//------------------------------------------------------------------------------ // // 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 3 component vector of floats. [DebuggerTypeProxy(typeof(float3.DebuggerProxy))] [System.Serializable] [Il2CppEagerStaticClassConstruction] public partial struct float3 : System.IEquatable, IFormattable { /// x component of the vector. public float x; /// y component of the vector. public float y; /// z component of the vector. public float z; /// float3 zero value. public static readonly float3 zero; /// Constructs a float3 vector from three 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. /// The constructed vector's z component will be set to this value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } /// Constructs a float3 vector from a float value and a float2 vector. /// The constructed vector's x component will be set to this value. /// The constructed vector's yz components will be set to this value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(float x, float2 yz) { this.x = x; this.y = yz.x; this.z = yz.y; } /// Constructs a float3 vector from a float2 vector and a float value. /// The constructed vector's xy components will be set to this value. /// The constructed vector's z component will be set to this value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(float2 xy, float z) { this.x = xy.x; this.y = xy.y; this.z = z; } /// Constructs a float3 vector from a float3 vector. /// The constructed vector's xyz components will be set to this value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(float3 xyz) { this.x = xyz.x; this.y = xyz.y; this.z = xyz.z; } /// Constructs a float3 vector from a single float value by assigning it to every component. /// float to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(float v) { this.x = v; this.y = v; this.z = v; } /// Constructs a float3 vector from a single bool value by converting it to float and assigning it to every component. /// bool to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(bool v) { this.x = v ? 1.0f : 0.0f; this.y = v ? 1.0f : 0.0f; this.z = v ? 1.0f : 0.0f; } /// Constructs a float3 vector from a bool3 vector by componentwise conversion. /// bool3 to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(bool3 v) { this.x = v.x ? 1.0f : 0.0f; this.y = v.y ? 1.0f : 0.0f; this.z = v.z ? 1.0f : 0.0f; } /// Constructs a float3 vector from a single int value by converting it to float and assigning it to every component. /// int to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(int v) { this.x = v; this.y = v; this.z = v; } /// Constructs a float3 vector from a int3 vector by componentwise conversion. /// int3 to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(int3 v) { this.x = v.x; this.y = v.y; this.z = v.z; } /// Constructs a float3 vector from a single uint value by converting it to float and assigning it to every component. /// uint to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(uint v) { this.x = v; this.y = v; this.z = v; } /// Constructs a float3 vector from a uint3 vector by componentwise conversion. /// uint3 to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(uint3 v) { this.x = v.x; this.y = v.y; this.z = v.z; } /// Constructs a float3 vector from a single half value by converting it to float and assigning it to every component. /// half to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(half v) { this.x = v; this.y = v; this.z = v; } /// Constructs a float3 vector from a half3 vector by componentwise conversion. /// half3 to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(half3 v) { this.x = v.x; this.y = v.y; this.z = v.z; } /// Constructs a float3 vector from a single double value by converting it to float and assigning it to every component. /// double to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(double v) { this.x = (float)v; this.y = (float)v; this.z = (float)v; } /// Constructs a float3 vector from a double3 vector by componentwise conversion. /// double3 to convert to float3 [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3(double3 v) { this.x = (float)v.x; this.y = (float)v.y; this.z = (float)v.z; } /// Implicitly converts a single float value to a float3 vector by assigning it to every component. /// float to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3(float v) { return new float3(v); } /// Explicitly converts a single bool value to a float3 vector by converting it to float and assigning it to every component. /// bool to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float3(bool v) { return new float3(v); } /// Explicitly converts a bool3 vector to a float3 vector by componentwise conversion. /// bool3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float3(bool3 v) { return new float3(v); } /// Implicitly converts a single int value to a float3 vector by converting it to float and assigning it to every component. /// int to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3(int v) { return new float3(v); } /// Implicitly converts a int3 vector to a float3 vector by componentwise conversion. /// int3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3(int3 v) { return new float3(v); } /// Implicitly converts a single uint value to a float3 vector by converting it to float and assigning it to every component. /// uint to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3(uint v) { return new float3(v); } /// Implicitly converts a uint3 vector to a float3 vector by componentwise conversion. /// uint3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3(uint3 v) { return new float3(v); } /// Implicitly converts a single half value to a float3 vector by converting it to float and assigning it to every component. /// half to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3(half v) { return new float3(v); } /// Implicitly converts a half3 vector to a float3 vector by componentwise conversion. /// half3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator float3(half3 v) { return new float3(v); } /// Explicitly converts a single double value to a float3 vector by converting it to float and assigning it to every component. /// double to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float3(double v) { return new float3(v); } /// Explicitly converts a double3 vector to a float3 vector by componentwise conversion. /// double3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static explicit operator float3(double3 v) { return new float3(v); } /// Returns the result of a componentwise multiplication operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise multiplication. /// Right hand side float3 to use to compute componentwise multiplication. /// float3 result of the componentwise multiplication. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator * (float3 lhs, float3 rhs) { return new float3 (lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z); } /// Returns the result of a componentwise multiplication operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise multiplication. /// Right hand side float to use to compute componentwise multiplication. /// float3 result of the componentwise multiplication. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator * (float3 lhs, float rhs) { return new float3 (lhs.x * rhs, lhs.y * rhs, lhs.z * rhs); } /// Returns the result of a componentwise multiplication operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise multiplication. /// Right hand side float3 to use to compute componentwise multiplication. /// float3 result of the componentwise multiplication. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator * (float lhs, float3 rhs) { return new float3 (lhs * rhs.x, lhs * rhs.y, lhs * rhs.z); } /// Returns the result of a componentwise addition operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise addition. /// Right hand side float3 to use to compute componentwise addition. /// float3 result of the componentwise addition. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator + (float3 lhs, float3 rhs) { return new float3 (lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z); } /// Returns the result of a componentwise addition operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise addition. /// Right hand side float to use to compute componentwise addition. /// float3 result of the componentwise addition. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator + (float3 lhs, float rhs) { return new float3 (lhs.x + rhs, lhs.y + rhs, lhs.z + rhs); } /// Returns the result of a componentwise addition operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise addition. /// Right hand side float3 to use to compute componentwise addition. /// float3 result of the componentwise addition. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator + (float lhs, float3 rhs) { return new float3 (lhs + rhs.x, lhs + rhs.y, lhs + rhs.z); } /// Returns the result of a componentwise subtraction operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise subtraction. /// Right hand side float3 to use to compute componentwise subtraction. /// float3 result of the componentwise subtraction. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator - (float3 lhs, float3 rhs) { return new float3 (lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z); } /// Returns the result of a componentwise subtraction operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise subtraction. /// Right hand side float to use to compute componentwise subtraction. /// float3 result of the componentwise subtraction. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator - (float3 lhs, float rhs) { return new float3 (lhs.x - rhs, lhs.y - rhs, lhs.z - rhs); } /// Returns the result of a componentwise subtraction operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise subtraction. /// Right hand side float3 to use to compute componentwise subtraction. /// float3 result of the componentwise subtraction. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator - (float lhs, float3 rhs) { return new float3 (lhs - rhs.x, lhs - rhs.y, lhs - rhs.z); } /// Returns the result of a componentwise division operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise division. /// Right hand side float3 to use to compute componentwise division. /// float3 result of the componentwise division. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator / (float3 lhs, float3 rhs) { return new float3 (lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z); } /// Returns the result of a componentwise division operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise division. /// Right hand side float to use to compute componentwise division. /// float3 result of the componentwise division. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator / (float3 lhs, float rhs) { return new float3 (lhs.x / rhs, lhs.y / rhs, lhs.z / rhs); } /// Returns the result of a componentwise division operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise division. /// Right hand side float3 to use to compute componentwise division. /// float3 result of the componentwise division. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator / (float lhs, float3 rhs) { return new float3 (lhs / rhs.x, lhs / rhs.y, lhs / rhs.z); } /// Returns the result of a componentwise modulus operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise modulus. /// Right hand side float3 to use to compute componentwise modulus. /// float3 result of the componentwise modulus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator % (float3 lhs, float3 rhs) { return new float3 (lhs.x % rhs.x, lhs.y % rhs.y, lhs.z % rhs.z); } /// Returns the result of a componentwise modulus operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise modulus. /// Right hand side float to use to compute componentwise modulus. /// float3 result of the componentwise modulus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator % (float3 lhs, float rhs) { return new float3 (lhs.x % rhs, lhs.y % rhs, lhs.z % rhs); } /// Returns the result of a componentwise modulus operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise modulus. /// Right hand side float3 to use to compute componentwise modulus. /// float3 result of the componentwise modulus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator % (float lhs, float3 rhs) { return new float3 (lhs % rhs.x, lhs % rhs.y, lhs % rhs.z); } /// Returns the result of a componentwise increment operation on a float3 vector. /// Value to use when computing the componentwise increment. /// float3 result of the componentwise increment. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator ++ (float3 val) { return new float3 (++val.x, ++val.y, ++val.z); } /// Returns the result of a componentwise decrement operation on a float3 vector. /// Value to use when computing the componentwise decrement. /// float3 result of the componentwise decrement. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator -- (float3 val) { return new float3 (--val.x, --val.y, --val.z); } /// Returns the result of a componentwise less than operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise less than. /// Right hand side float3 to use to compute componentwise less than. /// bool3 result of the componentwise less than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator < (float3 lhs, float3 rhs) { return new bool3 (lhs.x < rhs.x, lhs.y < rhs.y, lhs.z < rhs.z); } /// Returns the result of a componentwise less than operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise less than. /// Right hand side float to use to compute componentwise less than. /// bool3 result of the componentwise less than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator < (float3 lhs, float rhs) { return new bool3 (lhs.x < rhs, lhs.y < rhs, lhs.z < rhs); } /// Returns the result of a componentwise less than operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise less than. /// Right hand side float3 to use to compute componentwise less than. /// bool3 result of the componentwise less than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator < (float lhs, float3 rhs) { return new bool3 (lhs < rhs.x, lhs < rhs.y, lhs < rhs.z); } /// Returns the result of a componentwise less or equal operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise less or equal. /// Right hand side float3 to use to compute componentwise less or equal. /// bool3 result of the componentwise less or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator <= (float3 lhs, float3 rhs) { return new bool3 (lhs.x <= rhs.x, lhs.y <= rhs.y, lhs.z <= rhs.z); } /// Returns the result of a componentwise less or equal operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise less or equal. /// Right hand side float to use to compute componentwise less or equal. /// bool3 result of the componentwise less or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator <= (float3 lhs, float rhs) { return new bool3 (lhs.x <= rhs, lhs.y <= rhs, lhs.z <= rhs); } /// Returns the result of a componentwise less or equal operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise less or equal. /// Right hand side float3 to use to compute componentwise less or equal. /// bool3 result of the componentwise less or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator <= (float lhs, float3 rhs) { return new bool3 (lhs <= rhs.x, lhs <= rhs.y, lhs <= rhs.z); } /// Returns the result of a componentwise greater than operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise greater than. /// Right hand side float3 to use to compute componentwise greater than. /// bool3 result of the componentwise greater than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator > (float3 lhs, float3 rhs) { return new bool3 (lhs.x > rhs.x, lhs.y > rhs.y, lhs.z > rhs.z); } /// Returns the result of a componentwise greater than operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise greater than. /// Right hand side float to use to compute componentwise greater than. /// bool3 result of the componentwise greater than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator > (float3 lhs, float rhs) { return new bool3 (lhs.x > rhs, lhs.y > rhs, lhs.z > rhs); } /// Returns the result of a componentwise greater than operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise greater than. /// Right hand side float3 to use to compute componentwise greater than. /// bool3 result of the componentwise greater than. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator > (float lhs, float3 rhs) { return new bool3 (lhs > rhs.x, lhs > rhs.y, lhs > rhs.z); } /// Returns the result of a componentwise greater or equal operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise greater or equal. /// Right hand side float3 to use to compute componentwise greater or equal. /// bool3 result of the componentwise greater or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator >= (float3 lhs, float3 rhs) { return new bool3 (lhs.x >= rhs.x, lhs.y >= rhs.y, lhs.z >= rhs.z); } /// Returns the result of a componentwise greater or equal operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise greater or equal. /// Right hand side float to use to compute componentwise greater or equal. /// bool3 result of the componentwise greater or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator >= (float3 lhs, float rhs) { return new bool3 (lhs.x >= rhs, lhs.y >= rhs, lhs.z >= rhs); } /// Returns the result of a componentwise greater or equal operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise greater or equal. /// Right hand side float3 to use to compute componentwise greater or equal. /// bool3 result of the componentwise greater or equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator >= (float lhs, float3 rhs) { return new bool3 (lhs >= rhs.x, lhs >= rhs.y, lhs >= rhs.z); } /// Returns the result of a componentwise unary minus operation on a float3 vector. /// Value to use when computing the componentwise unary minus. /// float3 result of the componentwise unary minus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator - (float3 val) { return new float3 (-val.x, -val.y, -val.z); } /// Returns the result of a componentwise unary plus operation on a float3 vector. /// Value to use when computing the componentwise unary plus. /// float3 result of the componentwise unary plus. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 operator + (float3 val) { return new float3 (+val.x, +val.y, +val.z); } /// Returns the result of a componentwise equality operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise equality. /// Right hand side float3 to use to compute componentwise equality. /// bool3 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator == (float3 lhs, float3 rhs) { return new bool3 (lhs.x == rhs.x, lhs.y == rhs.y, lhs.z == rhs.z); } /// Returns the result of a componentwise equality operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise equality. /// Right hand side float to use to compute componentwise equality. /// bool3 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator == (float3 lhs, float rhs) { return new bool3 (lhs.x == rhs, lhs.y == rhs, lhs.z == rhs); } /// Returns the result of a componentwise equality operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise equality. /// Right hand side float3 to use to compute componentwise equality. /// bool3 result of the componentwise equality. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator == (float lhs, float3 rhs) { return new bool3 (lhs == rhs.x, lhs == rhs.y, lhs == rhs.z); } /// Returns the result of a componentwise not equal operation on two float3 vectors. /// Left hand side float3 to use to compute componentwise not equal. /// Right hand side float3 to use to compute componentwise not equal. /// bool3 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator != (float3 lhs, float3 rhs) { return new bool3 (lhs.x != rhs.x, lhs.y != rhs.y, lhs.z != rhs.z); } /// Returns the result of a componentwise not equal operation on a float3 vector and a float value. /// Left hand side float3 to use to compute componentwise not equal. /// Right hand side float to use to compute componentwise not equal. /// bool3 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator != (float3 lhs, float rhs) { return new bool3 (lhs.x != rhs, lhs.y != rhs, lhs.z != rhs); } /// Returns the result of a componentwise not equal operation on a float value and a float3 vector. /// Left hand side float to use to compute componentwise not equal. /// Right hand side float3 to use to compute componentwise not equal. /// bool3 result of the componentwise not equal. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool3 operator != (float lhs, float3 rhs) { return new bool3 (lhs != rhs.x, lhs != rhs.y, lhs != rhs.z); } /// 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 xxxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, x, x, z); } } /// 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 xxyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, x, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xxzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, x, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xxzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, x, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xxzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, x, z, z); } } /// 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 xyxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, y, x, z); } } /// 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 xyyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, y, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xyzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, y, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xyzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, y, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xyzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, y, z, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xzxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, z, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xzxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, z, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xzxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, z, x, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xzyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, z, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xzyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, z, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xzyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, z, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xzzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, z, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xzzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, z, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 xzzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(x, z, z, z); } } /// 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 yxxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, x, x, z); } } /// 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 yxyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, x, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yxzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, x, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yxzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, x, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yxzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, x, z, z); } } /// 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 yyxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, y, x, z); } } /// 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 float4 yyyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, y, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yyzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, y, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yyzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, y, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yyzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, y, z, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yzxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, z, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yzxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, z, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yzxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, z, x, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yzyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, z, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yzyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, z, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yzyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, z, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yzzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, z, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yzzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, z, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 yzzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(y, z, z, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zxxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, x, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zxxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, x, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zxxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, x, x, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zxyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, x, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zxyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, x, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zxyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, x, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zxzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, x, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zxzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, x, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zxzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, x, z, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zyxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, y, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zyxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, y, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zyxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, y, x, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zyyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, y, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zyyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, y, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zyyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, y, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zyzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, y, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zyzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, y, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zyzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, y, z, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zzxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, z, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zzxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, z, x, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zzxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, z, x, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zzyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, z, y, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zzyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, z, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zzyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, z, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zzzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, z, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zzzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, z, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float4 zzzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float4(z, z, z, z); } } /// 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 xxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(x, x, z); } } /// 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 xyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(x, y, z); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { x = value.x; y = value.y; z = value.z; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 xzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(x, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 xzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(x, z, y); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { x = value.x; z = value.y; y = value.z; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 xzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(x, z, z); } } /// 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 yxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(y, x, z); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { y = value.x; x = value.y; z = value.z; } } /// 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 float3 yyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(y, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 yzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(y, z, x); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { y = value.x; z = value.y; x = value.z; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 yzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(y, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 yzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(y, z, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 zxx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(z, x, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 zxy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(z, x, y); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { z = value.x; x = value.y; y = value.z; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 zxz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(z, x, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 zyx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(z, y, x); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { z = value.x; y = value.y; x = value.z; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 zyy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(z, y, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 zyz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(z, y, z); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 zzx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(z, z, x); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 zzy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(z, z, y); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float3 zzz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float3(z, z, z); } } /// 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 xz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float2(x, z); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { x = value.x; z = 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); } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float2 yz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float2(y, z); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { y = value.x; z = value.y; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float2 zx { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float2(z, x); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { z = value.x; x = value.y; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float2 zy { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float2(z, y); } [MethodImpl(MethodImplOptions.AggressiveInlining)] set { z = value.x; y = value.y; } } /// Swizzles the vector. [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public float2 zz { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return new float2(z, z); } } /// Returns the float element at a specified index. unsafe public float this[int index] { get { #if ENABLE_UNITY_COLLECTIONS_CHECKS if ((uint)index >= 3) throw new System.ArgumentException("index must be between[0...2]"); #endif fixed (float3* array = &this) { return ((float*)array)[index]; } } set { #if ENABLE_UNITY_COLLECTIONS_CHECKS if ((uint)index >= 3) throw new System.ArgumentException("index must be between[0...2]"); #endif fixed (float* array = &x) { array[index] = value; } } } /// Returns true if the float3 is equal to a given float3, false otherwise. /// Right hand side argument to compare equality with. /// The result of the equality comparison. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(float3 rhs) { return x == rhs.x && y == rhs.y && z == rhs.z; } /// Returns true if the float3 is equal to a given float3, 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 float3 converted && Equals(converted); } /// Returns a hash code for the float3. /// The computed hash code. [MethodImpl(MethodImplOptions.AggressiveInlining)] public override int GetHashCode() { return (int)math.hash(this); } /// Returns a string representation of the float3. /// String representation of the value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public override string ToString() { return string.Format("float3({0}f, {1}f, {2}f)", x, y, z); } /// Returns a string representation of the float3 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("float3({0}f, {1}f, {2}f)", x.ToString(format, formatProvider), y.ToString(format, formatProvider), z.ToString(format, formatProvider)); } internal sealed class DebuggerProxy { public float x; public float y; public float z; public DebuggerProxy(float3 v) { x = v.x; y = v.y; z = v.z; } } } public static partial class math { /// Returns a float3 vector constructed from three 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. /// The constructed vector's z component will be set to this value. /// float3 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(float x, float y, float z) { return new float3(x, y, z); } /// Returns a float3 vector constructed from a float value and a float2 vector. /// The constructed vector's x component will be set to this value. /// The constructed vector's yz components will be set to this value. /// float3 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(float x, float2 yz) { return new float3(x, yz); } /// Returns a float3 vector constructed from a float2 vector and a float value. /// The constructed vector's xy components will be set to this value. /// The constructed vector's z component will be set to this value. /// float3 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(float2 xy, float z) { return new float3(xy, z); } /// Returns a float3 vector constructed from a float3 vector. /// The constructed vector's xyz components will be set to this value. /// float3 constructed from arguments. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(float3 xyz) { return new float3(xyz); } /// Returns a float3 vector constructed from a single float value by assigning it to every component. /// float to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(float v) { return new float3(v); } /// Returns a float3 vector constructed from a single bool value by converting it to float and assigning it to every component. /// bool to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(bool v) { return new float3(v); } /// Return a float3 vector constructed from a bool3 vector by componentwise conversion. /// bool3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(bool3 v) { return new float3(v); } /// Returns a float3 vector constructed from a single int value by converting it to float and assigning it to every component. /// int to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(int v) { return new float3(v); } /// Return a float3 vector constructed from a int3 vector by componentwise conversion. /// int3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(int3 v) { return new float3(v); } /// Returns a float3 vector constructed from a single uint value by converting it to float and assigning it to every component. /// uint to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(uint v) { return new float3(v); } /// Return a float3 vector constructed from a uint3 vector by componentwise conversion. /// uint3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(uint3 v) { return new float3(v); } /// Returns a float3 vector constructed from a single half value by converting it to float and assigning it to every component. /// half to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(half v) { return new float3(v); } /// Return a float3 vector constructed from a half3 vector by componentwise conversion. /// half3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(half3 v) { return new float3(v); } /// Returns a float3 vector constructed from a single double value by converting it to float and assigning it to every component. /// double to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(double v) { return new float3(v); } /// Return a float3 vector constructed from a double3 vector by componentwise conversion. /// double3 to convert to float3 /// Converted value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static float3 float3(double3 v) { return new float3(v); } /// Returns a uint hash code of a float3 vector. /// Vector value to hash. /// uint hash of the argument. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static uint hash(float3 v) { return csum(asuint(v) * uint3(0x9B13B92Du, 0x4ABF0813u, 0x86068063u)) + 0xD75513F9u; } /// /// Returns a uint3 vector hash code of a float3 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. /// uint3 hash of the argument. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static uint3 hashwide(float3 v) { return (asuint(v) * uint3(0x5AB3E8CDu, 0x676E8407u, 0xB36DE767u)) + 0x6FCA387Du; } /// Returns the result of specified shuffling of the components from two float3 vectors into a float value. /// float3 to use as the left argument of the shuffle operation. /// float3 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(float3 left, float3 right, ShuffleComponent x) { return select_shuffle_component(left, right, x); } /// Returns the result of specified shuffling of the components from two float3 vectors into a float2 vector. /// float3 to use as the left argument of the shuffle operation. /// float3 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(float3 left, float3 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 float3 vectors into a float3 vector. /// float3 to use as the left argument of the shuffle operation. /// float3 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(float3 left, float3 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 float3 vectors into a float4 vector. /// float3 to use as the left argument of the shuffle operation. /// float3 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(float3 left, float3 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(float3 a, float3 b, ShuffleComponent component) { switch(component) { case ShuffleComponent.LeftX: return a.x; case ShuffleComponent.LeftY: return a.y; case ShuffleComponent.LeftZ: return a.z; case ShuffleComponent.RightX: return b.x; case ShuffleComponent.RightY: return b.y; case ShuffleComponent.RightZ: return b.z; default: throw new System.ArgumentException("Invalid shuffle component: " + component); } } } }