forked from BilalY/Rasagar
94 lines
3.4 KiB
C#
94 lines
3.4 KiB
C#
#if !UNITY_DOTSPLAYER
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using UnityEngine;
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#pragma warning disable 0660, 0661
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namespace Unity.Mathematics
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{
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public partial struct float2
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{
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/// <summary>
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/// Converts a float2 to Vector2.
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/// </summary>
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/// <param name="v">float2 to convert.</param>
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/// <returns>The converted Vector2.</returns>
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public static implicit operator Vector2(float2 v) { return new Vector2(v.x, v.y); }
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/// <summary>
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/// Converts a Vector2 to float2.
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/// </summary>
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/// <param name="v">Vector2 to convert.</param>
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/// <returns>The converted float2.</returns>
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public static implicit operator float2(Vector2 v) { return new float2(v.x, v.y); }
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}
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public partial struct float3
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{
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/// <summary>
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/// Converts a float3 to Vector3.
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/// </summary>
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/// <param name="v">float3 to convert.</param>
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/// <returns>The converted Vector3.</returns>
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public static implicit operator Vector3(float3 v) { return new Vector3(v.x, v.y, v.z); }
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/// <summary>
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/// Converts a Vector3 to float3.
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/// </summary>
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/// <param name="v">Vector3 to convert.</param>
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/// <returns>The converted float3.</returns>
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public static implicit operator float3(Vector3 v) { return new float3(v.x, v.y, v.z); }
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}
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public partial struct float4
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{
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/// <summary>
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/// Converts a Vector4 to float4.
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/// </summary>
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/// <param name="v">Vector4 to convert.</param>
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/// <returns>The converted float4.</returns>
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public static implicit operator float4(Vector4 v) { return new float4(v.x, v.y, v.z, v.w); }
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/// <summary>
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/// Converts a float4 to Vector4.
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/// </summary>
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/// <param name="v">float4 to convert.</param>
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/// <returns>The converted Vector4.</returns>
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public static implicit operator Vector4(float4 v) { return new Vector4(v.x, v.y, v.z, v.w); }
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}
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public partial struct quaternion
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{
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/// <summary>
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/// Converts a quaternion to Quaternion.
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/// </summary>
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/// <param name="q">quaternion to convert.</param>
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/// <returns>The converted Quaternion.</returns>
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public static implicit operator Quaternion(quaternion q) { return new Quaternion(q.value.x, q.value.y, q.value.z, q.value.w); }
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/// <summary>
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/// Converts a Quaternion to quaternion.
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/// </summary>
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/// <param name="q">Quaternion to convert.</param>
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/// <returns>The converted quaternion.</returns>
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public static implicit operator quaternion(Quaternion q) { return new quaternion(q.x, q.y, q.z, q.w); }
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}
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public partial struct float4x4
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{
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/// <summary>
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/// Converts a Matrix4x4 to float4x4.
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/// </summary>
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/// <param name="m">Matrix4x4 to convert.</param>
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/// <returns>The converted float4x4.</returns>
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public static implicit operator float4x4(Matrix4x4 m) { return new float4x4(m.GetColumn(0), m.GetColumn(1), m.GetColumn(2), m.GetColumn(3)); }
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/// <summary>
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/// Converts a float4x4 to Matrix4x4.
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/// </summary>
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/// <param name="m">float4x4 to convert.</param>
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/// <returns>The converted Matrix4x4.</returns>
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public static implicit operator Matrix4x4(float4x4 m) { return new Matrix4x4(m.c0, m.c1, m.c2, m.c3); }
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}
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}
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#endif
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