//------------------------------------------------------------------------------ // // 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 System.Diagnostics; using Unity.IL2CPP.CompilerServices; #pragma warning disable 0660, 0661 namespace Unity.Mathematics { /// A 2 component vector of floats. [DebuggerTypeProxy(typeof(float2.DebuggerProxy))] [System.Serializable] [Il2CppEagerStaticClassConstruction] public partial struct float2 : System.IEquatable, IFormattable { /// x component of the vector. public float x; /// y component of the vector. public float y; /// float2 zero value. public static readonly float2 zero; /// Constructs a float2 vector from two float values. /// The constructed vector's x component will be set to this value. /// The constructed vector's y component will be set to this value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(float x, float y) { this.x = x; this.y = y; } /// Constructs a float2 vector from a float2 vector. /// The constructed vector's xy components will be set to this value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(float2 xy) { this.x = xy.x; this.y = xy.y; } /// Constructs a float2 vector from a single float value by assigning it to every component. /// float to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(float v) { this.x = v; this.y = v; } /// Constructs a float2 vector from a single bool value by converting it to float and assigning it to every component. /// bool to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(bool v) { this.x = v ? 1.0f : 0.0f; this.y = v ? 1.0f : 0.0f; } /// Constructs a float2 vector from a bool2 vector by componentwise conversion. /// bool2 to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(bool2 v) { this.x = v.x ? 1.0f : 0.0f; this.y = v.y ? 1.0f : 0.0f; } /// Constructs a float2 vector from a single int value by converting it to float and assigning it to every component. /// int to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(int v) { this.x = v; this.y = v; } /// Constructs a float2 vector from a int2 vector by componentwise conversion. /// int2 to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(int2 v) { this.x = v.x; this.y = v.y; } /// Constructs a float2 vector from a single uint value by converting it to float and assigning it to every component. /// uint to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(uint v) { this.x = v; this.y = v; } /// Constructs a float2 vector from a uint2 vector by componentwise conversion. /// uint2 to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(uint2 v) { this.x = v.x; this.y = v.y; } /// Constructs a float2 vector from a single half value by converting it to float and assigning it to every component. /// half to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(half v) { this.x = v; this.y = v; } /// Constructs a float2 vector from a half2 vector by componentwise conversion. /// half2 to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(half2 v) { this.x = v.x; this.y = v.y; } /// Constructs a float2 vector from a single double value by converting it to float and assigning it to every component. /// double to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(double v) { this.x = (float)v; this.y = (float)v; } /// Constructs a float2 vector from a double2 vector by componentwise conversion. /// double2 to convert to float2 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2(double2 v) { this.x = (float)v.x; this.y = (float)v.y; } /// Implicitly converts a single float value to a float2 vector by assigning it to every component. /// float to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float2(float v) { return new float2(v); } /// Explicitly converts a single bool value to a float2 vector by converting it to float and assigning it to every component. /// bool to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float2(bool v) { return new float2(v); } /// Explicitly converts a bool2 vector to a float2 vector by componentwise conversion. /// bool2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float2(bool2 v) { return new float2(v); } /// Implicitly converts a single int value to a float2 vector by converting it to float and assigning it to every component. /// int to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float2(int v) { return new float2(v); } /// Implicitly converts a int2 vector to a float2 vector by componentwise conversion. /// int2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float2(int2 v) { return new float2(v); } /// Implicitly converts a single uint value to a float2 vector by converting it to float and assigning it to every component. /// uint to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float2(uint v) { return new float2(v); } /// Implicitly converts a uint2 vector to a float2 vector by componentwise conversion. /// uint2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float2(uint2 v) { return new float2(v); } /// Implicitly converts a single half value to a float2 vector by converting it to float and assigning it to every component. /// half to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float2(half v) { return new float2(v); } /// Implicitly converts a half2 vector to a float2 vector by componentwise conversion. /// half2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float2(half2 v) { return new float2(v); } /// Explicitly converts a single double value to a float2 vector by converting it to float and assigning it to every component. /// double to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float2(double v) { return new float2(v); } /// Explicitly converts a double2 vector to a float2 vector by componentwise conversion. /// double2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float2(double2 v) { return new float2(v); } /// Returns the result of a componentwise multiplication operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise multiplication. /// Right hand side float2 to use to compute componentwise multiplication. /// float2 result of the componentwise multiplication. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator * (float2 lhs, float2 rhs) { return new float2 (lhs.x * rhs.x, lhs.y * rhs.y); } /// Returns the result of a componentwise multiplication operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise multiplication. /// Right hand side float to use to compute componentwise multiplication. /// float2 result of the componentwise multiplication. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator * (float2 lhs, float rhs) { return new float2 (lhs.x * rhs, lhs.y * rhs); } /// Returns the result of a componentwise multiplication operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise multiplication. /// Right hand side float2 to use to compute componentwise multiplication. /// float2 result of the componentwise multiplication. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator * (float lhs, float2 rhs) { return new float2 (lhs * rhs.x, lhs * rhs.y); } /// Returns the result of a componentwise addition operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise addition. /// Right hand side float2 to use to compute componentwise addition. /// float2 result of the componentwise addition. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator + (float2 lhs, float2 rhs) { return new float2 (lhs.x + rhs.x, lhs.y + rhs.y); } /// Returns the result of a componentwise addition operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise addition. /// Right hand side float to use to compute componentwise addition. /// float2 result of the componentwise addition. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator + (float2 lhs, float rhs) { return new float2 (lhs.x + rhs, lhs.y + rhs); } /// Returns the result of a componentwise addition operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise addition. /// Right hand side float2 to use to compute componentwise addition. /// float2 result of the componentwise addition. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator + (float lhs, float2 rhs) { return new float2 (lhs + rhs.x, lhs + rhs.y); } /// Returns the result of a componentwise subtraction operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise subtraction. /// Right hand side float2 to use to compute componentwise subtraction. /// float2 result of the componentwise subtraction. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator - (float2 lhs, float2 rhs) { return new float2 (lhs.x - rhs.x, lhs.y - rhs.y); } /// Returns the result of a componentwise subtraction operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise subtraction. /// Right hand side float to use to compute componentwise subtraction. /// float2 result of the componentwise subtraction. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator - (float2 lhs, float rhs) { return new float2 (lhs.x - rhs, lhs.y - rhs); } /// Returns the result of a componentwise subtraction operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise subtraction. /// Right hand side float2 to use to compute componentwise subtraction. /// float2 result of the componentwise subtraction. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator - (float lhs, float2 rhs) { return new float2 (lhs - rhs.x, lhs - rhs.y); } /// Returns the result of a componentwise division operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise division. /// Right hand side float2 to use to compute componentwise division. /// float2 result of the componentwise division. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator / (float2 lhs, float2 rhs) { return new float2 (lhs.x / rhs.x, lhs.y / rhs.y); } /// Returns the result of a componentwise division operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise division. /// Right hand side float to use to compute componentwise division. /// float2 result of the componentwise division. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator / (float2 lhs, float rhs) { return new float2 (lhs.x / rhs, lhs.y / rhs); } /// Returns the result of a componentwise division operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise division. /// Right hand side float2 to use to compute componentwise division. /// float2 result of the componentwise division. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator / (float lhs, float2 rhs) { return new float2 (lhs / rhs.x, lhs / rhs.y); } /// Returns the result of a componentwise modulus operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise modulus. /// Right hand side float2 to use to compute componentwise modulus. /// float2 result of the componentwise modulus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator % (float2 lhs, float2 rhs) { return new float2 (lhs.x % rhs.x, lhs.y % rhs.y); } /// Returns the result of a componentwise modulus operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise modulus. /// Right hand side float to use to compute componentwise modulus. /// float2 result of the componentwise modulus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator % (float2 lhs, float rhs) { return new float2 (lhs.x % rhs, lhs.y % rhs); } /// Returns the result of a componentwise modulus operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise modulus. /// Right hand side float2 to use to compute componentwise modulus. /// float2 result of the componentwise modulus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator % (float lhs, float2 rhs) { return new float2 (lhs % rhs.x, lhs % rhs.y); } /// Returns the result of a componentwise increment operation on a float2 vector. /// Value to use when computing the componentwise increment. /// float2 result of the componentwise increment. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator ++ (float2 val) { return new float2 (++val.x, ++val.y); } /// Returns the result of a componentwise decrement operation on a float2 vector. /// Value to use when computing the componentwise decrement. /// float2 result of the componentwise decrement. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator -- (float2 val) { return new float2 (--val.x, --val.y); } /// Returns the result of a componentwise less than operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise less than. /// Right hand side float2 to use to compute componentwise less than. /// bool2 result of the componentwise less than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator < (float2 lhs, float2 rhs) { return new bool2 (lhs.x < rhs.x, lhs.y < rhs.y); } /// Returns the result of a componentwise less than operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise less than. /// Right hand side float to use to compute componentwise less than. /// bool2 result of the componentwise less than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator < (float2 lhs, float rhs) { return new bool2 (lhs.x < rhs, lhs.y < rhs); } /// Returns the result of a componentwise less than operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise less than. /// Right hand side float2 to use to compute componentwise less than. /// bool2 result of the componentwise less than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator < (float lhs, float2 rhs) { return new bool2 (lhs < rhs.x, lhs < rhs.y); } /// Returns the result of a componentwise less or equal operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise less or equal. /// Right hand side float2 to use to compute componentwise less or equal. /// bool2 result of the componentwise less or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator <= (float2 lhs, float2 rhs) { return new bool2 (lhs.x <= rhs.x, lhs.y <= rhs.y); } /// Returns the result of a componentwise less or equal operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise less or equal. /// Right hand side float to use to compute componentwise less or equal. /// bool2 result of the componentwise less or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator <= (float2 lhs, float rhs) { return new bool2 (lhs.x <= rhs, lhs.y <= rhs); } /// Returns the result of a componentwise less or equal operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise less or equal. /// Right hand side float2 to use to compute componentwise less or equal. /// bool2 result of the componentwise less or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator <= (float lhs, float2 rhs) { return new bool2 (lhs <= rhs.x, lhs <= rhs.y); } /// Returns the result of a componentwise greater than operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise greater than. /// Right hand side float2 to use to compute componentwise greater than. /// bool2 result of the componentwise greater than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator > (float2 lhs, float2 rhs) { return new bool2 (lhs.x > rhs.x, lhs.y > rhs.y); } /// Returns the result of a componentwise greater than operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise greater than. /// Right hand side float to use to compute componentwise greater than. /// bool2 result of the componentwise greater than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator > (float2 lhs, float rhs) { return new bool2 (lhs.x > rhs, lhs.y > rhs); } /// Returns the result of a componentwise greater than operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise greater than. /// Right hand side float2 to use to compute componentwise greater than. /// bool2 result of the componentwise greater than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator > (float lhs, float2 rhs) { return new bool2 (lhs > rhs.x, lhs > rhs.y); } /// Returns the result of a componentwise greater or equal operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise greater or equal. /// Right hand side float2 to use to compute componentwise greater or equal. /// bool2 result of the componentwise greater or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator >= (float2 lhs, float2 rhs) { return new bool2 (lhs.x >= rhs.x, lhs.y >= rhs.y); } /// Returns the result of a componentwise greater or equal operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise greater or equal. /// Right hand side float to use to compute componentwise greater or equal. /// bool2 result of the componentwise greater or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator >= (float2 lhs, float rhs) { return new bool2 (lhs.x >= rhs, lhs.y >= rhs); } /// Returns the result of a componentwise greater or equal operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise greater or equal. /// Right hand side float2 to use to compute componentwise greater or equal. /// bool2 result of the componentwise greater or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator >= (float lhs, float2 rhs) { return new bool2 (lhs >= rhs.x, lhs >= rhs.y); } /// Returns the result of a componentwise unary minus operation on a float2 vector. /// Value to use when computing the componentwise unary minus. /// float2 result of the componentwise unary minus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator - (float2 val) { return new float2 (-val.x, -val.y); } /// Returns the result of a componentwise unary plus operation on a float2 vector. /// Value to use when computing the componentwise unary plus. /// float2 result of the componentwise unary plus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 operator + (float2 val) { return new float2 (+val.x, +val.y); } /// Returns the result of a componentwise equality operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise equality. /// Right hand side float2 to use to compute componentwise equality. /// bool2 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator == (float2 lhs, float2 rhs) { return new bool2 (lhs.x == rhs.x, lhs.y == rhs.y); } /// Returns the result of a componentwise equality operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise equality. /// Right hand side float to use to compute componentwise equality. /// bool2 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator == (float2 lhs, float rhs) { return new bool2 (lhs.x == rhs, lhs.y == rhs); } /// Returns the result of a componentwise equality operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise equality. /// Right hand side float2 to use to compute componentwise equality. /// bool2 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator == (float lhs, float2 rhs) { return new bool2 (lhs == rhs.x, lhs == rhs.y); } /// Returns the result of a componentwise not equal operation on two float2 vectors. /// Left hand side float2 to use to compute componentwise not equal. /// Right hand side float2 to use to compute componentwise not equal. /// bool2 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator != (float2 lhs, float2 rhs) { return new bool2 (lhs.x != rhs.x, lhs.y != rhs.y); } /// Returns the result of a componentwise not equal operation on a float2 vector and a float value. /// Left hand side float2 to use to compute componentwise not equal. /// Right hand side float to use to compute componentwise not equal. /// bool2 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator != (float2 lhs, float rhs) { return new bool2 (lhs.x != rhs, lhs.y != rhs); } /// Returns the result of a componentwise not equal operation on a float value and a float2 vector. /// Left hand side float to use to compute componentwise not equal. /// Right hand side float2 to use to compute componentwise not equal. /// bool2 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool2 operator != (float lhs, float2 rhs) { return new bool2 (lhs != rhs.x, lhs != rhs.y); } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xxxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, x, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xxxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, x, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xxyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, x, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xxyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, x, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xyxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, y, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xyxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, y, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xyyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, y, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xyyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, y, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yxxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, x, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yxxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, x, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yxyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, x, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yxyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, x, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yyxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, y, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yyxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, y, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yyyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, y, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yyyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, y, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 xxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(x, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 xxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(x, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 xyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(x, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 xyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(x, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 yxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(y, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 yxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(y, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 yyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(y, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 yyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(y, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float2 xx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float2(x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float2 xy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float2(x, y); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { x = value.x; y = value.y; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float2 yx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float2(y, x); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { y = value.x; x = value.y; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float2 yy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float2(y, y); } } /// Returns the float element at a specified index. unsafe public float 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 (float2* array = &this) { return ((float*)array)[index]; } } set { #if ENABLE_UNITY_COLLECTIONS_CHECKS if ((uint)index >= 2) throw new System.ArgumentException("index must be between[0...1]"); #endif fixed (float* array = &x) { array[index] = value; } } } /// Returns true if the float2 is equal to a given float2, false otherwise. /// Right hand side argument to compare equality with. /// The result of the equality comparison. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(float2 rhs) { return x == rhs.x && y == rhs.y; } /// Returns true if the float2 is equal to a given float2, 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 float2 converted && Equals(converted); } /// Returns a hash code for the float2. /// The computed hash code. [MethodImpl(MethodImplOptions.AggressiveInlining)] public override int GetHashCode() { return (int)math.hash(this); } /// Returns a string representation of the float2. /// String representation of the value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public override string ToString() { return string.Format("float2({0}f, {1}f)", x, y); } /// Returns a string representation of the float2 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("float2({0}f, {1}f)", x.ToString(format, formatProvider), y.ToString(format, formatProvider)); } internal sealed class DebuggerProxy { public float x; public float y; public DebuggerProxy(float2 v) { x = v.x; y = v.y; } } } public static partial class math { /// Returns a float2 vector constructed from two float values. /// The constructed vector's x component will be set to this value. /// The constructed vector's y component will be set to this value. /// float2 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(float x, float y) { return new float2(x, y); } /// Returns a float2 vector constructed from a float2 vector. /// The constructed vector's xy components will be set to this value. /// float2 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(float2 xy) { return new float2(xy); } /// Returns a float2 vector constructed from a single float value by assigning it to every component. /// float to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(float v) { return new float2(v); } /// Returns a float2 vector constructed from a single bool value by converting it to float and assigning it to every component. /// bool to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(bool v) { return new float2(v); } /// Return a float2 vector constructed from a bool2 vector by componentwise conversion. /// bool2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(bool2 v) { return new float2(v); } /// Returns a float2 vector constructed from a single int value by converting it to float and assigning it to every component. /// int to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(int v) { return new float2(v); } /// Return a float2 vector constructed from a int2 vector by componentwise conversion. /// int2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(int2 v) { return new float2(v); } /// Returns a float2 vector constructed from a single uint value by converting it to float and assigning it to every component. /// uint to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(uint v) { return new float2(v); } /// Return a float2 vector constructed from a uint2 vector by componentwise conversion. /// uint2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(uint2 v) { return new float2(v); } /// Returns a float2 vector constructed from a single half value by converting it to float and assigning it to every component. /// half to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(half v) { return new float2(v); } /// Return a float2 vector constructed from a half2 vector by componentwise conversion. /// half2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(half2 v) { return new float2(v); } /// Returns a float2 vector constructed from a single double value by converting it to float and assigning it to every component. /// double to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(double v) { return new float2(v); } /// Return a float2 vector constructed from a double2 vector by componentwise conversion. /// double2 to convert to float2 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 float2(double2 v) { return new float2(v); } /// Returns a uint hash code of a float2 vector. /// Vector value to hash. /// uint hash of the argument. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static uint hash(float2 v) { return csum(asuint(v) * uint2(0xFA3A3285u, 0xAD55999Du)) + 0xDCDD5341u; } /// /// Returns a uint2 vector hash code of a float2 vector. /// 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. /// /// Vector value to hash. /// uint2 hash of the argument. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static uint2 hashwide(float2 v) { return (asuint(v) * uint2(0x94DDD769u, 0xA1E92D39u)) + 0x4583C801u; } /// Returns the result of specified shuffling of the components from two float2 vectors into a float value. /// float2 to use as the left argument of the shuffle operation. /// float2 to use as the right argument of the shuffle operation. /// The ShuffleComponent to use when setting the resulting float. /// float result of the shuffle operation. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float shuffle(float2 left, float2 right, ShuffleComponent x) { return select_shuffle_component(left, right, x); } /// Returns the result of specified shuffling of the components from two float2 vectors into a float2 vector. /// float2 to use as the left argument of the shuffle operation. /// float2 to use as the right argument of the shuffle operation. /// The ShuffleComponent to use when setting the resulting float2 x component. /// The ShuffleComponent to use when setting the resulting float2 y component. /// float2 result of the shuffle operation. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float2 shuffle(float2 left, float2 right, ShuffleComponent x, ShuffleComponent y) { return float2( select_shuffle_component(left, right, x), select_shuffle_component(left, right, y)); } /// Returns the result of specified shuffling of the components from two float2 vectors into a float3 vector. /// float2 to use as the left argument of the shuffle operation. /// float2 to use as the right argument of the shuffle operation. /// The ShuffleComponent to use when setting the resulting float3 x component. /// The ShuffleComponent to use when setting the resulting float3 y component. /// The ShuffleComponent to use when setting the resulting float3 z component. /// float3 result of the shuffle operation. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 shuffle(float2 left, float2 right, ShuffleComponent x, ShuffleComponent y, ShuffleComponent z) { return float3( select_shuffle_component(left, right, x), select_shuffle_component(left, right, y), select_shuffle_component(left, right, z)); } /// Returns the result of specified shuffling of the components from two float2 vectors into a float4 vector. /// float2 to use as the left argument of the shuffle operation. /// float2 to use as the right argument of the shuffle operation. /// The ShuffleComponent to use when setting the resulting float4 x component. /// The ShuffleComponent to use when setting the resulting float4 y component. /// The ShuffleComponent to use when setting the resulting float4 z component. /// The ShuffleComponent to use when setting the resulting float4 w component. /// float4 result of the shuffle operation. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float4 shuffle(float2 left, float2 right, ShuffleComponent x, ShuffleComponent y, ShuffleComponent z, ShuffleComponent w) { return float4( select_shuffle_component(left, right, x), select_shuffle_component(left, right, y), select_shuffle_component(left, right, z), select_shuffle_component(left, right, w)); } [MethodImpl(MethodImplOptions.AggressiveInlining)] internal static float select_shuffle_component(float2 a, float2 b, ShuffleComponent component) { switch(component) { case ShuffleComponent.LeftX: return a.x; case ShuffleComponent.LeftY: return a.y; case ShuffleComponent.RightX: return b.x; case ShuffleComponent.RightY: return b.y; default: throw new System.ArgumentException("Invalid shuffle component: " + component); } } } }