//------------------------------------------------------------------------------
//
// 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);
}
}
}
}