt4 right ) { UInt4 result; Max( ref left, ref right, out result ); return result; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// When the method completes, contains an new vector composed of the smallest components of the source vectors. public static void Min( ref UInt4 left, ref UInt4 right, out UInt4 result ) { result.X = ( left.X < right.X ) ? left.X : right.X; result.Y = ( left.Y < right.Y ) ? left.Y : right.Y; result.Z = ( left.Z < right.Z ) ? left.Z : right.Z; result.W = ( left.W < right.W ) ? left.W : right.W; } /// /// Returns a vector containing the smallest components of the specified vectors. /// /// The first source vector. /// The second source vector. /// A vector containing the smallest components of the source vectors. public static UInt4 Min( UInt4 left, UInt4 right ) { UInt4 result; Min( ref left, ref right, out result ); return result; } /// /// Adds two vectors. /// /// The first vector to add. /// The second vector to add. /// The sum of the two vectors. public static UInt4 operator +( UInt4 left, UInt4 right ) { return new UInt4( left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W ); } /// /// Assert a vector (return it unchanged). /// /// The vector to assert (unchange). /// The asserted (unchanged) vector. public static UInt4 operator +( UInt4 value ) { return value; } /// /// Subtracts two vectors. /// /// The first vector to subtract. /// The second vector to subtract. /// The difference of the two vectors. public static UInt4 operator -( UInt4 left, UInt4 right ) { return new UInt4( left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W ); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static UInt4 operator *( uint scale, UInt4 value ) { return new UInt4( value.X * scale, value.Y * scale, value.Z * scale, value.W * scale ); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static UInt4 operator *( UInt4 value, uint scale ) { return new UInt4( value.X * scale, value.Y * scale, value.Z * scale, value.W * scale ); } /// /// Scales a vector by the given value. /// /// The vector to scale. /// The amount by which to scale the vector. /// The scaled vector. public static UInt4 operator /( UInt4 value, uint scale ) { return new UInt4( value.X / scale, value.Y / scale, value.Z / scale, value.W / scale ); } /// /// 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 ==( UInt4 left, UInt4 right ) { return left.Equals( 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 !=( UInt4 left, UInt4 right ) { return !left.Equals( right ); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vec2( UInt4 value ) { return new Vec2( value.X, value.Y ); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vec3( UInt4 value ) { return new Vec3( value.X, value.Y, value.Z ); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vec4( UInt4 value ) { return new Vec4( value.X, value.Y, value.Z, value.W ); } /// /// Returns a that represents this instance. /// /// /// A that represents this instance. /// public override string ToString() { return string.Format( CultureInfo.CurrentCulture, "X:{0} Y:{1} Z:{2} W:{3}", X, Y, Z, W ); } /// /// Returns a that represents this instance. /// /// The format. /// /// A that represents this instance. /// public string ToString( string format ) { if( format == null ) return ToString(); return string.Format( CultureInfo.CurrentCulture, "X:{0} Y:{1} Z:{2} W:{3}", X.ToString( format, CultureInfo.CurrentCulture ), Y.ToString( format, CultureInfo.CurrentCulture ), Z.ToString( format, CultureInfo.CurrentCulture ), W.ToString( format, CultureInfo.CurrentCulture ) ); } /// /// Returns a that represents this instance. /// /// The format provider. /// /// A that represents this instance. /// public string ToString( IFormatProvider formatProvider ) { return string.Format( formatProvider, "X:{0} Y:{1} Z:{2} W:{3}", X, Y, Z, W ); } /// /// Returns a that represents this instance. /// /// The format. /// The format provider. /// /// A that represents this instance. /// public string ToString( string format, IFormatProvider formatProvider ) { if( format == null ) ToString( formatProvider ); return string.Format( formatProvider, "X:{0} Y:{1} Z:{2} W:{3}", X.ToString( format, formatProvider ), Y.ToString( format, formatProvider ), Z.ToString( format, formatProvider ), W.ToString( format, formatProvider ) ); } /// /// Returns a hash code for this instance. /// /// /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. /// public override int GetHashCode() { return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode() + W.GetHashCode(); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public bool Equals( UInt4 other ) { return other.X == X && other.Y == Y && other.Z == Z && other.W == W; } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public override bool Equals( object value ) { if( value == null ) return false; if( value.GetType() != GetType() ) return false; return Equals( (UInt4)value ); } /// /// Performs an implicit conversion from array to . /// /// The input. /// The result of the conversion. public static implicit operator UInt4( uint[] input ) { return new UInt4( input ); } /// /// Performs an implicit conversion from to array. /// /// The input. /// The result of the conversion. public static implicit operator uint[]( UInt4 input ) { return input.ToArray(); } } }