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