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  1. benchmark/IOL/ioling_hf/evals/results/google__gemma-3-4b-it__diverse5.scores.jsonl +5 -0
  2. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/Artifacts/02/02247edece2e0f94830ea9c49eac9201 +0 -0
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  6. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/Artifacts/04/047ff758d07ae6a6723fc4ab7f57331d +0 -0
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  8. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/Artifacts/04/04a5ae12bf52d66ad7f74ed7e5b0be1c +0 -0
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  11. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/Artifacts/04/04cdda6faeef920e536ecbfa9c916564 +0 -0
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  19. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/AssociateBonesScope.cs.meta +11 -0
  20. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs +68 -0
  21. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs.meta +11 -0
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  32. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/PropertyAttributes.cs +6 -0
  33. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/PropertyAttributes.cs.meta +11 -0
  34. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float2x2.gen.cs +468 -0
  35. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float2x2.gen.cs.meta +11 -0
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  37. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float2x3.gen.cs.meta +11 -0
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  41. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3.gen.cs.meta +11 -0
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1
+ fileFormatVersion: 2
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benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs ADDED
@@ -0,0 +1,68 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using System;
2
+ using UnityEditor.U2D.Layout;
3
+ using UnityEngine;
4
+
5
+ namespace UnityEditor.U2D.Animation
6
+ {
7
+ internal interface ITool {}
8
+
9
+ internal abstract class BaseTool : SkinningObject, ITool
10
+ {
11
+ [SerializeField]
12
+ private LayoutOverlay m_LayoutOverlay;
13
+
14
+ internal LayoutOverlay layoutOverlay
15
+ {
16
+ get
17
+ {
18
+ return m_LayoutOverlay;
19
+ }
20
+ }
21
+
22
+ [SerializeField]
23
+ private bool m_IsActive = false;
24
+ public bool isActive
25
+ {
26
+ get { return m_IsActive; }
27
+ private set { m_IsActive = value; }
28
+ }
29
+
30
+ public virtual int defaultControlID { get { return 0; } }
31
+
32
+ public virtual IMeshPreviewBehaviour previewBehaviour
33
+ {
34
+ get { return null; }
35
+ }
36
+
37
+ internal override void OnDestroy()
38
+ {
39
+ Deactivate();
40
+ }
41
+
42
+ public void Activate()
43
+ {
44
+ isActive = true;
45
+ OnActivate();
46
+ }
47
+
48
+ public void Deactivate()
49
+ {
50
+ isActive = false;
51
+ OnDeactivate();
52
+ }
53
+
54
+ public void DoGUI()
55
+ {
56
+ if (isActive)
57
+ OnGUI();
58
+ }
59
+
60
+ public virtual void Initialize(LayoutOverlay layout)
61
+ {
62
+ m_LayoutOverlay = layout;
63
+ }
64
+ protected virtual void OnActivate() {}
65
+ protected virtual void OnDeactivate() {}
66
+ protected virtual void OnGUI() {}
67
+ }
68
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs.meta ADDED
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1
+ fileFormatVersion: 2
2
+ guid: cc0c24ed6655ecc449dcbe4a8f3bd744
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+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BoneDrawingUtility.cs ADDED
@@ -0,0 +1,84 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using UnityEngine;
2
+
3
+ namespace UnityEditor.U2D.Animation
4
+ {
5
+ internal static class BoneDrawingUtility
6
+ {
7
+ public static float GetBoneRadius(Vector3 position, float scale = 1.0f)
8
+ {
9
+ if (Camera.current != null)
10
+ {
11
+ return 0.15f * scale * HandleUtility.GetHandleSize(position);
12
+ }
13
+
14
+ return 10f * scale / Handles.matrix.GetColumn(0).magnitude;
15
+ }
16
+
17
+ public static void DrawBoneNode(Vector3 position, Vector3 forward, Color color, float scale = 1.0f)
18
+ {
19
+ Color c = Handles.color;
20
+ Handles.color = color;
21
+
22
+ Handles.DrawSolidDisc(position, -forward, GetBoneRadius(position, scale) * 0.3f);
23
+
24
+ Handles.color = c;
25
+ }
26
+
27
+ public static void DrawBone(Vector3 position, Vector3 endPosition, Vector3 forward, Color color, float scale = 1.0f)
28
+ {
29
+ Color c = Handles.color;
30
+ Handles.color = color;
31
+
32
+ var right = Vector3.right;
33
+ var v = endPosition - position;
34
+
35
+ if (v.sqrMagnitude != 0)
36
+ right = v.normalized;
37
+
38
+ var up = Vector3.Cross(right, forward).normalized;
39
+ var radius = GetBoneRadius(position, scale) * 0.5f;
40
+ var numSamples = 12;
41
+
42
+ if (v.sqrMagnitude <= radius * radius)
43
+ DrawingUtility.DrawSolidArc(position, -forward, up, 360f, radius, numSamples * 2);
44
+ else
45
+ {
46
+ DrawingUtility.DrawSolidArc(position, -forward, up, 180f, radius, numSamples);
47
+ DrawingUtility.DrawLine(position, endPosition, forward, radius * 2f, 0f);
48
+ }
49
+
50
+ Handles.color = c;
51
+ }
52
+
53
+ public static void DrawBoneOutline(Vector3 position, Vector3 endPosition, Vector3 forward, Color color, float outlineScale = 1.35f, float scale = 1.0f)
54
+ {
55
+ outlineScale = Mathf.Max(1f, outlineScale);
56
+
57
+ Color c = Handles.color;
58
+ Handles.color = color;
59
+
60
+ var right = Vector3.right;
61
+ var v = endPosition - position;
62
+
63
+ if (v.sqrMagnitude != 0)
64
+ right = v.normalized;
65
+
66
+ var up = Vector3.Cross(right, forward).normalized;
67
+ var radius = GetBoneRadius(position, scale) * 0.5f;
68
+ var outlineWidth = radius * (outlineScale - 1f);
69
+ var numSamples = 12;
70
+
71
+ if (v.sqrMagnitude <= radius * radius)
72
+ DrawingUtility.DrawSolidArc(position, -forward, up, 360f, radius, outlineScale, numSamples * 2);
73
+ else
74
+ {
75
+ DrawingUtility.DrawSolidArc(position, -forward, up, 180f, radius, outlineScale, numSamples);
76
+ DrawingUtility.DrawSolidArc(endPosition, -forward, -up, 180f, outlineWidth, 0f, numSamples);
77
+ DrawingUtility.DrawLine(position + up * (radius + outlineWidth * 0.5f), endPosition + up * outlineWidth * 0.5f, forward, outlineWidth, outlineWidth);
78
+ DrawingUtility.DrawLine(position - up * (radius + outlineWidth * 0.5f), endPosition - up * outlineWidth * 0.5f, forward, outlineWidth, outlineWidth);
79
+ }
80
+
81
+ Handles.color = c;
82
+ }
83
+ }
84
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/BaseObject.cs ADDED
@@ -0,0 +1,106 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using System;
2
+ using UnityEngine;
3
+
4
+ namespace UnityEditor.U2D.Animation
5
+ {
6
+ #if CODE_COVERAGE
7
+ internal class BaseObject
8
+ {
9
+ public static T CreateInstance<T>()
10
+ {
11
+ return Activator.CreateInstance<T>();
12
+ }
13
+
14
+ public static void DestroyImmediate(object o)
15
+ {
16
+ if (o is BaseObject)
17
+ {
18
+ var obj = o as BaseObject;
19
+ obj.OnDestroy();
20
+ s_Objects.Remove(obj.GetInstanceID());
21
+ }
22
+ else if (o is UnityEngine.Object)
23
+ {
24
+ var obj = o as UnityEngine.Object;
25
+ Undo.ClearUndo(obj);
26
+ UnityEngine.Object.DestroyImmediate(obj);
27
+ }
28
+ }
29
+
30
+ public static BaseObject InstanceIDToObject(int instanceID)
31
+ {
32
+ var obj = default(BaseObject);
33
+ s_Objects.TryGetValue(instanceID, out obj);
34
+ return obj;
35
+ }
36
+
37
+ private static Dictionary<int, BaseObject> s_Objects = new Dictionary<int, BaseObject>();
38
+ private static int s_InstanceID = 0;
39
+ private int m_InstanceID;
40
+
41
+ public string name { get; set; }
42
+ public HideFlags hideFlags = HideFlags.None;
43
+
44
+ public BaseObject()
45
+ {
46
+ m_InstanceID = ++s_InstanceID;
47
+ s_Objects.Add(m_InstanceID, this);
48
+ }
49
+
50
+ internal virtual void OnEnable() {}
51
+ internal virtual void OnDestroy() {}
52
+
53
+ public int GetInstanceID()
54
+ {
55
+ return m_InstanceID;
56
+ }
57
+
58
+ public override bool Equals(object other)
59
+ {
60
+ if ((other == null))
61
+ return false;
62
+
63
+ return object.ReferenceEquals(this, other);
64
+ }
65
+
66
+ public override int GetHashCode()
67
+ {
68
+ return m_InstanceID.GetHashCode();
69
+ }
70
+
71
+ public static bool operator==(BaseObject t1, BaseObject t2)
72
+ {
73
+ if (object.ReferenceEquals(t1, null))
74
+ return object.ReferenceEquals(t2, null);
75
+
76
+ return object.ReferenceEquals(t1, t2);
77
+ }
78
+
79
+ public static bool operator!=(BaseObject t1, BaseObject t2)
80
+ {
81
+ return !(t1 == t2);
82
+ }
83
+ }
84
+ #else
85
+ internal class BaseObject : ScriptableObject
86
+ {
87
+ public static void DestroyImmediate(object o)
88
+ {
89
+ if (o is UnityEngine.Object)
90
+ {
91
+ var obj = o as UnityEngine.Object;
92
+ Undo.ClearUndo(obj);
93
+ UnityEngine.Object.DestroyImmediate(obj);
94
+ }
95
+ }
96
+
97
+ public static BaseObject InstanceIDToObject(int instanceID)
98
+ {
99
+ return EditorUtility.InstanceIDToObject(instanceID) as BaseObject;
100
+ }
101
+
102
+ internal virtual void OnEnable() {}
103
+ internal virtual void OnDestroy() {}
104
+ }
105
+ #endif
106
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ITransformSelection.cs ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using System;
2
+ using UnityEngine;
3
+
4
+ namespace UnityEditor.U2D.Animation
5
+ {
6
+ internal interface ITransformSelection<T> : ISelection<T> where T : TransformCache
7
+ {
8
+ T root { get; }
9
+ T[] roots { get; }
10
+ }
11
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ITransformSelection.cs.meta ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ fileFormatVersion: 2
2
+ guid: 08c104e7d99d71c4eb0702b4e3e4b7d5
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SerializableSelection.cs ADDED
@@ -0,0 +1,138 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using System;
2
+ using System.Collections.Generic;
3
+ using UnityEngine;
4
+
5
+ namespace UnityEditor.U2D.Animation
6
+ {
7
+ [Serializable]
8
+ internal abstract class SerializableSelection<T> : ISelection<T>, ISerializationCallbackReceiver
9
+ {
10
+ internal readonly static int kInvalidID = -1;
11
+
12
+ [SerializeField]
13
+ private T[] m_Keys = new T[0];
14
+
15
+ private HashSet<T> m_Selection = new HashSet<T>();
16
+ private HashSet<T> m_TemporalSelection = new HashSet<T>();
17
+ private bool m_SelectionInProgress = false;
18
+
19
+ public int Count
20
+ {
21
+ get { return m_Selection.Count + m_TemporalSelection.Count; }
22
+ }
23
+
24
+ public T activeElement
25
+ {
26
+ get { return First(); }
27
+ set
28
+ {
29
+ Clear();
30
+ Select(value, true);
31
+ }
32
+ }
33
+
34
+ public T[] elements
35
+ {
36
+ get
37
+ {
38
+ var set = m_Selection;
39
+
40
+ if (m_SelectionInProgress)
41
+ {
42
+ var union = new HashSet<T>(m_Selection);
43
+ union.UnionWith(m_TemporalSelection);
44
+ set = union;
45
+ }
46
+
47
+ return new List<T>(set).ToArray();
48
+ }
49
+ set
50
+ {
51
+ Clear();
52
+ foreach(var element in value)
53
+ Select(element, true);
54
+ }
55
+ }
56
+
57
+ protected abstract T GetInvalidElement();
58
+
59
+ public void Clear()
60
+ {
61
+ GetSelection().Clear();
62
+ }
63
+
64
+ public void BeginSelection()
65
+ {
66
+ m_SelectionInProgress = true;
67
+ Clear();
68
+ }
69
+
70
+ public void EndSelection(bool select)
71
+ {
72
+ m_SelectionInProgress = false;
73
+
74
+ if (select)
75
+ m_Selection.UnionWith(m_TemporalSelection);
76
+ else
77
+ m_Selection.ExceptWith(m_TemporalSelection);
78
+
79
+ m_TemporalSelection.Clear();
80
+ }
81
+
82
+ public void Select(T element, bool select)
83
+ {
84
+ if(EqualityComparer<T>.Default.Equals(element, GetInvalidElement()))
85
+ return;
86
+
87
+ if (select)
88
+ GetSelection().Add(element);
89
+ else if (Contains(element))
90
+ GetSelection().Remove(element);
91
+ }
92
+
93
+ public bool Contains(T element)
94
+ {
95
+ return m_Selection.Contains(element) || m_TemporalSelection.Contains(element);
96
+ }
97
+
98
+ private HashSet<T> GetSelection()
99
+ {
100
+ if (m_SelectionInProgress)
101
+ return m_TemporalSelection;
102
+
103
+ return m_Selection;
104
+ }
105
+
106
+ private T First()
107
+ {
108
+ T element = First(m_Selection);
109
+
110
+ if(EqualityComparer<T>.Default.Equals(element, GetInvalidElement()))
111
+ element = First(m_TemporalSelection);
112
+
113
+ return element;
114
+ }
115
+
116
+ private T First(HashSet<T> set)
117
+ {
118
+ if(set.Count == 0)
119
+ return GetInvalidElement();
120
+
121
+ using (var enumerator = set.GetEnumerator())
122
+ {
123
+ Debug.Assert(enumerator.MoveNext());
124
+ return enumerator.Current;
125
+ }
126
+ }
127
+
128
+ void ISerializationCallbackReceiver.OnBeforeSerialize()
129
+ {
130
+ m_Keys = new List<T>(m_Selection).ToArray();
131
+ }
132
+
133
+ void ISerializationCallbackReceiver.OnAfterDeserialize()
134
+ {
135
+ elements = m_Keys;
136
+ }
137
+ }
138
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SerializableSelection.cs.meta ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ fileFormatVersion: 2
2
+ guid: 3fe89a573a78649d2856fde6fc441e38
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Meshing/Iterators/EdgeIterator.cs ADDED
@@ -0,0 +1,102 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ // -----------------------------------------------------------------------
2
+ // <copyright file="EdgeEnumerator.cs" company="">
3
+ // Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
4
+ // </copyright>
5
+ // -----------------------------------------------------------------------
6
+
7
+ namespace UnityEngine.U2D.Animation.TriangleNet
8
+ .Meshing.Iterators
9
+ {
10
+ using System.Collections.Generic;
11
+ using Animation.TriangleNet.Topology;
12
+ using Animation.TriangleNet.Geometry;
13
+
14
+ /// <summary>
15
+ /// Enumerates the edges of a triangulation.
16
+ /// </summary>
17
+ internal class EdgeIterator : IEnumerator<Edge>
18
+ {
19
+ IEnumerator<Triangle> triangles;
20
+ Otri tri = default(Otri);
21
+ Otri neighbor = default(Otri);
22
+ Osub sub = default(Osub);
23
+ Edge current;
24
+ Vertex p1, p2;
25
+
26
+ /// <summary>
27
+ /// Initializes a new instance of the <see cref="EdgeIterator" /> class.
28
+ /// </summary>
29
+ public EdgeIterator(Mesh mesh)
30
+ {
31
+ triangles = mesh.triangles.GetEnumerator();
32
+ triangles.MoveNext();
33
+
34
+ tri.tri = triangles.Current;
35
+ tri.orient = 0;
36
+ }
37
+
38
+ public Edge Current
39
+ {
40
+ get { return current; }
41
+ }
42
+
43
+ public void Dispose()
44
+ {
45
+ this.triangles.Dispose();
46
+ }
47
+
48
+ object System.Collections.IEnumerator.Current
49
+ {
50
+ get { return current; }
51
+ }
52
+
53
+ public bool MoveNext()
54
+ {
55
+ if (tri.tri == null)
56
+ {
57
+ return false;
58
+ }
59
+
60
+ current = null;
61
+
62
+ while (current == null)
63
+ {
64
+ if (tri.orient == 3)
65
+ {
66
+ if (triangles.MoveNext())
67
+ {
68
+ tri.tri = triangles.Current;
69
+ tri.orient = 0;
70
+ }
71
+ else
72
+ {
73
+ // Finally no more triangles
74
+ return false;
75
+ }
76
+ }
77
+
78
+ tri.Sym(ref neighbor);
79
+
80
+ if ((tri.tri.id < neighbor.tri.id) || (neighbor.tri.id == Mesh.DUMMY))
81
+ {
82
+ p1 = tri.Org();
83
+ p2 = tri.Dest();
84
+
85
+ tri.Pivot(ref sub);
86
+
87
+ // Boundary mark of dummysub is 0, so we don't need to worry about that.
88
+ current = new Edge(p1.id, p2.id, sub.seg.boundary);
89
+ }
90
+
91
+ tri.orient++;
92
+ }
93
+
94
+ return true;
95
+ }
96
+
97
+ public void Reset()
98
+ {
99
+ this.triangles.Reset();
100
+ }
101
+ }
102
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Meshing/Iterators/EdgeIterator.cs.meta ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ fileFormatVersion: 2
2
+ guid: 43e16ced10076476cafe049a9a276377
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Meshing/Iterators/RegionIterator.cs ADDED
@@ -0,0 +1,123 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ // -----------------------------------------------------------------------
2
+ // <copyright file="RegionIterator.cs" company="">
3
+ // Original Matlab code by John Burkardt, Florida State University
4
+ // Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
5
+ // </copyright>
6
+ // -----------------------------------------------------------------------
7
+ namespace UnityEngine.U2D.Animation.TriangleNet
8
+ .Meshing.Iterators
9
+ {
10
+ using System;
11
+ using System.Collections.Generic;
12
+ using Animation.TriangleNet.Topology;
13
+ /// <summary>
14
+ /// Iterates the region a given triangle belongs to and applies an action
15
+ /// to each connected trianlge in that region.
16
+ /// </summary>
17
+ /// <remarks>
18
+ /// The default action is to set the region id and area constraint.
19
+ /// </remarks>
20
+ internal class RegionIterator
21
+ {
22
+ List<Triangle> region;
23
+ public RegionIterator(Mesh mesh)
24
+ {
25
+ this.region = new List<Triangle>();
26
+ }
27
+
28
+ /// <summary>
29
+ /// Set the region attribute of all trianlges connected to given triangle.
30
+ /// </summary>
31
+ /// <param name="triangle">The triangle seed.</param>
32
+ /// <param name="boundary">If non-zero, process all triangles of the
33
+ /// region that is enclosed by segments with given boundary label.</param>
34
+ public void Process(Triangle triangle, int boundary = 0)
35
+ {
36
+ this.Process(triangle, (tri) =>
37
+ {
38
+ // Set the region id and area constraint.
39
+ tri.label = triangle.label;
40
+ tri.area = triangle.area;
41
+ }, boundary);
42
+ }
43
+
44
+ /// <summary>
45
+ /// Process all trianlges connected to given triangle and apply given action.
46
+ /// </summary>
47
+ /// <param name="triangle">The seeding triangle.</param>
48
+ /// <param name="action">The action to apply to each triangle.</param>
49
+ /// <param name="boundary">If non-zero, process all triangles of the
50
+ /// region that is enclosed by segments with given boundary label.</param>
51
+ public void Process(Triangle triangle, Action<Triangle> action, int boundary = 0)
52
+ {
53
+ // Make sure the triangle under consideration still exists.
54
+ // It may have been eaten by the virus.
55
+ if (triangle.id == Mesh.DUMMY || Otri.IsDead(triangle))
56
+ {
57
+ return;
58
+ }
59
+ // Add the seeding triangle to the region.
60
+ region.Add(triangle);
61
+ triangle.infected = true;
62
+ if (boundary == 0)
63
+ {
64
+ // Stop at any subsegment.
65
+ ProcessRegion(action, seg => seg.hash == Mesh.DUMMY);
66
+ }
67
+ else
68
+ {
69
+ // Stop at segments that have the given boundary label.
70
+ ProcessRegion(action, seg => seg.boundary != boundary);
71
+ }
72
+ // Free up memory (virus pool should be empty anyway).
73
+ region.Clear();
74
+ }
75
+
76
+ /// <summary>
77
+ /// Apply given action to each triangle of selected region.
78
+ /// </summary>
79
+ /// <param name="action"></param>
80
+ /// <param name="protector"></param>
81
+ void ProcessRegion(Action<Triangle> action, Func<SubSegment, bool> protector)
82
+ {
83
+ Otri testtri = default(Otri);
84
+ Otri neighbor = default(Otri);
85
+ Osub neighborsubseg = default(Osub);
86
+ // Loop through all the infected triangles, spreading the attribute
87
+ // and/or area constraint to their neighbors, then to their neighbors'
88
+ // neighbors.
89
+ for (int i = 0; i < region.Count; i++)
90
+ {
91
+ // WARNING: Don't use foreach, viri list gets modified.
92
+ testtri.tri = region[i];
93
+ // Apply function.
94
+ action(testtri.tri);
95
+ // Check each of the triangle's three neighbors.
96
+ for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
97
+ {
98
+ // Find the neighbor.
99
+ testtri.Sym(ref neighbor);
100
+ // Check for a subsegment between the triangle and its neighbor.
101
+ testtri.Pivot(ref neighborsubseg);
102
+ // Make sure the neighbor exists, is not already infected, and
103
+ // isn't protected by a subsegment.
104
+ if ((neighbor.tri.id != Mesh.DUMMY) && !neighbor.IsInfected()
105
+ && protector(neighborsubseg.seg))
106
+ {
107
+ // Infect the neighbor.
108
+ neighbor.Infect();
109
+ // Ensure that the neighbor's neighbors will be infected.
110
+ region.Add(neighbor.tri);
111
+ }
112
+ }
113
+ }
114
+ // Uninfect all triangles.
115
+ foreach (var virus in region)
116
+ {
117
+ virus.infected = false;
118
+ }
119
+ // Empty the virus pool.
120
+ region.Clear();
121
+ }
122
+ }
123
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/Noise.meta ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ fileFormatVersion: 2
2
+ guid: abc6c021d7cd541b3956a3969c8c3ccb
3
+ folderAsset: yes
4
+ DefaultImporter:
5
+ externalObjects: {}
6
+ userData:
7
+ assetBundleName:
8
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/PropertyAttributes.cs ADDED
@@ -0,0 +1,6 @@
 
 
 
 
 
 
 
1
+ namespace Unity.Mathematics
2
+ {
3
+ public class PostNormalizeAttribute : UnityEngine.PropertyAttribute {}
4
+
5
+ public class DoNotNormalizeAttribute : UnityEngine.PropertyAttribute {}
6
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/PropertyAttributes.cs.meta ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ fileFormatVersion: 2
2
+ guid: 61cbbdd02bb00406b94029228cb3b73b
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float2x2.gen.cs ADDED
@@ -0,0 +1,468 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //------------------------------------------------------------------------------
2
+ // <auto-generated>
3
+ // This code was generated by a tool.
4
+ //
5
+ // Changes to this file may cause incorrect behavior and will be lost if
6
+ // the code is regenerated.
7
+ // </auto-generated>
8
+ //------------------------------------------------------------------------------
9
+ using System;
10
+ using System.Runtime.CompilerServices;
11
+
12
+ #pragma warning disable 0660, 0661
13
+
14
+ namespace Unity.Mathematics
15
+ {
16
+ [System.Serializable]
17
+ public partial struct float2x2 : System.IEquatable<float2x2>, IFormattable
18
+ {
19
+ public float2 c0;
20
+ public float2 c1;
21
+
22
+ /// <summary>float2x2 identity transform.</summary>
23
+ public static readonly float2x2 identity = new float2x2(1.0f, 0.0f, 0.0f, 1.0f);
24
+
25
+ /// <summary>float2x2 zero value.</summary>
26
+ public static readonly float2x2 zero;
27
+
28
+ /// <summary>Constructs a float2x2 matrix from two float2 vectors.</summary>
29
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
30
+ public float2x2(float2 c0, float2 c1)
31
+ {
32
+ this.c0 = c0;
33
+ this.c1 = c1;
34
+ }
35
+
36
+ /// <summary>Constructs a float2x2 matrix from 4 float values given in row-major order.</summary>
37
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
38
+ public float2x2(float m00, float m01,
39
+ float m10, float m11)
40
+ {
41
+ this.c0 = new float2(m00, m10);
42
+ this.c1 = new float2(m01, m11);
43
+ }
44
+
45
+ /// <summary>Constructs a float2x2 matrix from a single float value by assigning it to every component.</summary>
46
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
47
+ public float2x2(float v)
48
+ {
49
+ this.c0 = v;
50
+ this.c1 = v;
51
+ }
52
+
53
+ /// <summary>Constructs a float2x2 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
54
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
55
+ public float2x2(bool v)
56
+ {
57
+ this.c0 = math.select(new float2(0.0f), new float2(1.0f), v);
58
+ this.c1 = math.select(new float2(0.0f), new float2(1.0f), v);
59
+ }
60
+
61
+ /// <summary>Constructs a float2x2 matrix from a bool2x2 matrix by componentwise conversion.</summary>
62
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
63
+ public float2x2(bool2x2 v)
64
+ {
65
+ this.c0 = math.select(new float2(0.0f), new float2(1.0f), v.c0);
66
+ this.c1 = math.select(new float2(0.0f), new float2(1.0f), v.c1);
67
+ }
68
+
69
+ /// <summary>Constructs a float2x2 matrix from a single int value by converting it to float and assigning it to every component.</summary>
70
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
71
+ public float2x2(int v)
72
+ {
73
+ this.c0 = v;
74
+ this.c1 = v;
75
+ }
76
+
77
+ /// <summary>Constructs a float2x2 matrix from a int2x2 matrix by componentwise conversion.</summary>
78
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
79
+ public float2x2(int2x2 v)
80
+ {
81
+ this.c0 = v.c0;
82
+ this.c1 = v.c1;
83
+ }
84
+
85
+ /// <summary>Constructs a float2x2 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
86
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
87
+ public float2x2(uint v)
88
+ {
89
+ this.c0 = v;
90
+ this.c1 = v;
91
+ }
92
+
93
+ /// <summary>Constructs a float2x2 matrix from a uint2x2 matrix by componentwise conversion.</summary>
94
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
95
+ public float2x2(uint2x2 v)
96
+ {
97
+ this.c0 = v.c0;
98
+ this.c1 = v.c1;
99
+ }
100
+
101
+ /// <summary>Constructs a float2x2 matrix from a single double value by converting it to float and assigning it to every component.</summary>
102
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
103
+ public float2x2(double v)
104
+ {
105
+ this.c0 = (float2)v;
106
+ this.c1 = (float2)v;
107
+ }
108
+
109
+ /// <summary>Constructs a float2x2 matrix from a double2x2 matrix by componentwise conversion.</summary>
110
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
111
+ public float2x2(double2x2 v)
112
+ {
113
+ this.c0 = (float2)v.c0;
114
+ this.c1 = (float2)v.c1;
115
+ }
116
+
117
+
118
+ /// <summary>Implicitly converts a single float value to a float2x2 matrix by assigning it to every component.</summary>
119
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
120
+ public static implicit operator float2x2(float v) { return new float2x2(v); }
121
+
122
+ /// <summary>Explicitly converts a single bool value to a float2x2 matrix by converting it to float and assigning it to every component.</summary>
123
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
124
+ public static explicit operator float2x2(bool v) { return new float2x2(v); }
125
+
126
+ /// <summary>Explicitly converts a bool2x2 matrix to a float2x2 matrix by componentwise conversion.</summary>
127
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
128
+ public static explicit operator float2x2(bool2x2 v) { return new float2x2(v); }
129
+
130
+ /// <summary>Implicitly converts a single int value to a float2x2 matrix by converting it to float and assigning it to every component.</summary>
131
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
132
+ public static implicit operator float2x2(int v) { return new float2x2(v); }
133
+
134
+ /// <summary>Implicitly converts a int2x2 matrix to a float2x2 matrix by componentwise conversion.</summary>
135
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
136
+ public static implicit operator float2x2(int2x2 v) { return new float2x2(v); }
137
+
138
+ /// <summary>Implicitly converts a single uint value to a float2x2 matrix by converting it to float and assigning it to every component.</summary>
139
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
140
+ public static implicit operator float2x2(uint v) { return new float2x2(v); }
141
+
142
+ /// <summary>Implicitly converts a uint2x2 matrix to a float2x2 matrix by componentwise conversion.</summary>
143
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
144
+ public static implicit operator float2x2(uint2x2 v) { return new float2x2(v); }
145
+
146
+ /// <summary>Explicitly converts a single double value to a float2x2 matrix by converting it to float and assigning it to every component.</summary>
147
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
148
+ public static explicit operator float2x2(double v) { return new float2x2(v); }
149
+
150
+ /// <summary>Explicitly converts a double2x2 matrix to a float2x2 matrix by componentwise conversion.</summary>
151
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
152
+ public static explicit operator float2x2(double2x2 v) { return new float2x2(v); }
153
+
154
+
155
+ /// <summary>Returns the result of a componentwise multiplication operation on two float2x2 matrices.</summary>
156
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
157
+ public static float2x2 operator * (float2x2 lhs, float2x2 rhs) { return new float2x2 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1); }
158
+
159
+ /// <summary>Returns the result of a componentwise multiplication operation on a float2x2 matrix and a float value.</summary>
160
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
161
+ public static float2x2 operator * (float2x2 lhs, float rhs) { return new float2x2 (lhs.c0 * rhs, lhs.c1 * rhs); }
162
+
163
+ /// <summary>Returns the result of a componentwise multiplication operation on a float value and a float2x2 matrix.</summary>
164
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
165
+ public static float2x2 operator * (float lhs, float2x2 rhs) { return new float2x2 (lhs * rhs.c0, lhs * rhs.c1); }
166
+
167
+
168
+ /// <summary>Returns the result of a componentwise addition operation on two float2x2 matrices.</summary>
169
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
170
+ public static float2x2 operator + (float2x2 lhs, float2x2 rhs) { return new float2x2 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1); }
171
+
172
+ /// <summary>Returns the result of a componentwise addition operation on a float2x2 matrix and a float value.</summary>
173
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
174
+ public static float2x2 operator + (float2x2 lhs, float rhs) { return new float2x2 (lhs.c0 + rhs, lhs.c1 + rhs); }
175
+
176
+ /// <summary>Returns the result of a componentwise addition operation on a float value and a float2x2 matrix.</summary>
177
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
178
+ public static float2x2 operator + (float lhs, float2x2 rhs) { return new float2x2 (lhs + rhs.c0, lhs + rhs.c1); }
179
+
180
+
181
+ /// <summary>Returns the result of a componentwise subtraction operation on two float2x2 matrices.</summary>
182
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
183
+ public static float2x2 operator - (float2x2 lhs, float2x2 rhs) { return new float2x2 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1); }
184
+
185
+ /// <summary>Returns the result of a componentwise subtraction operation on a float2x2 matrix and a float value.</summary>
186
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
187
+ public static float2x2 operator - (float2x2 lhs, float rhs) { return new float2x2 (lhs.c0 - rhs, lhs.c1 - rhs); }
188
+
189
+ /// <summary>Returns the result of a componentwise subtraction operation on a float value and a float2x2 matrix.</summary>
190
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
191
+ public static float2x2 operator - (float lhs, float2x2 rhs) { return new float2x2 (lhs - rhs.c0, lhs - rhs.c1); }
192
+
193
+
194
+ /// <summary>Returns the result of a componentwise division operation on two float2x2 matrices.</summary>
195
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
196
+ public static float2x2 operator / (float2x2 lhs, float2x2 rhs) { return new float2x2 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1); }
197
+
198
+ /// <summary>Returns the result of a componentwise division operation on a float2x2 matrix and a float value.</summary>
199
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
200
+ public static float2x2 operator / (float2x2 lhs, float rhs) { return new float2x2 (lhs.c0 / rhs, lhs.c1 / rhs); }
201
+
202
+ /// <summary>Returns the result of a componentwise division operation on a float value and a float2x2 matrix.</summary>
203
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
204
+ public static float2x2 operator / (float lhs, float2x2 rhs) { return new float2x2 (lhs / rhs.c0, lhs / rhs.c1); }
205
+
206
+
207
+ /// <summary>Returns the result of a componentwise modulus operation on two float2x2 matrices.</summary>
208
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
209
+ public static float2x2 operator % (float2x2 lhs, float2x2 rhs) { return new float2x2 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1); }
210
+
211
+ /// <summary>Returns the result of a componentwise modulus operation on a float2x2 matrix and a float value.</summary>
212
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
213
+ public static float2x2 operator % (float2x2 lhs, float rhs) { return new float2x2 (lhs.c0 % rhs, lhs.c1 % rhs); }
214
+
215
+ /// <summary>Returns the result of a componentwise modulus operation on a float value and a float2x2 matrix.</summary>
216
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
217
+ public static float2x2 operator % (float lhs, float2x2 rhs) { return new float2x2 (lhs % rhs.c0, lhs % rhs.c1); }
218
+
219
+
220
+ /// <summary>Returns the result of a componentwise increment operation on a float2x2 matrix.</summary>
221
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
222
+ public static float2x2 operator ++ (float2x2 val) { return new float2x2 (++val.c0, ++val.c1); }
223
+
224
+
225
+ /// <summary>Returns the result of a componentwise decrement operation on a float2x2 matrix.</summary>
226
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
227
+ public static float2x2 operator -- (float2x2 val) { return new float2x2 (--val.c0, --val.c1); }
228
+
229
+
230
+ /// <summary>Returns the result of a componentwise less than operation on two float2x2 matrices.</summary>
231
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
232
+ public static bool2x2 operator < (float2x2 lhs, float2x2 rhs) { return new bool2x2 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1); }
233
+
234
+ /// <summary>Returns the result of a componentwise less than operation on a float2x2 matrix and a float value.</summary>
235
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
236
+ public static bool2x2 operator < (float2x2 lhs, float rhs) { return new bool2x2 (lhs.c0 < rhs, lhs.c1 < rhs); }
237
+
238
+ /// <summary>Returns the result of a componentwise less than operation on a float value and a float2x2 matrix.</summary>
239
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
240
+ public static bool2x2 operator < (float lhs, float2x2 rhs) { return new bool2x2 (lhs < rhs.c0, lhs < rhs.c1); }
241
+
242
+
243
+ /// <summary>Returns the result of a componentwise less or equal operation on two float2x2 matrices.</summary>
244
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
245
+ public static bool2x2 operator <= (float2x2 lhs, float2x2 rhs) { return new bool2x2 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1); }
246
+
247
+ /// <summary>Returns the result of a componentwise less or equal operation on a float2x2 matrix and a float value.</summary>
248
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
249
+ public static bool2x2 operator <= (float2x2 lhs, float rhs) { return new bool2x2 (lhs.c0 <= rhs, lhs.c1 <= rhs); }
250
+
251
+ /// <summary>Returns the result of a componentwise less or equal operation on a float value and a float2x2 matrix.</summary>
252
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
253
+ public static bool2x2 operator <= (float lhs, float2x2 rhs) { return new bool2x2 (lhs <= rhs.c0, lhs <= rhs.c1); }
254
+
255
+
256
+ /// <summary>Returns the result of a componentwise greater than operation on two float2x2 matrices.</summary>
257
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
258
+ public static bool2x2 operator > (float2x2 lhs, float2x2 rhs) { return new bool2x2 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1); }
259
+
260
+ /// <summary>Returns the result of a componentwise greater than operation on a float2x2 matrix and a float value.</summary>
261
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
262
+ public static bool2x2 operator > (float2x2 lhs, float rhs) { return new bool2x2 (lhs.c0 > rhs, lhs.c1 > rhs); }
263
+
264
+ /// <summary>Returns the result of a componentwise greater than operation on a float value and a float2x2 matrix.</summary>
265
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
266
+ public static bool2x2 operator > (float lhs, float2x2 rhs) { return new bool2x2 (lhs > rhs.c0, lhs > rhs.c1); }
267
+
268
+
269
+ /// <summary>Returns the result of a componentwise greater or equal operation on two float2x2 matrices.</summary>
270
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
271
+ public static bool2x2 operator >= (float2x2 lhs, float2x2 rhs) { return new bool2x2 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1); }
272
+
273
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float2x2 matrix and a float value.</summary>
274
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
275
+ public static bool2x2 operator >= (float2x2 lhs, float rhs) { return new bool2x2 (lhs.c0 >= rhs, lhs.c1 >= rhs); }
276
+
277
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float2x2 matrix.</summary>
278
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
279
+ public static bool2x2 operator >= (float lhs, float2x2 rhs) { return new bool2x2 (lhs >= rhs.c0, lhs >= rhs.c1); }
280
+
281
+
282
+ /// <summary>Returns the result of a componentwise unary minus operation on a float2x2 matrix.</summary>
283
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
284
+ public static float2x2 operator - (float2x2 val) { return new float2x2 (-val.c0, -val.c1); }
285
+
286
+
287
+ /// <summary>Returns the result of a componentwise unary plus operation on a float2x2 matrix.</summary>
288
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
289
+ public static float2x2 operator + (float2x2 val) { return new float2x2 (+val.c0, +val.c1); }
290
+
291
+
292
+ /// <summary>Returns the result of a componentwise equality operation on two float2x2 matrices.</summary>
293
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
294
+ public static bool2x2 operator == (float2x2 lhs, float2x2 rhs) { return new bool2x2 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1); }
295
+
296
+ /// <summary>Returns the result of a componentwise equality operation on a float2x2 matrix and a float value.</summary>
297
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
298
+ public static bool2x2 operator == (float2x2 lhs, float rhs) { return new bool2x2 (lhs.c0 == rhs, lhs.c1 == rhs); }
299
+
300
+ /// <summary>Returns the result of a componentwise equality operation on a float value and a float2x2 matrix.</summary>
301
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
302
+ public static bool2x2 operator == (float lhs, float2x2 rhs) { return new bool2x2 (lhs == rhs.c0, lhs == rhs.c1); }
303
+
304
+
305
+ /// <summary>Returns the result of a componentwise not equal operation on two float2x2 matrices.</summary>
306
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
307
+ public static bool2x2 operator != (float2x2 lhs, float2x2 rhs) { return new bool2x2 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1); }
308
+
309
+ /// <summary>Returns the result of a componentwise not equal operation on a float2x2 matrix and a float value.</summary>
310
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
311
+ public static bool2x2 operator != (float2x2 lhs, float rhs) { return new bool2x2 (lhs.c0 != rhs, lhs.c1 != rhs); }
312
+
313
+ /// <summary>Returns the result of a componentwise not equal operation on a float value and a float2x2 matrix.</summary>
314
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
315
+ public static bool2x2 operator != (float lhs, float2x2 rhs) { return new bool2x2 (lhs != rhs.c0, lhs != rhs.c1); }
316
+
317
+
318
+
319
+ /// <summary>Returns the float2 element at a specified index.</summary>
320
+ unsafe public ref float2 this[int index]
321
+ {
322
+ get
323
+ {
324
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
325
+ if ((uint)index >= 2)
326
+ throw new System.ArgumentException("index must be between[0...1]");
327
+ #endif
328
+ fixed (float2x2* array = &this) { return ref ((float2*)array)[index]; }
329
+ }
330
+ }
331
+
332
+ /// <summary>Returns true if the float2x2 is equal to a given float2x2, false otherwise.</summary>
333
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
334
+ public bool Equals(float2x2 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1); }
335
+
336
+ /// <summary>Returns true if the float2x2 is equal to a given float2x2, false otherwise.</summary>
337
+ public override bool Equals(object o) { return Equals((float2x2)o); }
338
+
339
+
340
+ /// <summary>Returns a hash code for the float2x2.</summary>
341
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
342
+ public override int GetHashCode() { return (int)math.hash(this); }
343
+
344
+
345
+ /// <summary>Returns a string representation of the float2x2.</summary>
346
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
347
+ public override string ToString()
348
+ {
349
+ return string.Format("float2x2({0}f, {1}f, {2}f, {3}f)", c0.x, c1.x, c0.y, c1.y);
350
+ }
351
+
352
+ /// <summary>Returns a string representation of the float2x2 using a specified format and culture-specific format information.</summary>
353
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
354
+ public string ToString(string format, IFormatProvider formatProvider)
355
+ {
356
+ return string.Format("float2x2({0}f, {1}f, {2}f, {3}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider));
357
+ }
358
+
359
+ }
360
+
361
+ public static partial class math
362
+ {
363
+ /// <summary>Returns a float2x2 matrix constructed from two float2 vectors.</summary>
364
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
365
+ public static float2x2 float2x2(float2 c0, float2 c1) { return new float2x2(c0, c1); }
366
+
367
+ /// <summary>Returns a float2x2 matrix constructed from from 4 float values given in row-major order.</summary>
368
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
369
+ public static float2x2 float2x2(float m00, float m01,
370
+ float m10, float m11)
371
+ {
372
+ return new float2x2(m00, m01,
373
+ m10, m11);
374
+ }
375
+
376
+ /// <summary>Returns a float2x2 matrix constructed from a single float value by assigning it to every component.</summary>
377
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
378
+ public static float2x2 float2x2(float v) { return new float2x2(v); }
379
+
380
+ /// <summary>Returns a float2x2 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
381
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
382
+ public static float2x2 float2x2(bool v) { return new float2x2(v); }
383
+
384
+ /// <summary>Return a float2x2 matrix constructed from a bool2x2 matrix by componentwise conversion.</summary>
385
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
386
+ public static float2x2 float2x2(bool2x2 v) { return new float2x2(v); }
387
+
388
+ /// <summary>Returns a float2x2 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
389
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
390
+ public static float2x2 float2x2(int v) { return new float2x2(v); }
391
+
392
+ /// <summary>Return a float2x2 matrix constructed from a int2x2 matrix by componentwise conversion.</summary>
393
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
394
+ public static float2x2 float2x2(int2x2 v) { return new float2x2(v); }
395
+
396
+ /// <summary>Returns a float2x2 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
397
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
398
+ public static float2x2 float2x2(uint v) { return new float2x2(v); }
399
+
400
+ /// <summary>Return a float2x2 matrix constructed from a uint2x2 matrix by componentwise conversion.</summary>
401
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
402
+ public static float2x2 float2x2(uint2x2 v) { return new float2x2(v); }
403
+
404
+ /// <summary>Returns a float2x2 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
405
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
406
+ public static float2x2 float2x2(double v) { return new float2x2(v); }
407
+
408
+ /// <summary>Return a float2x2 matrix constructed from a double2x2 matrix by componentwise conversion.</summary>
409
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
410
+ public static float2x2 float2x2(double2x2 v) { return new float2x2(v); }
411
+
412
+ /// <summary>Return the float2x2 transpose of a float2x2 matrix.</summary>
413
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
414
+ public static float2x2 transpose(float2x2 v)
415
+ {
416
+ return float2x2(
417
+ v.c0.x, v.c0.y,
418
+ v.c1.x, v.c1.y);
419
+ }
420
+
421
+ /// <summary>Returns the float2x2 full inverse of a float2x2 matrix.</summary>
422
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
423
+ public static float2x2 inverse(float2x2 m)
424
+ {
425
+ float a = m.c0.x;
426
+ float b = m.c1.x;
427
+ float c = m.c0.y;
428
+ float d = m.c1.y;
429
+
430
+ float det = a * d - b * c;
431
+
432
+ return float2x2(d, -b, -c, a) * (1.0f / det);
433
+ }
434
+
435
+ /// <summary>Returns the determinant of a float2x2 matrix.</summary>
436
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
437
+ public static float determinant(float2x2 m)
438
+ {
439
+ float a = m.c0.x;
440
+ float b = m.c1.x;
441
+ float c = m.c0.y;
442
+ float d = m.c1.y;
443
+
444
+ return a * d - b * c;
445
+ }
446
+
447
+ /// <summary>Returns a uint hash code of a float2x2 vector.</summary>
448
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
449
+ public static uint hash(float2x2 v)
450
+ {
451
+ return csum(asuint(v.c0) * uint2(0x9C9F0823u, 0x5A9CA13Bu) +
452
+ asuint(v.c1) * uint2(0xAFCDD5EFu, 0xA88D187Du)) + 0xCF6EBA1Du;
453
+ }
454
+
455
+ /// <summary>
456
+ /// Returns a uint2 vector hash code of a float2x2 vector.
457
+ /// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
458
+ /// that are only reduced to a narrow uint hash at the very end instead of at every step.
459
+ /// </summary>
460
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
461
+ public static uint2 hashwide(float2x2 v)
462
+ {
463
+ return (asuint(v.c0) * uint2(0x9D88E5A1u, 0xEADF0775u) +
464
+ asuint(v.c1) * uint2(0x747A9D7Bu, 0x4111F799u)) + 0xB5F05AF1u;
465
+ }
466
+
467
+ }
468
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float2x2.gen.cs.meta ADDED
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+ fileFormatVersion: 2
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+ guid: 93080f7a13fd743e3aaaac6fee9f12b6
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+ MonoImporter:
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+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float2x3.gen.cs ADDED
@@ -0,0 +1,454 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //------------------------------------------------------------------------------
2
+ // <auto-generated>
3
+ // This code was generated by a tool.
4
+ //
5
+ // Changes to this file may cause incorrect behavior and will be lost if
6
+ // the code is regenerated.
7
+ // </auto-generated>
8
+ //------------------------------------------------------------------------------
9
+ using System;
10
+ using System.Runtime.CompilerServices;
11
+
12
+ #pragma warning disable 0660, 0661
13
+
14
+ namespace Unity.Mathematics
15
+ {
16
+ [System.Serializable]
17
+ public partial struct float2x3 : System.IEquatable<float2x3>, IFormattable
18
+ {
19
+ public float2 c0;
20
+ public float2 c1;
21
+ public float2 c2;
22
+
23
+ /// <summary>float2x3 zero value.</summary>
24
+ public static readonly float2x3 zero;
25
+
26
+ /// <summary>Constructs a float2x3 matrix from three float2 vectors.</summary>
27
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
28
+ public float2x3(float2 c0, float2 c1, float2 c2)
29
+ {
30
+ this.c0 = c0;
31
+ this.c1 = c1;
32
+ this.c2 = c2;
33
+ }
34
+
35
+ /// <summary>Constructs a float2x3 matrix from 6 float values given in row-major order.</summary>
36
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
37
+ public float2x3(float m00, float m01, float m02,
38
+ float m10, float m11, float m12)
39
+ {
40
+ this.c0 = new float2(m00, m10);
41
+ this.c1 = new float2(m01, m11);
42
+ this.c2 = new float2(m02, m12);
43
+ }
44
+
45
+ /// <summary>Constructs a float2x3 matrix from a single float value by assigning it to every component.</summary>
46
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
47
+ public float2x3(float v)
48
+ {
49
+ this.c0 = v;
50
+ this.c1 = v;
51
+ this.c2 = v;
52
+ }
53
+
54
+ /// <summary>Constructs a float2x3 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
55
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
56
+ public float2x3(bool v)
57
+ {
58
+ this.c0 = math.select(new float2(0.0f), new float2(1.0f), v);
59
+ this.c1 = math.select(new float2(0.0f), new float2(1.0f), v);
60
+ this.c2 = math.select(new float2(0.0f), new float2(1.0f), v);
61
+ }
62
+
63
+ /// <summary>Constructs a float2x3 matrix from a bool2x3 matrix by componentwise conversion.</summary>
64
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
65
+ public float2x3(bool2x3 v)
66
+ {
67
+ this.c0 = math.select(new float2(0.0f), new float2(1.0f), v.c0);
68
+ this.c1 = math.select(new float2(0.0f), new float2(1.0f), v.c1);
69
+ this.c2 = math.select(new float2(0.0f), new float2(1.0f), v.c2);
70
+ }
71
+
72
+ /// <summary>Constructs a float2x3 matrix from a single int value by converting it to float and assigning it to every component.</summary>
73
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
74
+ public float2x3(int v)
75
+ {
76
+ this.c0 = v;
77
+ this.c1 = v;
78
+ this.c2 = v;
79
+ }
80
+
81
+ /// <summary>Constructs a float2x3 matrix from a int2x3 matrix by componentwise conversion.</summary>
82
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
83
+ public float2x3(int2x3 v)
84
+ {
85
+ this.c0 = v.c0;
86
+ this.c1 = v.c1;
87
+ this.c2 = v.c2;
88
+ }
89
+
90
+ /// <summary>Constructs a float2x3 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
91
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
92
+ public float2x3(uint v)
93
+ {
94
+ this.c0 = v;
95
+ this.c1 = v;
96
+ this.c2 = v;
97
+ }
98
+
99
+ /// <summary>Constructs a float2x3 matrix from a uint2x3 matrix by componentwise conversion.</summary>
100
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
101
+ public float2x3(uint2x3 v)
102
+ {
103
+ this.c0 = v.c0;
104
+ this.c1 = v.c1;
105
+ this.c2 = v.c2;
106
+ }
107
+
108
+ /// <summary>Constructs a float2x3 matrix from a single double value by converting it to float and assigning it to every component.</summary>
109
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
110
+ public float2x3(double v)
111
+ {
112
+ this.c0 = (float2)v;
113
+ this.c1 = (float2)v;
114
+ this.c2 = (float2)v;
115
+ }
116
+
117
+ /// <summary>Constructs a float2x3 matrix from a double2x3 matrix by componentwise conversion.</summary>
118
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
119
+ public float2x3(double2x3 v)
120
+ {
121
+ this.c0 = (float2)v.c0;
122
+ this.c1 = (float2)v.c1;
123
+ this.c2 = (float2)v.c2;
124
+ }
125
+
126
+
127
+ /// <summary>Implicitly converts a single float value to a float2x3 matrix by assigning it to every component.</summary>
128
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
129
+ public static implicit operator float2x3(float v) { return new float2x3(v); }
130
+
131
+ /// <summary>Explicitly converts a single bool value to a float2x3 matrix by converting it to float and assigning it to every component.</summary>
132
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
133
+ public static explicit operator float2x3(bool v) { return new float2x3(v); }
134
+
135
+ /// <summary>Explicitly converts a bool2x3 matrix to a float2x3 matrix by componentwise conversion.</summary>
136
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
137
+ public static explicit operator float2x3(bool2x3 v) { return new float2x3(v); }
138
+
139
+ /// <summary>Implicitly converts a single int value to a float2x3 matrix by converting it to float and assigning it to every component.</summary>
140
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
141
+ public static implicit operator float2x3(int v) { return new float2x3(v); }
142
+
143
+ /// <summary>Implicitly converts a int2x3 matrix to a float2x3 matrix by componentwise conversion.</summary>
144
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
145
+ public static implicit operator float2x3(int2x3 v) { return new float2x3(v); }
146
+
147
+ /// <summary>Implicitly converts a single uint value to a float2x3 matrix by converting it to float and assigning it to every component.</summary>
148
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
149
+ public static implicit operator float2x3(uint v) { return new float2x3(v); }
150
+
151
+ /// <summary>Implicitly converts a uint2x3 matrix to a float2x3 matrix by componentwise conversion.</summary>
152
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
153
+ public static implicit operator float2x3(uint2x3 v) { return new float2x3(v); }
154
+
155
+ /// <summary>Explicitly converts a single double value to a float2x3 matrix by converting it to float and assigning it to every component.</summary>
156
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
157
+ public static explicit operator float2x3(double v) { return new float2x3(v); }
158
+
159
+ /// <summary>Explicitly converts a double2x3 matrix to a float2x3 matrix by componentwise conversion.</summary>
160
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
161
+ public static explicit operator float2x3(double2x3 v) { return new float2x3(v); }
162
+
163
+
164
+ /// <summary>Returns the result of a componentwise multiplication operation on two float2x3 matrices.</summary>
165
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
166
+ public static float2x3 operator * (float2x3 lhs, float2x3 rhs) { return new float2x3 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1, lhs.c2 * rhs.c2); }
167
+
168
+ /// <summary>Returns the result of a componentwise multiplication operation on a float2x3 matrix and a float value.</summary>
169
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
170
+ public static float2x3 operator * (float2x3 lhs, float rhs) { return new float2x3 (lhs.c0 * rhs, lhs.c1 * rhs, lhs.c2 * rhs); }
171
+
172
+ /// <summary>Returns the result of a componentwise multiplication operation on a float value and a float2x3 matrix.</summary>
173
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
174
+ public static float2x3 operator * (float lhs, float2x3 rhs) { return new float2x3 (lhs * rhs.c0, lhs * rhs.c1, lhs * rhs.c2); }
175
+
176
+
177
+ /// <summary>Returns the result of a componentwise addition operation on two float2x3 matrices.</summary>
178
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
179
+ public static float2x3 operator + (float2x3 lhs, float2x3 rhs) { return new float2x3 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1, lhs.c2 + rhs.c2); }
180
+
181
+ /// <summary>Returns the result of a componentwise addition operation on a float2x3 matrix and a float value.</summary>
182
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
183
+ public static float2x3 operator + (float2x3 lhs, float rhs) { return new float2x3 (lhs.c0 + rhs, lhs.c1 + rhs, lhs.c2 + rhs); }
184
+
185
+ /// <summary>Returns the result of a componentwise addition operation on a float value and a float2x3 matrix.</summary>
186
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
187
+ public static float2x3 operator + (float lhs, float2x3 rhs) { return new float2x3 (lhs + rhs.c0, lhs + rhs.c1, lhs + rhs.c2); }
188
+
189
+
190
+ /// <summary>Returns the result of a componentwise subtraction operation on two float2x3 matrices.</summary>
191
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
192
+ public static float2x3 operator - (float2x3 lhs, float2x3 rhs) { return new float2x3 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1, lhs.c2 - rhs.c2); }
193
+
194
+ /// <summary>Returns the result of a componentwise subtraction operation on a float2x3 matrix and a float value.</summary>
195
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
196
+ public static float2x3 operator - (float2x3 lhs, float rhs) { return new float2x3 (lhs.c0 - rhs, lhs.c1 - rhs, lhs.c2 - rhs); }
197
+
198
+ /// <summary>Returns the result of a componentwise subtraction operation on a float value and a float2x3 matrix.</summary>
199
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
200
+ public static float2x3 operator - (float lhs, float2x3 rhs) { return new float2x3 (lhs - rhs.c0, lhs - rhs.c1, lhs - rhs.c2); }
201
+
202
+
203
+ /// <summary>Returns the result of a componentwise division operation on two float2x3 matrices.</summary>
204
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
205
+ public static float2x3 operator / (float2x3 lhs, float2x3 rhs) { return new float2x3 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1, lhs.c2 / rhs.c2); }
206
+
207
+ /// <summary>Returns the result of a componentwise division operation on a float2x3 matrix and a float value.</summary>
208
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
209
+ public static float2x3 operator / (float2x3 lhs, float rhs) { return new float2x3 (lhs.c0 / rhs, lhs.c1 / rhs, lhs.c2 / rhs); }
210
+
211
+ /// <summary>Returns the result of a componentwise division operation on a float value and a float2x3 matrix.</summary>
212
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
213
+ public static float2x3 operator / (float lhs, float2x3 rhs) { return new float2x3 (lhs / rhs.c0, lhs / rhs.c1, lhs / rhs.c2); }
214
+
215
+
216
+ /// <summary>Returns the result of a componentwise modulus operation on two float2x3 matrices.</summary>
217
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
218
+ public static float2x3 operator % (float2x3 lhs, float2x3 rhs) { return new float2x3 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1, lhs.c2 % rhs.c2); }
219
+
220
+ /// <summary>Returns the result of a componentwise modulus operation on a float2x3 matrix and a float value.</summary>
221
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
222
+ public static float2x3 operator % (float2x3 lhs, float rhs) { return new float2x3 (lhs.c0 % rhs, lhs.c1 % rhs, lhs.c2 % rhs); }
223
+
224
+ /// <summary>Returns the result of a componentwise modulus operation on a float value and a float2x3 matrix.</summary>
225
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
226
+ public static float2x3 operator % (float lhs, float2x3 rhs) { return new float2x3 (lhs % rhs.c0, lhs % rhs.c1, lhs % rhs.c2); }
227
+
228
+
229
+ /// <summary>Returns the result of a componentwise increment operation on a float2x3 matrix.</summary>
230
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
231
+ public static float2x3 operator ++ (float2x3 val) { return new float2x3 (++val.c0, ++val.c1, ++val.c2); }
232
+
233
+
234
+ /// <summary>Returns the result of a componentwise decrement operation on a float2x3 matrix.</summary>
235
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
236
+ public static float2x3 operator -- (float2x3 val) { return new float2x3 (--val.c0, --val.c1, --val.c2); }
237
+
238
+
239
+ /// <summary>Returns the result of a componentwise less than operation on two float2x3 matrices.</summary>
240
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
241
+ public static bool2x3 operator < (float2x3 lhs, float2x3 rhs) { return new bool2x3 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1, lhs.c2 < rhs.c2); }
242
+
243
+ /// <summary>Returns the result of a componentwise less than operation on a float2x3 matrix and a float value.</summary>
244
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
245
+ public static bool2x3 operator < (float2x3 lhs, float rhs) { return new bool2x3 (lhs.c0 < rhs, lhs.c1 < rhs, lhs.c2 < rhs); }
246
+
247
+ /// <summary>Returns the result of a componentwise less than operation on a float value and a float2x3 matrix.</summary>
248
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
249
+ public static bool2x3 operator < (float lhs, float2x3 rhs) { return new bool2x3 (lhs < rhs.c0, lhs < rhs.c1, lhs < rhs.c2); }
250
+
251
+
252
+ /// <summary>Returns the result of a componentwise less or equal operation on two float2x3 matrices.</summary>
253
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
254
+ public static bool2x3 operator <= (float2x3 lhs, float2x3 rhs) { return new bool2x3 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1, lhs.c2 <= rhs.c2); }
255
+
256
+ /// <summary>Returns the result of a componentwise less or equal operation on a float2x3 matrix and a float value.</summary>
257
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
258
+ public static bool2x3 operator <= (float2x3 lhs, float rhs) { return new bool2x3 (lhs.c0 <= rhs, lhs.c1 <= rhs, lhs.c2 <= rhs); }
259
+
260
+ /// <summary>Returns the result of a componentwise less or equal operation on a float value and a float2x3 matrix.</summary>
261
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
262
+ public static bool2x3 operator <= (float lhs, float2x3 rhs) { return new bool2x3 (lhs <= rhs.c0, lhs <= rhs.c1, lhs <= rhs.c2); }
263
+
264
+
265
+ /// <summary>Returns the result of a componentwise greater than operation on two float2x3 matrices.</summary>
266
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
267
+ public static bool2x3 operator > (float2x3 lhs, float2x3 rhs) { return new bool2x3 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1, lhs.c2 > rhs.c2); }
268
+
269
+ /// <summary>Returns the result of a componentwise greater than operation on a float2x3 matrix and a float value.</summary>
270
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
271
+ public static bool2x3 operator > (float2x3 lhs, float rhs) { return new bool2x3 (lhs.c0 > rhs, lhs.c1 > rhs, lhs.c2 > rhs); }
272
+
273
+ /// <summary>Returns the result of a componentwise greater than operation on a float value and a float2x3 matrix.</summary>
274
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
275
+ public static bool2x3 operator > (float lhs, float2x3 rhs) { return new bool2x3 (lhs > rhs.c0, lhs > rhs.c1, lhs > rhs.c2); }
276
+
277
+
278
+ /// <summary>Returns the result of a componentwise greater or equal operation on two float2x3 matrices.</summary>
279
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
280
+ public static bool2x3 operator >= (float2x3 lhs, float2x3 rhs) { return new bool2x3 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1, lhs.c2 >= rhs.c2); }
281
+
282
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float2x3 matrix and a float value.</summary>
283
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
284
+ public static bool2x3 operator >= (float2x3 lhs, float rhs) { return new bool2x3 (lhs.c0 >= rhs, lhs.c1 >= rhs, lhs.c2 >= rhs); }
285
+
286
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float2x3 matrix.</summary>
287
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
288
+ public static bool2x3 operator >= (float lhs, float2x3 rhs) { return new bool2x3 (lhs >= rhs.c0, lhs >= rhs.c1, lhs >= rhs.c2); }
289
+
290
+
291
+ /// <summary>Returns the result of a componentwise unary minus operation on a float2x3 matrix.</summary>
292
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
293
+ public static float2x3 operator - (float2x3 val) { return new float2x3 (-val.c0, -val.c1, -val.c2); }
294
+
295
+
296
+ /// <summary>Returns the result of a componentwise unary plus operation on a float2x3 matrix.</summary>
297
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
298
+ public static float2x3 operator + (float2x3 val) { return new float2x3 (+val.c0, +val.c1, +val.c2); }
299
+
300
+
301
+ /// <summary>Returns the result of a componentwise equality operation on two float2x3 matrices.</summary>
302
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
303
+ public static bool2x3 operator == (float2x3 lhs, float2x3 rhs) { return new bool2x3 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2); }
304
+
305
+ /// <summary>Returns the result of a componentwise equality operation on a float2x3 matrix and a float value.</summary>
306
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
307
+ public static bool2x3 operator == (float2x3 lhs, float rhs) { return new bool2x3 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs); }
308
+
309
+ /// <summary>Returns the result of a componentwise equality operation on a float value and a float2x3 matrix.</summary>
310
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
311
+ public static bool2x3 operator == (float lhs, float2x3 rhs) { return new bool2x3 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2); }
312
+
313
+
314
+ /// <summary>Returns the result of a componentwise not equal operation on two float2x3 matrices.</summary>
315
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
316
+ public static bool2x3 operator != (float2x3 lhs, float2x3 rhs) { return new bool2x3 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1, lhs.c2 != rhs.c2); }
317
+
318
+ /// <summary>Returns the result of a componentwise not equal operation on a float2x3 matrix and a float value.</summary>
319
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
320
+ public static bool2x3 operator != (float2x3 lhs, float rhs) { return new bool2x3 (lhs.c0 != rhs, lhs.c1 != rhs, lhs.c2 != rhs); }
321
+
322
+ /// <summary>Returns the result of a componentwise not equal operation on a float value and a float2x3 matrix.</summary>
323
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
324
+ public static bool2x3 operator != (float lhs, float2x3 rhs) { return new bool2x3 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2); }
325
+
326
+
327
+
328
+ /// <summary>Returns the float2 element at a specified index.</summary>
329
+ unsafe public ref float2 this[int index]
330
+ {
331
+ get
332
+ {
333
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
334
+ if ((uint)index >= 3)
335
+ throw new System.ArgumentException("index must be between[0...2]");
336
+ #endif
337
+ fixed (float2x3* array = &this) { return ref ((float2*)array)[index]; }
338
+ }
339
+ }
340
+
341
+ /// <summary>Returns true if the float2x3 is equal to a given float2x3, false otherwise.</summary>
342
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
343
+ public bool Equals(float2x3 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2); }
344
+
345
+ /// <summary>Returns true if the float2x3 is equal to a given float2x3, false otherwise.</summary>
346
+ public override bool Equals(object o) { return Equals((float2x3)o); }
347
+
348
+
349
+ /// <summary>Returns a hash code for the float2x3.</summary>
350
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
351
+ public override int GetHashCode() { return (int)math.hash(this); }
352
+
353
+
354
+ /// <summary>Returns a string representation of the float2x3.</summary>
355
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
356
+ public override string ToString()
357
+ {
358
+ return string.Format("float2x3({0}f, {1}f, {2}f, {3}f, {4}f, {5}f)", c0.x, c1.x, c2.x, c0.y, c1.y, c2.y);
359
+ }
360
+
361
+ /// <summary>Returns a string representation of the float2x3 using a specified format and culture-specific format information.</summary>
362
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
363
+ public string ToString(string format, IFormatProvider formatProvider)
364
+ {
365
+ return string.Format("float2x3({0}f, {1}f, {2}f, {3}f, {4}f, {5}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c2.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c2.y.ToString(format, formatProvider));
366
+ }
367
+
368
+ }
369
+
370
+ public static partial class math
371
+ {
372
+ /// <summary>Returns a float2x3 matrix constructed from three float2 vectors.</summary>
373
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
374
+ public static float2x3 float2x3(float2 c0, float2 c1, float2 c2) { return new float2x3(c0, c1, c2); }
375
+
376
+ /// <summary>Returns a float2x3 matrix constructed from from 6 float values given in row-major order.</summary>
377
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
378
+ public static float2x3 float2x3(float m00, float m01, float m02,
379
+ float m10, float m11, float m12)
380
+ {
381
+ return new float2x3(m00, m01, m02,
382
+ m10, m11, m12);
383
+ }
384
+
385
+ /// <summary>Returns a float2x3 matrix constructed from a single float value by assigning it to every component.</summary>
386
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
387
+ public static float2x3 float2x3(float v) { return new float2x3(v); }
388
+
389
+ /// <summary>Returns a float2x3 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
390
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
391
+ public static float2x3 float2x3(bool v) { return new float2x3(v); }
392
+
393
+ /// <summary>Return a float2x3 matrix constructed from a bool2x3 matrix by componentwise conversion.</summary>
394
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
395
+ public static float2x3 float2x3(bool2x3 v) { return new float2x3(v); }
396
+
397
+ /// <summary>Returns a float2x3 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
398
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
399
+ public static float2x3 float2x3(int v) { return new float2x3(v); }
400
+
401
+ /// <summary>Return a float2x3 matrix constructed from a int2x3 matrix by componentwise conversion.</summary>
402
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
403
+ public static float2x3 float2x3(int2x3 v) { return new float2x3(v); }
404
+
405
+ /// <summary>Returns a float2x3 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
406
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
407
+ public static float2x3 float2x3(uint v) { return new float2x3(v); }
408
+
409
+ /// <summary>Return a float2x3 matrix constructed from a uint2x3 matrix by componentwise conversion.</summary>
410
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
411
+ public static float2x3 float2x3(uint2x3 v) { return new float2x3(v); }
412
+
413
+ /// <summary>Returns a float2x3 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
414
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
415
+ public static float2x3 float2x3(double v) { return new float2x3(v); }
416
+
417
+ /// <summary>Return a float2x3 matrix constructed from a double2x3 matrix by componentwise conversion.</summary>
418
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
419
+ public static float2x3 float2x3(double2x3 v) { return new float2x3(v); }
420
+
421
+ /// <summary>Return the float3x2 transpose of a float2x3 matrix.</summary>
422
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
423
+ public static float3x2 transpose(float2x3 v)
424
+ {
425
+ return float3x2(
426
+ v.c0.x, v.c0.y,
427
+ v.c1.x, v.c1.y,
428
+ v.c2.x, v.c2.y);
429
+ }
430
+
431
+ /// <summary>Returns a uint hash code of a float2x3 vector.</summary>
432
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
433
+ public static uint hash(float2x3 v)
434
+ {
435
+ return csum(asuint(v.c0) * uint2(0xE857DCE1u, 0xF62213C5u) +
436
+ asuint(v.c1) * uint2(0x9CDAA959u, 0xAA269ABFu) +
437
+ asuint(v.c2) * uint2(0xD54BA36Fu, 0xFD0847B9u)) + 0x8189A683u;
438
+ }
439
+
440
+ /// <summary>
441
+ /// Returns a uint2 vector hash code of a float2x3 vector.
442
+ /// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
443
+ /// that are only reduced to a narrow uint hash at the very end instead of at every step.
444
+ /// </summary>
445
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
446
+ public static uint2 hashwide(float2x3 v)
447
+ {
448
+ return (asuint(v.c0) * uint2(0xB139D651u, 0xE7579997u) +
449
+ asuint(v.c1) * uint2(0xEF7D56C7u, 0x66F38F0Bu) +
450
+ asuint(v.c2) * uint2(0x624256A3u, 0x5292ADE1u)) + 0xD2E590E5u;
451
+ }
452
+
453
+ }
454
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float2x3.gen.cs.meta ADDED
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+ fileFormatVersion: 2
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+ guid: f6047b8d8f85d4465b798320ea146853
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+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float2x4.gen.cs ADDED
@@ -0,0 +1,469 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //------------------------------------------------------------------------------
2
+ // <auto-generated>
3
+ // This code was generated by a tool.
4
+ //
5
+ // Changes to this file may cause incorrect behavior and will be lost if
6
+ // the code is regenerated.
7
+ // </auto-generated>
8
+ //------------------------------------------------------------------------------
9
+ using System;
10
+ using System.Runtime.CompilerServices;
11
+
12
+ #pragma warning disable 0660, 0661
13
+
14
+ namespace Unity.Mathematics
15
+ {
16
+ [System.Serializable]
17
+ public partial struct float2x4 : System.IEquatable<float2x4>, IFormattable
18
+ {
19
+ public float2 c0;
20
+ public float2 c1;
21
+ public float2 c2;
22
+ public float2 c3;
23
+
24
+ /// <summary>float2x4 zero value.</summary>
25
+ public static readonly float2x4 zero;
26
+
27
+ /// <summary>Constructs a float2x4 matrix from four float2 vectors.</summary>
28
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
29
+ public float2x4(float2 c0, float2 c1, float2 c2, float2 c3)
30
+ {
31
+ this.c0 = c0;
32
+ this.c1 = c1;
33
+ this.c2 = c2;
34
+ this.c3 = c3;
35
+ }
36
+
37
+ /// <summary>Constructs a float2x4 matrix from 8 float values given in row-major order.</summary>
38
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
39
+ public float2x4(float m00, float m01, float m02, float m03,
40
+ float m10, float m11, float m12, float m13)
41
+ {
42
+ this.c0 = new float2(m00, m10);
43
+ this.c1 = new float2(m01, m11);
44
+ this.c2 = new float2(m02, m12);
45
+ this.c3 = new float2(m03, m13);
46
+ }
47
+
48
+ /// <summary>Constructs a float2x4 matrix from a single float value by assigning it to every component.</summary>
49
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
50
+ public float2x4(float v)
51
+ {
52
+ this.c0 = v;
53
+ this.c1 = v;
54
+ this.c2 = v;
55
+ this.c3 = v;
56
+ }
57
+
58
+ /// <summary>Constructs a float2x4 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
59
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
60
+ public float2x4(bool v)
61
+ {
62
+ this.c0 = math.select(new float2(0.0f), new float2(1.0f), v);
63
+ this.c1 = math.select(new float2(0.0f), new float2(1.0f), v);
64
+ this.c2 = math.select(new float2(0.0f), new float2(1.0f), v);
65
+ this.c3 = math.select(new float2(0.0f), new float2(1.0f), v);
66
+ }
67
+
68
+ /// <summary>Constructs a float2x4 matrix from a bool2x4 matrix by componentwise conversion.</summary>
69
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
70
+ public float2x4(bool2x4 v)
71
+ {
72
+ this.c0 = math.select(new float2(0.0f), new float2(1.0f), v.c0);
73
+ this.c1 = math.select(new float2(0.0f), new float2(1.0f), v.c1);
74
+ this.c2 = math.select(new float2(0.0f), new float2(1.0f), v.c2);
75
+ this.c3 = math.select(new float2(0.0f), new float2(1.0f), v.c3);
76
+ }
77
+
78
+ /// <summary>Constructs a float2x4 matrix from a single int value by converting it to float and assigning it to every component.</summary>
79
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
80
+ public float2x4(int v)
81
+ {
82
+ this.c0 = v;
83
+ this.c1 = v;
84
+ this.c2 = v;
85
+ this.c3 = v;
86
+ }
87
+
88
+ /// <summary>Constructs a float2x4 matrix from a int2x4 matrix by componentwise conversion.</summary>
89
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
90
+ public float2x4(int2x4 v)
91
+ {
92
+ this.c0 = v.c0;
93
+ this.c1 = v.c1;
94
+ this.c2 = v.c2;
95
+ this.c3 = v.c3;
96
+ }
97
+
98
+ /// <summary>Constructs a float2x4 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
99
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
100
+ public float2x4(uint v)
101
+ {
102
+ this.c0 = v;
103
+ this.c1 = v;
104
+ this.c2 = v;
105
+ this.c3 = v;
106
+ }
107
+
108
+ /// <summary>Constructs a float2x4 matrix from a uint2x4 matrix by componentwise conversion.</summary>
109
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
110
+ public float2x4(uint2x4 v)
111
+ {
112
+ this.c0 = v.c0;
113
+ this.c1 = v.c1;
114
+ this.c2 = v.c2;
115
+ this.c3 = v.c3;
116
+ }
117
+
118
+ /// <summary>Constructs a float2x4 matrix from a single double value by converting it to float and assigning it to every component.</summary>
119
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
120
+ public float2x4(double v)
121
+ {
122
+ this.c0 = (float2)v;
123
+ this.c1 = (float2)v;
124
+ this.c2 = (float2)v;
125
+ this.c3 = (float2)v;
126
+ }
127
+
128
+ /// <summary>Constructs a float2x4 matrix from a double2x4 matrix by componentwise conversion.</summary>
129
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
130
+ public float2x4(double2x4 v)
131
+ {
132
+ this.c0 = (float2)v.c0;
133
+ this.c1 = (float2)v.c1;
134
+ this.c2 = (float2)v.c2;
135
+ this.c3 = (float2)v.c3;
136
+ }
137
+
138
+
139
+ /// <summary>Implicitly converts a single float value to a float2x4 matrix by assigning it to every component.</summary>
140
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
141
+ public static implicit operator float2x4(float v) { return new float2x4(v); }
142
+
143
+ /// <summary>Explicitly converts a single bool value to a float2x4 matrix by converting it to float and assigning it to every component.</summary>
144
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
145
+ public static explicit operator float2x4(bool v) { return new float2x4(v); }
146
+
147
+ /// <summary>Explicitly converts a bool2x4 matrix to a float2x4 matrix by componentwise conversion.</summary>
148
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
149
+ public static explicit operator float2x4(bool2x4 v) { return new float2x4(v); }
150
+
151
+ /// <summary>Implicitly converts a single int value to a float2x4 matrix by converting it to float and assigning it to every component.</summary>
152
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
153
+ public static implicit operator float2x4(int v) { return new float2x4(v); }
154
+
155
+ /// <summary>Implicitly converts a int2x4 matrix to a float2x4 matrix by componentwise conversion.</summary>
156
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
157
+ public static implicit operator float2x4(int2x4 v) { return new float2x4(v); }
158
+
159
+ /// <summary>Implicitly converts a single uint value to a float2x4 matrix by converting it to float and assigning it to every component.</summary>
160
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
161
+ public static implicit operator float2x4(uint v) { return new float2x4(v); }
162
+
163
+ /// <summary>Implicitly converts a uint2x4 matrix to a float2x4 matrix by componentwise conversion.</summary>
164
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
165
+ public static implicit operator float2x4(uint2x4 v) { return new float2x4(v); }
166
+
167
+ /// <summary>Explicitly converts a single double value to a float2x4 matrix by converting it to float and assigning it to every component.</summary>
168
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
169
+ public static explicit operator float2x4(double v) { return new float2x4(v); }
170
+
171
+ /// <summary>Explicitly converts a double2x4 matrix to a float2x4 matrix by componentwise conversion.</summary>
172
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
173
+ public static explicit operator float2x4(double2x4 v) { return new float2x4(v); }
174
+
175
+
176
+ /// <summary>Returns the result of a componentwise multiplication operation on two float2x4 matrices.</summary>
177
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
178
+ public static float2x4 operator * (float2x4 lhs, float2x4 rhs) { return new float2x4 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1, lhs.c2 * rhs.c2, lhs.c3 * rhs.c3); }
179
+
180
+ /// <summary>Returns the result of a componentwise multiplication operation on a float2x4 matrix and a float value.</summary>
181
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
182
+ public static float2x4 operator * (float2x4 lhs, float rhs) { return new float2x4 (lhs.c0 * rhs, lhs.c1 * rhs, lhs.c2 * rhs, lhs.c3 * rhs); }
183
+
184
+ /// <summary>Returns the result of a componentwise multiplication operation on a float value and a float2x4 matrix.</summary>
185
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
186
+ public static float2x4 operator * (float lhs, float2x4 rhs) { return new float2x4 (lhs * rhs.c0, lhs * rhs.c1, lhs * rhs.c2, lhs * rhs.c3); }
187
+
188
+
189
+ /// <summary>Returns the result of a componentwise addition operation on two float2x4 matrices.</summary>
190
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
191
+ public static float2x4 operator + (float2x4 lhs, float2x4 rhs) { return new float2x4 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1, lhs.c2 + rhs.c2, lhs.c3 + rhs.c3); }
192
+
193
+ /// <summary>Returns the result of a componentwise addition operation on a float2x4 matrix and a float value.</summary>
194
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
195
+ public static float2x4 operator + (float2x4 lhs, float rhs) { return new float2x4 (lhs.c0 + rhs, lhs.c1 + rhs, lhs.c2 + rhs, lhs.c3 + rhs); }
196
+
197
+ /// <summary>Returns the result of a componentwise addition operation on a float value and a float2x4 matrix.</summary>
198
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
199
+ public static float2x4 operator + (float lhs, float2x4 rhs) { return new float2x4 (lhs + rhs.c0, lhs + rhs.c1, lhs + rhs.c2, lhs + rhs.c3); }
200
+
201
+
202
+ /// <summary>Returns the result of a componentwise subtraction operation on two float2x4 matrices.</summary>
203
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
204
+ public static float2x4 operator - (float2x4 lhs, float2x4 rhs) { return new float2x4 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1, lhs.c2 - rhs.c2, lhs.c3 - rhs.c3); }
205
+
206
+ /// <summary>Returns the result of a componentwise subtraction operation on a float2x4 matrix and a float value.</summary>
207
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
208
+ public static float2x4 operator - (float2x4 lhs, float rhs) { return new float2x4 (lhs.c0 - rhs, lhs.c1 - rhs, lhs.c2 - rhs, lhs.c3 - rhs); }
209
+
210
+ /// <summary>Returns the result of a componentwise subtraction operation on a float value and a float2x4 matrix.</summary>
211
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
212
+ public static float2x4 operator - (float lhs, float2x4 rhs) { return new float2x4 (lhs - rhs.c0, lhs - rhs.c1, lhs - rhs.c2, lhs - rhs.c3); }
213
+
214
+
215
+ /// <summary>Returns the result of a componentwise division operation on two float2x4 matrices.</summary>
216
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
217
+ public static float2x4 operator / (float2x4 lhs, float2x4 rhs) { return new float2x4 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1, lhs.c2 / rhs.c2, lhs.c3 / rhs.c3); }
218
+
219
+ /// <summary>Returns the result of a componentwise division operation on a float2x4 matrix and a float value.</summary>
220
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
221
+ public static float2x4 operator / (float2x4 lhs, float rhs) { return new float2x4 (lhs.c0 / rhs, lhs.c1 / rhs, lhs.c2 / rhs, lhs.c3 / rhs); }
222
+
223
+ /// <summary>Returns the result of a componentwise division operation on a float value and a float2x4 matrix.</summary>
224
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
225
+ public static float2x4 operator / (float lhs, float2x4 rhs) { return new float2x4 (lhs / rhs.c0, lhs / rhs.c1, lhs / rhs.c2, lhs / rhs.c3); }
226
+
227
+
228
+ /// <summary>Returns the result of a componentwise modulus operation on two float2x4 matrices.</summary>
229
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
230
+ public static float2x4 operator % (float2x4 lhs, float2x4 rhs) { return new float2x4 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1, lhs.c2 % rhs.c2, lhs.c3 % rhs.c3); }
231
+
232
+ /// <summary>Returns the result of a componentwise modulus operation on a float2x4 matrix and a float value.</summary>
233
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
234
+ public static float2x4 operator % (float2x4 lhs, float rhs) { return new float2x4 (lhs.c0 % rhs, lhs.c1 % rhs, lhs.c2 % rhs, lhs.c3 % rhs); }
235
+
236
+ /// <summary>Returns the result of a componentwise modulus operation on a float value and a float2x4 matrix.</summary>
237
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
238
+ public static float2x4 operator % (float lhs, float2x4 rhs) { return new float2x4 (lhs % rhs.c0, lhs % rhs.c1, lhs % rhs.c2, lhs % rhs.c3); }
239
+
240
+
241
+ /// <summary>Returns the result of a componentwise increment operation on a float2x4 matrix.</summary>
242
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
243
+ public static float2x4 operator ++ (float2x4 val) { return new float2x4 (++val.c0, ++val.c1, ++val.c2, ++val.c3); }
244
+
245
+
246
+ /// <summary>Returns the result of a componentwise decrement operation on a float2x4 matrix.</summary>
247
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
248
+ public static float2x4 operator -- (float2x4 val) { return new float2x4 (--val.c0, --val.c1, --val.c2, --val.c3); }
249
+
250
+
251
+ /// <summary>Returns the result of a componentwise less than operation on two float2x4 matrices.</summary>
252
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
253
+ public static bool2x4 operator < (float2x4 lhs, float2x4 rhs) { return new bool2x4 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1, lhs.c2 < rhs.c2, lhs.c3 < rhs.c3); }
254
+
255
+ /// <summary>Returns the result of a componentwise less than operation on a float2x4 matrix and a float value.</summary>
256
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
257
+ public static bool2x4 operator < (float2x4 lhs, float rhs) { return new bool2x4 (lhs.c0 < rhs, lhs.c1 < rhs, lhs.c2 < rhs, lhs.c3 < rhs); }
258
+
259
+ /// <summary>Returns the result of a componentwise less than operation on a float value and a float2x4 matrix.</summary>
260
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
261
+ public static bool2x4 operator < (float lhs, float2x4 rhs) { return new bool2x4 (lhs < rhs.c0, lhs < rhs.c1, lhs < rhs.c2, lhs < rhs.c3); }
262
+
263
+
264
+ /// <summary>Returns the result of a componentwise less or equal operation on two float2x4 matrices.</summary>
265
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
266
+ public static bool2x4 operator <= (float2x4 lhs, float2x4 rhs) { return new bool2x4 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1, lhs.c2 <= rhs.c2, lhs.c3 <= rhs.c3); }
267
+
268
+ /// <summary>Returns the result of a componentwise less or equal operation on a float2x4 matrix and a float value.</summary>
269
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
270
+ public static bool2x4 operator <= (float2x4 lhs, float rhs) { return new bool2x4 (lhs.c0 <= rhs, lhs.c1 <= rhs, lhs.c2 <= rhs, lhs.c3 <= rhs); }
271
+
272
+ /// <summary>Returns the result of a componentwise less or equal operation on a float value and a float2x4 matrix.</summary>
273
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
274
+ public static bool2x4 operator <= (float lhs, float2x4 rhs) { return new bool2x4 (lhs <= rhs.c0, lhs <= rhs.c1, lhs <= rhs.c2, lhs <= rhs.c3); }
275
+
276
+
277
+ /// <summary>Returns the result of a componentwise greater than operation on two float2x4 matrices.</summary>
278
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
279
+ public static bool2x4 operator > (float2x4 lhs, float2x4 rhs) { return new bool2x4 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1, lhs.c2 > rhs.c2, lhs.c3 > rhs.c3); }
280
+
281
+ /// <summary>Returns the result of a componentwise greater than operation on a float2x4 matrix and a float value.</summary>
282
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
283
+ public static bool2x4 operator > (float2x4 lhs, float rhs) { return new bool2x4 (lhs.c0 > rhs, lhs.c1 > rhs, lhs.c2 > rhs, lhs.c3 > rhs); }
284
+
285
+ /// <summary>Returns the result of a componentwise greater than operation on a float value and a float2x4 matrix.</summary>
286
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
287
+ public static bool2x4 operator > (float lhs, float2x4 rhs) { return new bool2x4 (lhs > rhs.c0, lhs > rhs.c1, lhs > rhs.c2, lhs > rhs.c3); }
288
+
289
+
290
+ /// <summary>Returns the result of a componentwise greater or equal operation on two float2x4 matrices.</summary>
291
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
292
+ public static bool2x4 operator >= (float2x4 lhs, float2x4 rhs) { return new bool2x4 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1, lhs.c2 >= rhs.c2, lhs.c3 >= rhs.c3); }
293
+
294
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float2x4 matrix and a float value.</summary>
295
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
296
+ public static bool2x4 operator >= (float2x4 lhs, float rhs) { return new bool2x4 (lhs.c0 >= rhs, lhs.c1 >= rhs, lhs.c2 >= rhs, lhs.c3 >= rhs); }
297
+
298
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float2x4 matrix.</summary>
299
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
300
+ public static bool2x4 operator >= (float lhs, float2x4 rhs) { return new bool2x4 (lhs >= rhs.c0, lhs >= rhs.c1, lhs >= rhs.c2, lhs >= rhs.c3); }
301
+
302
+
303
+ /// <summary>Returns the result of a componentwise unary minus operation on a float2x4 matrix.</summary>
304
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
305
+ public static float2x4 operator - (float2x4 val) { return new float2x4 (-val.c0, -val.c1, -val.c2, -val.c3); }
306
+
307
+
308
+ /// <summary>Returns the result of a componentwise unary plus operation on a float2x4 matrix.</summary>
309
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
310
+ public static float2x4 operator + (float2x4 val) { return new float2x4 (+val.c0, +val.c1, +val.c2, +val.c3); }
311
+
312
+
313
+ /// <summary>Returns the result of a componentwise equality operation on two float2x4 matrices.</summary>
314
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
315
+ public static bool2x4 operator == (float2x4 lhs, float2x4 rhs) { return new bool2x4 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2, lhs.c3 == rhs.c3); }
316
+
317
+ /// <summary>Returns the result of a componentwise equality operation on a float2x4 matrix and a float value.</summary>
318
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
319
+ public static bool2x4 operator == (float2x4 lhs, float rhs) { return new bool2x4 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs, lhs.c3 == rhs); }
320
+
321
+ /// <summary>Returns the result of a componentwise equality operation on a float value and a float2x4 matrix.</summary>
322
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
323
+ public static bool2x4 operator == (float lhs, float2x4 rhs) { return new bool2x4 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2, lhs == rhs.c3); }
324
+
325
+
326
+ /// <summary>Returns the result of a componentwise not equal operation on two float2x4 matrices.</summary>
327
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
328
+ public static bool2x4 operator != (float2x4 lhs, float2x4 rhs) { return new bool2x4 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1, lhs.c2 != rhs.c2, lhs.c3 != rhs.c3); }
329
+
330
+ /// <summary>Returns the result of a componentwise not equal operation on a float2x4 matrix and a float value.</summary>
331
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
332
+ public static bool2x4 operator != (float2x4 lhs, float rhs) { return new bool2x4 (lhs.c0 != rhs, lhs.c1 != rhs, lhs.c2 != rhs, lhs.c3 != rhs); }
333
+
334
+ /// <summary>Returns the result of a componentwise not equal operation on a float value and a float2x4 matrix.</summary>
335
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
336
+ public static bool2x4 operator != (float lhs, float2x4 rhs) { return new bool2x4 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2, lhs != rhs.c3); }
337
+
338
+
339
+
340
+ /// <summary>Returns the float2 element at a specified index.</summary>
341
+ unsafe public ref float2 this[int index]
342
+ {
343
+ get
344
+ {
345
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
346
+ if ((uint)index >= 4)
347
+ throw new System.ArgumentException("index must be between[0...3]");
348
+ #endif
349
+ fixed (float2x4* array = &this) { return ref ((float2*)array)[index]; }
350
+ }
351
+ }
352
+
353
+ /// <summary>Returns true if the float2x4 is equal to a given float2x4, false otherwise.</summary>
354
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
355
+ public bool Equals(float2x4 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2) && c3.Equals(rhs.c3); }
356
+
357
+ /// <summary>Returns true if the float2x4 is equal to a given float2x4, false otherwise.</summary>
358
+ public override bool Equals(object o) { return Equals((float2x4)o); }
359
+
360
+
361
+ /// <summary>Returns a hash code for the float2x4.</summary>
362
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
363
+ public override int GetHashCode() { return (int)math.hash(this); }
364
+
365
+
366
+ /// <summary>Returns a string representation of the float2x4.</summary>
367
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
368
+ public override string ToString()
369
+ {
370
+ return string.Format("float2x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f)", c0.x, c1.x, c2.x, c3.x, c0.y, c1.y, c2.y, c3.y);
371
+ }
372
+
373
+ /// <summary>Returns a string representation of the float2x4 using a specified format and culture-specific format information.</summary>
374
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
375
+ public string ToString(string format, IFormatProvider formatProvider)
376
+ {
377
+ return string.Format("float2x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c2.x.ToString(format, formatProvider), c3.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c2.y.ToString(format, formatProvider), c3.y.ToString(format, formatProvider));
378
+ }
379
+
380
+ }
381
+
382
+ public static partial class math
383
+ {
384
+ /// <summary>Returns a float2x4 matrix constructed from four float2 vectors.</summary>
385
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
386
+ public static float2x4 float2x4(float2 c0, float2 c1, float2 c2, float2 c3) { return new float2x4(c0, c1, c2, c3); }
387
+
388
+ /// <summary>Returns a float2x4 matrix constructed from from 8 float values given in row-major order.</summary>
389
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
390
+ public static float2x4 float2x4(float m00, float m01, float m02, float m03,
391
+ float m10, float m11, float m12, float m13)
392
+ {
393
+ return new float2x4(m00, m01, m02, m03,
394
+ m10, m11, m12, m13);
395
+ }
396
+
397
+ /// <summary>Returns a float2x4 matrix constructed from a single float value by assigning it to every component.</summary>
398
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
399
+ public static float2x4 float2x4(float v) { return new float2x4(v); }
400
+
401
+ /// <summary>Returns a float2x4 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
402
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
403
+ public static float2x4 float2x4(bool v) { return new float2x4(v); }
404
+
405
+ /// <summary>Return a float2x4 matrix constructed from a bool2x4 matrix by componentwise conversion.</summary>
406
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
407
+ public static float2x4 float2x4(bool2x4 v) { return new float2x4(v); }
408
+
409
+ /// <summary>Returns a float2x4 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
410
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
411
+ public static float2x4 float2x4(int v) { return new float2x4(v); }
412
+
413
+ /// <summary>Return a float2x4 matrix constructed from a int2x4 matrix by componentwise conversion.</summary>
414
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
415
+ public static float2x4 float2x4(int2x4 v) { return new float2x4(v); }
416
+
417
+ /// <summary>Returns a float2x4 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
418
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
419
+ public static float2x4 float2x4(uint v) { return new float2x4(v); }
420
+
421
+ /// <summary>Return a float2x4 matrix constructed from a uint2x4 matrix by componentwise conversion.</summary>
422
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
423
+ public static float2x4 float2x4(uint2x4 v) { return new float2x4(v); }
424
+
425
+ /// <summary>Returns a float2x4 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
426
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
427
+ public static float2x4 float2x4(double v) { return new float2x4(v); }
428
+
429
+ /// <summary>Return a float2x4 matrix constructed from a double2x4 matrix by componentwise conversion.</summary>
430
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
431
+ public static float2x4 float2x4(double2x4 v) { return new float2x4(v); }
432
+
433
+ /// <summary>Return the float4x2 transpose of a float2x4 matrix.</summary>
434
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
435
+ public static float4x2 transpose(float2x4 v)
436
+ {
437
+ return float4x2(
438
+ v.c0.x, v.c0.y,
439
+ v.c1.x, v.c1.y,
440
+ v.c2.x, v.c2.y,
441
+ v.c3.x, v.c3.y);
442
+ }
443
+
444
+ /// <summary>Returns a uint hash code of a float2x4 vector.</summary>
445
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
446
+ public static uint hash(float2x4 v)
447
+ {
448
+ return csum(asuint(v.c0) * uint2(0xD35C9B2Du, 0xA10D9E27u) +
449
+ asuint(v.c1) * uint2(0x568DAAA9u, 0x7530254Fu) +
450
+ asuint(v.c2) * uint2(0x9F090439u, 0x5E9F85C9u) +
451
+ asuint(v.c3) * uint2(0x8C4CA03Fu, 0xB8D969EDu)) + 0xAC5DB57Bu;
452
+ }
453
+
454
+ /// <summary>
455
+ /// Returns a uint2 vector hash code of a float2x4 vector.
456
+ /// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
457
+ /// that are only reduced to a narrow uint hash at the very end instead of at every step.
458
+ /// </summary>
459
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
460
+ public static uint2 hashwide(float2x4 v)
461
+ {
462
+ return (asuint(v.c0) * uint2(0xA91A02EDu, 0xB3C49313u) +
463
+ asuint(v.c1) * uint2(0xF43A9ABBu, 0x84E7E01Bu) +
464
+ asuint(v.c2) * uint2(0x8E055BE5u, 0x6E624EB7u) +
465
+ asuint(v.c3) * uint2(0x7383ED49u, 0xDD49C23Bu)) + 0xEBD0D005u;
466
+ }
467
+
468
+ }
469
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float2x4.gen.cs.meta ADDED
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1
+ fileFormatVersion: 2
2
+ guid: 70c2d51ac2a824bdb88b239c4fa6122c
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3.gen.cs ADDED
@@ -0,0 +1,1538 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //------------------------------------------------------------------------------
2
+ // <auto-generated>
3
+ // This code was generated by a tool.
4
+ //
5
+ // Changes to this file may cause incorrect behavior and will be lost if
6
+ // the code is regenerated.
7
+ // </auto-generated>
8
+ //------------------------------------------------------------------------------
9
+ using System;
10
+ using System.Runtime.CompilerServices;
11
+ using System.Diagnostics;
12
+
13
+ #pragma warning disable 0660, 0661
14
+
15
+ namespace Unity.Mathematics
16
+ {
17
+ [DebuggerTypeProxy(typeof(float3.DebuggerProxy))]
18
+ [System.Serializable]
19
+ public partial struct float3 : System.IEquatable<float3>, IFormattable
20
+ {
21
+ public float x;
22
+ public float y;
23
+ public float z;
24
+
25
+ /// <summary>float3 zero value.</summary>
26
+ public static readonly float3 zero;
27
+
28
+ /// <summary>Constructs a float3 vector from three float values.</summary>
29
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
30
+ public float3(float x, float y, float z)
31
+ {
32
+ this.x = x;
33
+ this.y = y;
34
+ this.z = z;
35
+ }
36
+
37
+ /// <summary>Constructs a float3 vector from a float value and a float2 vector.</summary>
38
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
39
+ public float3(float x, float2 yz)
40
+ {
41
+ this.x = x;
42
+ this.y = yz.x;
43
+ this.z = yz.y;
44
+ }
45
+
46
+ /// <summary>Constructs a float3 vector from a float2 vector and a float value.</summary>
47
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
48
+ public float3(float2 xy, float z)
49
+ {
50
+ this.x = xy.x;
51
+ this.y = xy.y;
52
+ this.z = z;
53
+ }
54
+
55
+ /// <summary>Constructs a float3 vector from a float3 vector.</summary>
56
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
57
+ public float3(float3 xyz)
58
+ {
59
+ this.x = xyz.x;
60
+ this.y = xyz.y;
61
+ this.z = xyz.z;
62
+ }
63
+
64
+ /// <summary>Constructs a float3 vector from a single float value by assigning it to every component.</summary>
65
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
66
+ public float3(float v)
67
+ {
68
+ this.x = v;
69
+ this.y = v;
70
+ this.z = v;
71
+ }
72
+
73
+ /// <summary>Constructs a float3 vector from a single bool value by converting it to float and assigning it to every component.</summary>
74
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
75
+ public float3(bool v)
76
+ {
77
+ this.x = v ? 1.0f : 0.0f;
78
+ this.y = v ? 1.0f : 0.0f;
79
+ this.z = v ? 1.0f : 0.0f;
80
+ }
81
+
82
+ /// <summary>Constructs a float3 vector from a bool3 vector by componentwise conversion.</summary>
83
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
84
+ public float3(bool3 v)
85
+ {
86
+ this.x = v.x ? 1.0f : 0.0f;
87
+ this.y = v.y ? 1.0f : 0.0f;
88
+ this.z = v.z ? 1.0f : 0.0f;
89
+ }
90
+
91
+ /// <summary>Constructs a float3 vector from a single int value by converting it to float and assigning it to every component.</summary>
92
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
93
+ public float3(int v)
94
+ {
95
+ this.x = v;
96
+ this.y = v;
97
+ this.z = v;
98
+ }
99
+
100
+ /// <summary>Constructs a float3 vector from a int3 vector by componentwise conversion.</summary>
101
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
102
+ public float3(int3 v)
103
+ {
104
+ this.x = v.x;
105
+ this.y = v.y;
106
+ this.z = v.z;
107
+ }
108
+
109
+ /// <summary>Constructs a float3 vector from a single uint value by converting it to float and assigning it to every component.</summary>
110
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
111
+ public float3(uint v)
112
+ {
113
+ this.x = v;
114
+ this.y = v;
115
+ this.z = v;
116
+ }
117
+
118
+ /// <summary>Constructs a float3 vector from a uint3 vector by componentwise conversion.</summary>
119
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
120
+ public float3(uint3 v)
121
+ {
122
+ this.x = v.x;
123
+ this.y = v.y;
124
+ this.z = v.z;
125
+ }
126
+
127
+ /// <summary>Constructs a float3 vector from a single half value by converting it to float and assigning it to every component.</summary>
128
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
129
+ public float3(half v)
130
+ {
131
+ this.x = v;
132
+ this.y = v;
133
+ this.z = v;
134
+ }
135
+
136
+ /// <summary>Constructs a float3 vector from a half3 vector by componentwise conversion.</summary>
137
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
138
+ public float3(half3 v)
139
+ {
140
+ this.x = v.x;
141
+ this.y = v.y;
142
+ this.z = v.z;
143
+ }
144
+
145
+ /// <summary>Constructs a float3 vector from a single double value by converting it to float and assigning it to every component.</summary>
146
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
147
+ public float3(double v)
148
+ {
149
+ this.x = (float)v;
150
+ this.y = (float)v;
151
+ this.z = (float)v;
152
+ }
153
+
154
+ /// <summary>Constructs a float3 vector from a double3 vector by componentwise conversion.</summary>
155
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
156
+ public float3(double3 v)
157
+ {
158
+ this.x = (float)v.x;
159
+ this.y = (float)v.y;
160
+ this.z = (float)v.z;
161
+ }
162
+
163
+
164
+ /// <summary>Implicitly converts a single float value to a float3 vector by assigning it to every component.</summary>
165
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
166
+ public static implicit operator float3(float v) { return new float3(v); }
167
+
168
+ /// <summary>Explicitly converts a single bool value to a float3 vector by converting it to float and assigning it to every component.</summary>
169
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
170
+ public static explicit operator float3(bool v) { return new float3(v); }
171
+
172
+ /// <summary>Explicitly converts a bool3 vector to a float3 vector by componentwise conversion.</summary>
173
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
174
+ public static explicit operator float3(bool3 v) { return new float3(v); }
175
+
176
+ /// <summary>Implicitly converts a single int value to a float3 vector by converting it to float and assigning it to every component.</summary>
177
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
178
+ public static implicit operator float3(int v) { return new float3(v); }
179
+
180
+ /// <summary>Implicitly converts a int3 vector to a float3 vector by componentwise conversion.</summary>
181
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
182
+ public static implicit operator float3(int3 v) { return new float3(v); }
183
+
184
+ /// <summary>Implicitly converts a single uint value to a float3 vector by converting it to float and assigning it to every component.</summary>
185
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
186
+ public static implicit operator float3(uint v) { return new float3(v); }
187
+
188
+ /// <summary>Implicitly converts a uint3 vector to a float3 vector by componentwise conversion.</summary>
189
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
190
+ public static implicit operator float3(uint3 v) { return new float3(v); }
191
+
192
+ /// <summary>Implicitly converts a single half value to a float3 vector by converting it to float and assigning it to every component.</summary>
193
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
194
+ public static implicit operator float3(half v) { return new float3(v); }
195
+
196
+ /// <summary>Implicitly converts a half3 vector to a float3 vector by componentwise conversion.</summary>
197
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
198
+ public static implicit operator float3(half3 v) { return new float3(v); }
199
+
200
+ /// <summary>Explicitly converts a single double value to a float3 vector by converting it to float and assigning it to every component.</summary>
201
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
202
+ public static explicit operator float3(double v) { return new float3(v); }
203
+
204
+ /// <summary>Explicitly converts a double3 vector to a float3 vector by componentwise conversion.</summary>
205
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
206
+ public static explicit operator float3(double3 v) { return new float3(v); }
207
+
208
+
209
+ /// <summary>Returns the result of a componentwise multiplication operation on two float3 vectors.</summary>
210
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
211
+ public static float3 operator * (float3 lhs, float3 rhs) { return new float3 (lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z); }
212
+
213
+ /// <summary>Returns the result of a componentwise multiplication operation on a float3 vector and a float value.</summary>
214
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
215
+ public static float3 operator * (float3 lhs, float rhs) { return new float3 (lhs.x * rhs, lhs.y * rhs, lhs.z * rhs); }
216
+
217
+ /// <summary>Returns the result of a componentwise multiplication operation on a float value and a float3 vector.</summary>
218
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
219
+ public static float3 operator * (float lhs, float3 rhs) { return new float3 (lhs * rhs.x, lhs * rhs.y, lhs * rhs.z); }
220
+
221
+
222
+ /// <summary>Returns the result of a componentwise addition operation on two float3 vectors.</summary>
223
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
224
+ public static float3 operator + (float3 lhs, float3 rhs) { return new float3 (lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z); }
225
+
226
+ /// <summary>Returns the result of a componentwise addition operation on a float3 vector and a float value.</summary>
227
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
228
+ public static float3 operator + (float3 lhs, float rhs) { return new float3 (lhs.x + rhs, lhs.y + rhs, lhs.z + rhs); }
229
+
230
+ /// <summary>Returns the result of a componentwise addition operation on a float value and a float3 vector.</summary>
231
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
232
+ public static float3 operator + (float lhs, float3 rhs) { return new float3 (lhs + rhs.x, lhs + rhs.y, lhs + rhs.z); }
233
+
234
+
235
+ /// <summary>Returns the result of a componentwise subtraction operation on two float3 vectors.</summary>
236
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
237
+ public static float3 operator - (float3 lhs, float3 rhs) { return new float3 (lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z); }
238
+
239
+ /// <summary>Returns the result of a componentwise subtraction operation on a float3 vector and a float value.</summary>
240
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
241
+ public static float3 operator - (float3 lhs, float rhs) { return new float3 (lhs.x - rhs, lhs.y - rhs, lhs.z - rhs); }
242
+
243
+ /// <summary>Returns the result of a componentwise subtraction operation on a float value and a float3 vector.</summary>
244
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
245
+ public static float3 operator - (float lhs, float3 rhs) { return new float3 (lhs - rhs.x, lhs - rhs.y, lhs - rhs.z); }
246
+
247
+
248
+ /// <summary>Returns the result of a componentwise division operation on two float3 vectors.</summary>
249
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
250
+ public static float3 operator / (float3 lhs, float3 rhs) { return new float3 (lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z); }
251
+
252
+ /// <summary>Returns the result of a componentwise division operation on a float3 vector and a float value.</summary>
253
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
254
+ public static float3 operator / (float3 lhs, float rhs) { return new float3 (lhs.x / rhs, lhs.y / rhs, lhs.z / rhs); }
255
+
256
+ /// <summary>Returns the result of a componentwise division operation on a float value and a float3 vector.</summary>
257
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
258
+ public static float3 operator / (float lhs, float3 rhs) { return new float3 (lhs / rhs.x, lhs / rhs.y, lhs / rhs.z); }
259
+
260
+
261
+ /// <summary>Returns the result of a componentwise modulus operation on two float3 vectors.</summary>
262
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
263
+ public static float3 operator % (float3 lhs, float3 rhs) { return new float3 (lhs.x % rhs.x, lhs.y % rhs.y, lhs.z % rhs.z); }
264
+
265
+ /// <summary>Returns the result of a componentwise modulus operation on a float3 vector and a float value.</summary>
266
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
267
+ public static float3 operator % (float3 lhs, float rhs) { return new float3 (lhs.x % rhs, lhs.y % rhs, lhs.z % rhs); }
268
+
269
+ /// <summary>Returns the result of a componentwise modulus operation on a float value and a float3 vector.</summary>
270
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
271
+ public static float3 operator % (float lhs, float3 rhs) { return new float3 (lhs % rhs.x, lhs % rhs.y, lhs % rhs.z); }
272
+
273
+
274
+ /// <summary>Returns the result of a componentwise increment operation on a float3 vector.</summary>
275
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
276
+ public static float3 operator ++ (float3 val) { return new float3 (++val.x, ++val.y, ++val.z); }
277
+
278
+
279
+ /// <summary>Returns the result of a componentwise decrement operation on a float3 vector.</summary>
280
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
281
+ public static float3 operator -- (float3 val) { return new float3 (--val.x, --val.y, --val.z); }
282
+
283
+
284
+ /// <summary>Returns the result of a componentwise less than operation on two float3 vectors.</summary>
285
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
286
+ public static bool3 operator < (float3 lhs, float3 rhs) { return new bool3 (lhs.x < rhs.x, lhs.y < rhs.y, lhs.z < rhs.z); }
287
+
288
+ /// <summary>Returns the result of a componentwise less than operation on a float3 vector and a float value.</summary>
289
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
290
+ public static bool3 operator < (float3 lhs, float rhs) { return new bool3 (lhs.x < rhs, lhs.y < rhs, lhs.z < rhs); }
291
+
292
+ /// <summary>Returns the result of a componentwise less than operation on a float value and a float3 vector.</summary>
293
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
294
+ public static bool3 operator < (float lhs, float3 rhs) { return new bool3 (lhs < rhs.x, lhs < rhs.y, lhs < rhs.z); }
295
+
296
+
297
+ /// <summary>Returns the result of a componentwise less or equal operation on two float3 vectors.</summary>
298
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
299
+ public static bool3 operator <= (float3 lhs, float3 rhs) { return new bool3 (lhs.x <= rhs.x, lhs.y <= rhs.y, lhs.z <= rhs.z); }
300
+
301
+ /// <summary>Returns the result of a componentwise less or equal operation on a float3 vector and a float value.</summary>
302
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
303
+ public static bool3 operator <= (float3 lhs, float rhs) { return new bool3 (lhs.x <= rhs, lhs.y <= rhs, lhs.z <= rhs); }
304
+
305
+ /// <summary>Returns the result of a componentwise less or equal operation on a float value and a float3 vector.</summary>
306
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
307
+ public static bool3 operator <= (float lhs, float3 rhs) { return new bool3 (lhs <= rhs.x, lhs <= rhs.y, lhs <= rhs.z); }
308
+
309
+
310
+ /// <summary>Returns the result of a componentwise greater than operation on two float3 vectors.</summary>
311
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
312
+ public static bool3 operator > (float3 lhs, float3 rhs) { return new bool3 (lhs.x > rhs.x, lhs.y > rhs.y, lhs.z > rhs.z); }
313
+
314
+ /// <summary>Returns the result of a componentwise greater than operation on a float3 vector and a float value.</summary>
315
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
316
+ public static bool3 operator > (float3 lhs, float rhs) { return new bool3 (lhs.x > rhs, lhs.y > rhs, lhs.z > rhs); }
317
+
318
+ /// <summary>Returns the result of a componentwise greater than operation on a float value and a float3 vector.</summary>
319
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
320
+ public static bool3 operator > (float lhs, float3 rhs) { return new bool3 (lhs > rhs.x, lhs > rhs.y, lhs > rhs.z); }
321
+
322
+
323
+ /// <summary>Returns the result of a componentwise greater or equal operation on two float3 vectors.</summary>
324
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
325
+ public static bool3 operator >= (float3 lhs, float3 rhs) { return new bool3 (lhs.x >= rhs.x, lhs.y >= rhs.y, lhs.z >= rhs.z); }
326
+
327
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float3 vector and a float value.</summary>
328
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
329
+ public static bool3 operator >= (float3 lhs, float rhs) { return new bool3 (lhs.x >= rhs, lhs.y >= rhs, lhs.z >= rhs); }
330
+
331
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float3 vector.</summary>
332
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
333
+ public static bool3 operator >= (float lhs, float3 rhs) { return new bool3 (lhs >= rhs.x, lhs >= rhs.y, lhs >= rhs.z); }
334
+
335
+
336
+ /// <summary>Returns the result of a componentwise unary minus operation on a float3 vector.</summary>
337
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
338
+ public static float3 operator - (float3 val) { return new float3 (-val.x, -val.y, -val.z); }
339
+
340
+
341
+ /// <summary>Returns the result of a componentwise unary plus operation on a float3 vector.</summary>
342
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
343
+ public static float3 operator + (float3 val) { return new float3 (+val.x, +val.y, +val.z); }
344
+
345
+
346
+ /// <summary>Returns the result of a componentwise equality operation on two float3 vectors.</summary>
347
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
348
+ public static bool3 operator == (float3 lhs, float3 rhs) { return new bool3 (lhs.x == rhs.x, lhs.y == rhs.y, lhs.z == rhs.z); }
349
+
350
+ /// <summary>Returns the result of a componentwise equality operation on a float3 vector and a float value.</summary>
351
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
352
+ public static bool3 operator == (float3 lhs, float rhs) { return new bool3 (lhs.x == rhs, lhs.y == rhs, lhs.z == rhs); }
353
+
354
+ /// <summary>Returns the result of a componentwise equality operation on a float value and a float3 vector.</summary>
355
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
356
+ public static bool3 operator == (float lhs, float3 rhs) { return new bool3 (lhs == rhs.x, lhs == rhs.y, lhs == rhs.z); }
357
+
358
+
359
+ /// <summary>Returns the result of a componentwise not equal operation on two float3 vectors.</summary>
360
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
361
+ public static bool3 operator != (float3 lhs, float3 rhs) { return new bool3 (lhs.x != rhs.x, lhs.y != rhs.y, lhs.z != rhs.z); }
362
+
363
+ /// <summary>Returns the result of a componentwise not equal operation on a float3 vector and a float value.</summary>
364
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
365
+ public static bool3 operator != (float3 lhs, float rhs) { return new bool3 (lhs.x != rhs, lhs.y != rhs, lhs.z != rhs); }
366
+
367
+ /// <summary>Returns the result of a componentwise not equal operation on a float value and a float3 vector.</summary>
368
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
369
+ public static bool3 operator != (float lhs, float3 rhs) { return new bool3 (lhs != rhs.x, lhs != rhs.y, lhs != rhs.z); }
370
+
371
+
372
+
373
+
374
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
375
+ public float4 xxxx
376
+ {
377
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
378
+ get { return new float4(x, x, x, x); }
379
+ }
380
+
381
+
382
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
383
+ public float4 xxxy
384
+ {
385
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
386
+ get { return new float4(x, x, x, y); }
387
+ }
388
+
389
+
390
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
391
+ public float4 xxxz
392
+ {
393
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
394
+ get { return new float4(x, x, x, z); }
395
+ }
396
+
397
+
398
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
399
+ public float4 xxyx
400
+ {
401
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
402
+ get { return new float4(x, x, y, x); }
403
+ }
404
+
405
+
406
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
407
+ public float4 xxyy
408
+ {
409
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
410
+ get { return new float4(x, x, y, y); }
411
+ }
412
+
413
+
414
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
415
+ public float4 xxyz
416
+ {
417
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
418
+ get { return new float4(x, x, y, z); }
419
+ }
420
+
421
+
422
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
423
+ public float4 xxzx
424
+ {
425
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
426
+ get { return new float4(x, x, z, x); }
427
+ }
428
+
429
+
430
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
431
+ public float4 xxzy
432
+ {
433
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
434
+ get { return new float4(x, x, z, y); }
435
+ }
436
+
437
+
438
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
439
+ public float4 xxzz
440
+ {
441
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
442
+ get { return new float4(x, x, z, z); }
443
+ }
444
+
445
+
446
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
447
+ public float4 xyxx
448
+ {
449
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
450
+ get { return new float4(x, y, x, x); }
451
+ }
452
+
453
+
454
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
455
+ public float4 xyxy
456
+ {
457
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
458
+ get { return new float4(x, y, x, y); }
459
+ }
460
+
461
+
462
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
463
+ public float4 xyxz
464
+ {
465
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
466
+ get { return new float4(x, y, x, z); }
467
+ }
468
+
469
+
470
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
471
+ public float4 xyyx
472
+ {
473
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
474
+ get { return new float4(x, y, y, x); }
475
+ }
476
+
477
+
478
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
479
+ public float4 xyyy
480
+ {
481
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
482
+ get { return new float4(x, y, y, y); }
483
+ }
484
+
485
+
486
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
487
+ public float4 xyyz
488
+ {
489
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
490
+ get { return new float4(x, y, y, z); }
491
+ }
492
+
493
+
494
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
495
+ public float4 xyzx
496
+ {
497
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
498
+ get { return new float4(x, y, z, x); }
499
+ }
500
+
501
+
502
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
503
+ public float4 xyzy
504
+ {
505
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
506
+ get { return new float4(x, y, z, y); }
507
+ }
508
+
509
+
510
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
511
+ public float4 xyzz
512
+ {
513
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
514
+ get { return new float4(x, y, z, z); }
515
+ }
516
+
517
+
518
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
519
+ public float4 xzxx
520
+ {
521
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
522
+ get { return new float4(x, z, x, x); }
523
+ }
524
+
525
+
526
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
527
+ public float4 xzxy
528
+ {
529
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
530
+ get { return new float4(x, z, x, y); }
531
+ }
532
+
533
+
534
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
535
+ public float4 xzxz
536
+ {
537
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
538
+ get { return new float4(x, z, x, z); }
539
+ }
540
+
541
+
542
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
543
+ public float4 xzyx
544
+ {
545
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
546
+ get { return new float4(x, z, y, x); }
547
+ }
548
+
549
+
550
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
551
+ public float4 xzyy
552
+ {
553
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
554
+ get { return new float4(x, z, y, y); }
555
+ }
556
+
557
+
558
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
559
+ public float4 xzyz
560
+ {
561
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
562
+ get { return new float4(x, z, y, z); }
563
+ }
564
+
565
+
566
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
567
+ public float4 xzzx
568
+ {
569
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
570
+ get { return new float4(x, z, z, x); }
571
+ }
572
+
573
+
574
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
575
+ public float4 xzzy
576
+ {
577
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
578
+ get { return new float4(x, z, z, y); }
579
+ }
580
+
581
+
582
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
583
+ public float4 xzzz
584
+ {
585
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
586
+ get { return new float4(x, z, z, z); }
587
+ }
588
+
589
+
590
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
591
+ public float4 yxxx
592
+ {
593
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
594
+ get { return new float4(y, x, x, x); }
595
+ }
596
+
597
+
598
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
599
+ public float4 yxxy
600
+ {
601
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
602
+ get { return new float4(y, x, x, y); }
603
+ }
604
+
605
+
606
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
607
+ public float4 yxxz
608
+ {
609
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
610
+ get { return new float4(y, x, x, z); }
611
+ }
612
+
613
+
614
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
615
+ public float4 yxyx
616
+ {
617
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
618
+ get { return new float4(y, x, y, x); }
619
+ }
620
+
621
+
622
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
623
+ public float4 yxyy
624
+ {
625
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
626
+ get { return new float4(y, x, y, y); }
627
+ }
628
+
629
+
630
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
631
+ public float4 yxyz
632
+ {
633
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
634
+ get { return new float4(y, x, y, z); }
635
+ }
636
+
637
+
638
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
639
+ public float4 yxzx
640
+ {
641
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
642
+ get { return new float4(y, x, z, x); }
643
+ }
644
+
645
+
646
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
647
+ public float4 yxzy
648
+ {
649
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
650
+ get { return new float4(y, x, z, y); }
651
+ }
652
+
653
+
654
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
655
+ public float4 yxzz
656
+ {
657
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
658
+ get { return new float4(y, x, z, z); }
659
+ }
660
+
661
+
662
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
663
+ public float4 yyxx
664
+ {
665
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
666
+ get { return new float4(y, y, x, x); }
667
+ }
668
+
669
+
670
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
671
+ public float4 yyxy
672
+ {
673
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
674
+ get { return new float4(y, y, x, y); }
675
+ }
676
+
677
+
678
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
679
+ public float4 yyxz
680
+ {
681
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
682
+ get { return new float4(y, y, x, z); }
683
+ }
684
+
685
+
686
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
687
+ public float4 yyyx
688
+ {
689
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
690
+ get { return new float4(y, y, y, x); }
691
+ }
692
+
693
+
694
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
695
+ public float4 yyyy
696
+ {
697
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
698
+ get { return new float4(y, y, y, y); }
699
+ }
700
+
701
+
702
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
703
+ public float4 yyyz
704
+ {
705
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
706
+ get { return new float4(y, y, y, z); }
707
+ }
708
+
709
+
710
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
711
+ public float4 yyzx
712
+ {
713
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
714
+ get { return new float4(y, y, z, x); }
715
+ }
716
+
717
+
718
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
719
+ public float4 yyzy
720
+ {
721
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
722
+ get { return new float4(y, y, z, y); }
723
+ }
724
+
725
+
726
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
727
+ public float4 yyzz
728
+ {
729
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
730
+ get { return new float4(y, y, z, z); }
731
+ }
732
+
733
+
734
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
735
+ public float4 yzxx
736
+ {
737
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
738
+ get { return new float4(y, z, x, x); }
739
+ }
740
+
741
+
742
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
743
+ public float4 yzxy
744
+ {
745
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
746
+ get { return new float4(y, z, x, y); }
747
+ }
748
+
749
+
750
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
751
+ public float4 yzxz
752
+ {
753
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
754
+ get { return new float4(y, z, x, z); }
755
+ }
756
+
757
+
758
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
759
+ public float4 yzyx
760
+ {
761
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
762
+ get { return new float4(y, z, y, x); }
763
+ }
764
+
765
+
766
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
767
+ public float4 yzyy
768
+ {
769
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
770
+ get { return new float4(y, z, y, y); }
771
+ }
772
+
773
+
774
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
775
+ public float4 yzyz
776
+ {
777
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
778
+ get { return new float4(y, z, y, z); }
779
+ }
780
+
781
+
782
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
783
+ public float4 yzzx
784
+ {
785
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
786
+ get { return new float4(y, z, z, x); }
787
+ }
788
+
789
+
790
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
791
+ public float4 yzzy
792
+ {
793
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
794
+ get { return new float4(y, z, z, y); }
795
+ }
796
+
797
+
798
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
799
+ public float4 yzzz
800
+ {
801
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
802
+ get { return new float4(y, z, z, z); }
803
+ }
804
+
805
+
806
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
807
+ public float4 zxxx
808
+ {
809
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
810
+ get { return new float4(z, x, x, x); }
811
+ }
812
+
813
+
814
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
815
+ public float4 zxxy
816
+ {
817
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
818
+ get { return new float4(z, x, x, y); }
819
+ }
820
+
821
+
822
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
823
+ public float4 zxxz
824
+ {
825
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
826
+ get { return new float4(z, x, x, z); }
827
+ }
828
+
829
+
830
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
831
+ public float4 zxyx
832
+ {
833
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
834
+ get { return new float4(z, x, y, x); }
835
+ }
836
+
837
+
838
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
839
+ public float4 zxyy
840
+ {
841
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
842
+ get { return new float4(z, x, y, y); }
843
+ }
844
+
845
+
846
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
847
+ public float4 zxyz
848
+ {
849
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
850
+ get { return new float4(z, x, y, z); }
851
+ }
852
+
853
+
854
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
855
+ public float4 zxzx
856
+ {
857
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
858
+ get { return new float4(z, x, z, x); }
859
+ }
860
+
861
+
862
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
863
+ public float4 zxzy
864
+ {
865
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
866
+ get { return new float4(z, x, z, y); }
867
+ }
868
+
869
+
870
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
871
+ public float4 zxzz
872
+ {
873
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
874
+ get { return new float4(z, x, z, z); }
875
+ }
876
+
877
+
878
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
879
+ public float4 zyxx
880
+ {
881
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
882
+ get { return new float4(z, y, x, x); }
883
+ }
884
+
885
+
886
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
887
+ public float4 zyxy
888
+ {
889
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
890
+ get { return new float4(z, y, x, y); }
891
+ }
892
+
893
+
894
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
895
+ public float4 zyxz
896
+ {
897
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
898
+ get { return new float4(z, y, x, z); }
899
+ }
900
+
901
+
902
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
903
+ public float4 zyyx
904
+ {
905
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
906
+ get { return new float4(z, y, y, x); }
907
+ }
908
+
909
+
910
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
911
+ public float4 zyyy
912
+ {
913
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
914
+ get { return new float4(z, y, y, y); }
915
+ }
916
+
917
+
918
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
919
+ public float4 zyyz
920
+ {
921
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
922
+ get { return new float4(z, y, y, z); }
923
+ }
924
+
925
+
926
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
927
+ public float4 zyzx
928
+ {
929
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
930
+ get { return new float4(z, y, z, x); }
931
+ }
932
+
933
+
934
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
935
+ public float4 zyzy
936
+ {
937
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
938
+ get { return new float4(z, y, z, y); }
939
+ }
940
+
941
+
942
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
943
+ public float4 zyzz
944
+ {
945
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
946
+ get { return new float4(z, y, z, z); }
947
+ }
948
+
949
+
950
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
951
+ public float4 zzxx
952
+ {
953
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
954
+ get { return new float4(z, z, x, x); }
955
+ }
956
+
957
+
958
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
959
+ public float4 zzxy
960
+ {
961
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
962
+ get { return new float4(z, z, x, y); }
963
+ }
964
+
965
+
966
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
967
+ public float4 zzxz
968
+ {
969
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
970
+ get { return new float4(z, z, x, z); }
971
+ }
972
+
973
+
974
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
975
+ public float4 zzyx
976
+ {
977
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
978
+ get { return new float4(z, z, y, x); }
979
+ }
980
+
981
+
982
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
983
+ public float4 zzyy
984
+ {
985
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
986
+ get { return new float4(z, z, y, y); }
987
+ }
988
+
989
+
990
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
991
+ public float4 zzyz
992
+ {
993
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
994
+ get { return new float4(z, z, y, z); }
995
+ }
996
+
997
+
998
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
999
+ public float4 zzzx
1000
+ {
1001
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1002
+ get { return new float4(z, z, z, x); }
1003
+ }
1004
+
1005
+
1006
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1007
+ public float4 zzzy
1008
+ {
1009
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1010
+ get { return new float4(z, z, z, y); }
1011
+ }
1012
+
1013
+
1014
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1015
+ public float4 zzzz
1016
+ {
1017
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1018
+ get { return new float4(z, z, z, z); }
1019
+ }
1020
+
1021
+
1022
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1023
+ public float3 xxx
1024
+ {
1025
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1026
+ get { return new float3(x, x, x); }
1027
+ }
1028
+
1029
+
1030
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1031
+ public float3 xxy
1032
+ {
1033
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1034
+ get { return new float3(x, x, y); }
1035
+ }
1036
+
1037
+
1038
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1039
+ public float3 xxz
1040
+ {
1041
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1042
+ get { return new float3(x, x, z); }
1043
+ }
1044
+
1045
+
1046
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1047
+ public float3 xyx
1048
+ {
1049
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1050
+ get { return new float3(x, y, x); }
1051
+ }
1052
+
1053
+
1054
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1055
+ public float3 xyy
1056
+ {
1057
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1058
+ get { return new float3(x, y, y); }
1059
+ }
1060
+
1061
+
1062
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1063
+ public float3 xyz
1064
+ {
1065
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1066
+ get { return new float3(x, y, z); }
1067
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1068
+ set { x = value.x; y = value.y; z = value.z; }
1069
+ }
1070
+
1071
+
1072
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1073
+ public float3 xzx
1074
+ {
1075
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1076
+ get { return new float3(x, z, x); }
1077
+ }
1078
+
1079
+
1080
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1081
+ public float3 xzy
1082
+ {
1083
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1084
+ get { return new float3(x, z, y); }
1085
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1086
+ set { x = value.x; z = value.y; y = value.z; }
1087
+ }
1088
+
1089
+
1090
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1091
+ public float3 xzz
1092
+ {
1093
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1094
+ get { return new float3(x, z, z); }
1095
+ }
1096
+
1097
+
1098
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1099
+ public float3 yxx
1100
+ {
1101
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1102
+ get { return new float3(y, x, x); }
1103
+ }
1104
+
1105
+
1106
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1107
+ public float3 yxy
1108
+ {
1109
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1110
+ get { return new float3(y, x, y); }
1111
+ }
1112
+
1113
+
1114
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1115
+ public float3 yxz
1116
+ {
1117
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1118
+ get { return new float3(y, x, z); }
1119
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1120
+ set { y = value.x; x = value.y; z = value.z; }
1121
+ }
1122
+
1123
+
1124
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1125
+ public float3 yyx
1126
+ {
1127
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1128
+ get { return new float3(y, y, x); }
1129
+ }
1130
+
1131
+
1132
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1133
+ public float3 yyy
1134
+ {
1135
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1136
+ get { return new float3(y, y, y); }
1137
+ }
1138
+
1139
+
1140
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1141
+ public float3 yyz
1142
+ {
1143
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1144
+ get { return new float3(y, y, z); }
1145
+ }
1146
+
1147
+
1148
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1149
+ public float3 yzx
1150
+ {
1151
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1152
+ get { return new float3(y, z, x); }
1153
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1154
+ set { y = value.x; z = value.y; x = value.z; }
1155
+ }
1156
+
1157
+
1158
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1159
+ public float3 yzy
1160
+ {
1161
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1162
+ get { return new float3(y, z, y); }
1163
+ }
1164
+
1165
+
1166
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1167
+ public float3 yzz
1168
+ {
1169
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1170
+ get { return new float3(y, z, z); }
1171
+ }
1172
+
1173
+
1174
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1175
+ public float3 zxx
1176
+ {
1177
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1178
+ get { return new float3(z, x, x); }
1179
+ }
1180
+
1181
+
1182
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1183
+ public float3 zxy
1184
+ {
1185
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1186
+ get { return new float3(z, x, y); }
1187
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1188
+ set { z = value.x; x = value.y; y = value.z; }
1189
+ }
1190
+
1191
+
1192
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1193
+ public float3 zxz
1194
+ {
1195
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1196
+ get { return new float3(z, x, z); }
1197
+ }
1198
+
1199
+
1200
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1201
+ public float3 zyx
1202
+ {
1203
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1204
+ get { return new float3(z, y, x); }
1205
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1206
+ set { z = value.x; y = value.y; x = value.z; }
1207
+ }
1208
+
1209
+
1210
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1211
+ public float3 zyy
1212
+ {
1213
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1214
+ get { return new float3(z, y, y); }
1215
+ }
1216
+
1217
+
1218
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1219
+ public float3 zyz
1220
+ {
1221
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1222
+ get { return new float3(z, y, z); }
1223
+ }
1224
+
1225
+
1226
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1227
+ public float3 zzx
1228
+ {
1229
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1230
+ get { return new float3(z, z, x); }
1231
+ }
1232
+
1233
+
1234
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1235
+ public float3 zzy
1236
+ {
1237
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1238
+ get { return new float3(z, z, y); }
1239
+ }
1240
+
1241
+
1242
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1243
+ public float3 zzz
1244
+ {
1245
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1246
+ get { return new float3(z, z, z); }
1247
+ }
1248
+
1249
+
1250
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1251
+ public float2 xx
1252
+ {
1253
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1254
+ get { return new float2(x, x); }
1255
+ }
1256
+
1257
+
1258
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1259
+ public float2 xy
1260
+ {
1261
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1262
+ get { return new float2(x, y); }
1263
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1264
+ set { x = value.x; y = value.y; }
1265
+ }
1266
+
1267
+
1268
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1269
+ public float2 xz
1270
+ {
1271
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1272
+ get { return new float2(x, z); }
1273
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1274
+ set { x = value.x; z = value.y; }
1275
+ }
1276
+
1277
+
1278
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1279
+ public float2 yx
1280
+ {
1281
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1282
+ get { return new float2(y, x); }
1283
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1284
+ set { y = value.x; x = value.y; }
1285
+ }
1286
+
1287
+
1288
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1289
+ public float2 yy
1290
+ {
1291
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1292
+ get { return new float2(y, y); }
1293
+ }
1294
+
1295
+
1296
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1297
+ public float2 yz
1298
+ {
1299
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1300
+ get { return new float2(y, z); }
1301
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1302
+ set { y = value.x; z = value.y; }
1303
+ }
1304
+
1305
+
1306
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1307
+ public float2 zx
1308
+ {
1309
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1310
+ get { return new float2(z, x); }
1311
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1312
+ set { z = value.x; x = value.y; }
1313
+ }
1314
+
1315
+
1316
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1317
+ public float2 zy
1318
+ {
1319
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1320
+ get { return new float2(z, y); }
1321
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1322
+ set { z = value.x; y = value.y; }
1323
+ }
1324
+
1325
+
1326
+ [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
1327
+ public float2 zz
1328
+ {
1329
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1330
+ get { return new float2(z, z); }
1331
+ }
1332
+
1333
+
1334
+
1335
+ /// <summary>Returns the float element at a specified index.</summary>
1336
+ unsafe public float this[int index]
1337
+ {
1338
+ get
1339
+ {
1340
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
1341
+ if ((uint)index >= 3)
1342
+ throw new System.ArgumentException("index must be between[0...2]");
1343
+ #endif
1344
+ fixed (float3* array = &this) { return ((float*)array)[index]; }
1345
+ }
1346
+ set
1347
+ {
1348
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
1349
+ if ((uint)index >= 3)
1350
+ throw new System.ArgumentException("index must be between[0...2]");
1351
+ #endif
1352
+ fixed (float* array = &x) { array[index] = value; }
1353
+ }
1354
+ }
1355
+
1356
+ /// <summary>Returns true if the float3 is equal to a given float3, false otherwise.</summary>
1357
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1358
+ public bool Equals(float3 rhs) { return x == rhs.x && y == rhs.y && z == rhs.z; }
1359
+
1360
+ /// <summary>Returns true if the float3 is equal to a given float3, false otherwise.</summary>
1361
+ public override bool Equals(object o) { return Equals((float3)o); }
1362
+
1363
+
1364
+ /// <summary>Returns a hash code for the float3.</summary>
1365
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1366
+ public override int GetHashCode() { return (int)math.hash(this); }
1367
+
1368
+
1369
+ /// <summary>Returns a string representation of the float3.</summary>
1370
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1371
+ public override string ToString()
1372
+ {
1373
+ return string.Format("float3({0}f, {1}f, {2}f)", x, y, z);
1374
+ }
1375
+
1376
+ /// <summary>Returns a string representation of the float3 using a specified format and culture-specific format information.</summary>
1377
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1378
+ public string ToString(string format, IFormatProvider formatProvider)
1379
+ {
1380
+ return string.Format("float3({0}f, {1}f, {2}f)", x.ToString(format, formatProvider), y.ToString(format, formatProvider), z.ToString(format, formatProvider));
1381
+ }
1382
+
1383
+ internal sealed class DebuggerProxy
1384
+ {
1385
+ public float x;
1386
+ public float y;
1387
+ public float z;
1388
+ public DebuggerProxy(float3 v)
1389
+ {
1390
+ x = v.x;
1391
+ y = v.y;
1392
+ z = v.z;
1393
+ }
1394
+ }
1395
+
1396
+ }
1397
+
1398
+ public static partial class math
1399
+ {
1400
+ /// <summary>Returns a float3 vector constructed from three float values.</summary>
1401
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1402
+ public static float3 float3(float x, float y, float z) { return new float3(x, y, z); }
1403
+
1404
+ /// <summary>Returns a float3 vector constructed from a float value and a float2 vector.</summary>
1405
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1406
+ public static float3 float3(float x, float2 yz) { return new float3(x, yz); }
1407
+
1408
+ /// <summary>Returns a float3 vector constructed from a float2 vector and a float value.</summary>
1409
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1410
+ public static float3 float3(float2 xy, float z) { return new float3(xy, z); }
1411
+
1412
+ /// <summary>Returns a float3 vector constructed from a float3 vector.</summary>
1413
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1414
+ public static float3 float3(float3 xyz) { return new float3(xyz); }
1415
+
1416
+ /// <summary>Returns a float3 vector constructed from a single float value by assigning it to every component.</summary>
1417
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1418
+ public static float3 float3(float v) { return new float3(v); }
1419
+
1420
+ /// <summary>Returns a float3 vector constructed from a single bool value by converting it to float and assigning it to every component.</summary>
1421
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1422
+ public static float3 float3(bool v) { return new float3(v); }
1423
+
1424
+ /// <summary>Return a float3 vector constructed from a bool3 vector by componentwise conversion.</summary>
1425
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1426
+ public static float3 float3(bool3 v) { return new float3(v); }
1427
+
1428
+ /// <summary>Returns a float3 vector constructed from a single int value by converting it to float and assigning it to every component.</summary>
1429
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1430
+ public static float3 float3(int v) { return new float3(v); }
1431
+
1432
+ /// <summary>Return a float3 vector constructed from a int3 vector by componentwise conversion.</summary>
1433
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1434
+ public static float3 float3(int3 v) { return new float3(v); }
1435
+
1436
+ /// <summary>Returns a float3 vector constructed from a single uint value by converting it to float and assigning it to every component.</summary>
1437
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1438
+ public static float3 float3(uint v) { return new float3(v); }
1439
+
1440
+ /// <summary>Return a float3 vector constructed from a uint3 vector by componentwise conversion.</summary>
1441
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1442
+ public static float3 float3(uint3 v) { return new float3(v); }
1443
+
1444
+ /// <summary>Returns a float3 vector constructed from a single half value by converting it to float and assigning it to every component.</summary>
1445
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1446
+ public static float3 float3(half v) { return new float3(v); }
1447
+
1448
+ /// <summary>Return a float3 vector constructed from a half3 vector by componentwise conversion.</summary>
1449
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1450
+ public static float3 float3(half3 v) { return new float3(v); }
1451
+
1452
+ /// <summary>Returns a float3 vector constructed from a single double value by converting it to float and assigning it to every component.</summary>
1453
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1454
+ public static float3 float3(double v) { return new float3(v); }
1455
+
1456
+ /// <summary>Return a float3 vector constructed from a double3 vector by componentwise conversion.</summary>
1457
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1458
+ public static float3 float3(double3 v) { return new float3(v); }
1459
+
1460
+ /// <summary>Returns a uint hash code of a float3 vector.</summary>
1461
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1462
+ public static uint hash(float3 v)
1463
+ {
1464
+ return csum(asuint(v) * uint3(0x9B13B92Du, 0x4ABF0813u, 0x86068063u)) + 0xD75513F9u;
1465
+ }
1466
+
1467
+ /// <summary>
1468
+ /// Returns a uint3 vector hash code of a float3 vector.
1469
+ /// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
1470
+ /// that are only reduced to a narrow uint hash at the very end instead of at every step.
1471
+ /// </summary>
1472
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1473
+ public static uint3 hashwide(float3 v)
1474
+ {
1475
+ return (asuint(v) * uint3(0x5AB3E8CDu, 0x676E8407u, 0xB36DE767u)) + 0x6FCA387Du;
1476
+ }
1477
+
1478
+ /// <summary>Returns the result of specified shuffling of the components from two float3 vectors into a float value.</summary>
1479
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1480
+ public static float shuffle(float3 a, float3 b, ShuffleComponent x)
1481
+ {
1482
+ return select_shuffle_component(a, b, x);
1483
+ }
1484
+
1485
+ /// <summary>Returns the result of specified shuffling of the components from two float3 vectors into a float2 vector.</summary>
1486
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1487
+ public static float2 shuffle(float3 a, float3 b, ShuffleComponent x, ShuffleComponent y)
1488
+ {
1489
+ return float2(
1490
+ select_shuffle_component(a, b, x),
1491
+ select_shuffle_component(a, b, y));
1492
+ }
1493
+
1494
+ /// <summary>Returns the result of specified shuffling of the components from two float3 vectors into a float3 vector.</summary>
1495
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1496
+ public static float3 shuffle(float3 a, float3 b, ShuffleComponent x, ShuffleComponent y, ShuffleComponent z)
1497
+ {
1498
+ return float3(
1499
+ select_shuffle_component(a, b, x),
1500
+ select_shuffle_component(a, b, y),
1501
+ select_shuffle_component(a, b, z));
1502
+ }
1503
+
1504
+ /// <summary>Returns the result of specified shuffling of the components from two float3 vectors into a float4 vector.</summary>
1505
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1506
+ public static float4 shuffle(float3 a, float3 b, ShuffleComponent x, ShuffleComponent y, ShuffleComponent z, ShuffleComponent w)
1507
+ {
1508
+ return float4(
1509
+ select_shuffle_component(a, b, x),
1510
+ select_shuffle_component(a, b, y),
1511
+ select_shuffle_component(a, b, z),
1512
+ select_shuffle_component(a, b, w));
1513
+ }
1514
+
1515
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
1516
+ internal static float select_shuffle_component(float3 a, float3 b, ShuffleComponent component)
1517
+ {
1518
+ switch(component)
1519
+ {
1520
+ case ShuffleComponent.LeftX:
1521
+ return a.x;
1522
+ case ShuffleComponent.LeftY:
1523
+ return a.y;
1524
+ case ShuffleComponent.LeftZ:
1525
+ return a.z;
1526
+ case ShuffleComponent.RightX:
1527
+ return b.x;
1528
+ case ShuffleComponent.RightY:
1529
+ return b.y;
1530
+ case ShuffleComponent.RightZ:
1531
+ return b.z;
1532
+ default:
1533
+ throw new System.ArgumentException("Invalid shuffle component: " + component);
1534
+ }
1535
+ }
1536
+
1537
+ }
1538
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3.gen.cs.meta ADDED
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+ fileFormatVersion: 2
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+ guid: 6e8e5da9e769595428f8f1f51e642dd3
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3x2.gen.cs ADDED
@@ -0,0 +1,442 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //------------------------------------------------------------------------------
2
+ // <auto-generated>
3
+ // This code was generated by a tool.
4
+ //
5
+ // Changes to this file may cause incorrect behavior and will be lost if
6
+ // the code is regenerated.
7
+ // </auto-generated>
8
+ //------------------------------------------------------------------------------
9
+ using System;
10
+ using System.Runtime.CompilerServices;
11
+
12
+ #pragma warning disable 0660, 0661
13
+
14
+ namespace Unity.Mathematics
15
+ {
16
+ [System.Serializable]
17
+ public partial struct float3x2 : System.IEquatable<float3x2>, IFormattable
18
+ {
19
+ public float3 c0;
20
+ public float3 c1;
21
+
22
+ /// <summary>float3x2 zero value.</summary>
23
+ public static readonly float3x2 zero;
24
+
25
+ /// <summary>Constructs a float3x2 matrix from two float3 vectors.</summary>
26
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
27
+ public float3x2(float3 c0, float3 c1)
28
+ {
29
+ this.c0 = c0;
30
+ this.c1 = c1;
31
+ }
32
+
33
+ /// <summary>Constructs a float3x2 matrix from 6 float values given in row-major order.</summary>
34
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
35
+ public float3x2(float m00, float m01,
36
+ float m10, float m11,
37
+ float m20, float m21)
38
+ {
39
+ this.c0 = new float3(m00, m10, m20);
40
+ this.c1 = new float3(m01, m11, m21);
41
+ }
42
+
43
+ /// <summary>Constructs a float3x2 matrix from a single float value by assigning it to every component.</summary>
44
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
45
+ public float3x2(float v)
46
+ {
47
+ this.c0 = v;
48
+ this.c1 = v;
49
+ }
50
+
51
+ /// <summary>Constructs a float3x2 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
52
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
53
+ public float3x2(bool v)
54
+ {
55
+ this.c0 = math.select(new float3(0.0f), new float3(1.0f), v);
56
+ this.c1 = math.select(new float3(0.0f), new float3(1.0f), v);
57
+ }
58
+
59
+ /// <summary>Constructs a float3x2 matrix from a bool3x2 matrix by componentwise conversion.</summary>
60
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
61
+ public float3x2(bool3x2 v)
62
+ {
63
+ this.c0 = math.select(new float3(0.0f), new float3(1.0f), v.c0);
64
+ this.c1 = math.select(new float3(0.0f), new float3(1.0f), v.c1);
65
+ }
66
+
67
+ /// <summary>Constructs a float3x2 matrix from a single int value by converting it to float and assigning it to every component.</summary>
68
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
69
+ public float3x2(int v)
70
+ {
71
+ this.c0 = v;
72
+ this.c1 = v;
73
+ }
74
+
75
+ /// <summary>Constructs a float3x2 matrix from a int3x2 matrix by componentwise conversion.</summary>
76
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
77
+ public float3x2(int3x2 v)
78
+ {
79
+ this.c0 = v.c0;
80
+ this.c1 = v.c1;
81
+ }
82
+
83
+ /// <summary>Constructs a float3x2 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
84
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
85
+ public float3x2(uint v)
86
+ {
87
+ this.c0 = v;
88
+ this.c1 = v;
89
+ }
90
+
91
+ /// <summary>Constructs a float3x2 matrix from a uint3x2 matrix by componentwise conversion.</summary>
92
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
93
+ public float3x2(uint3x2 v)
94
+ {
95
+ this.c0 = v.c0;
96
+ this.c1 = v.c1;
97
+ }
98
+
99
+ /// <summary>Constructs a float3x2 matrix from a single double value by converting it to float and assigning it to every component.</summary>
100
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
101
+ public float3x2(double v)
102
+ {
103
+ this.c0 = (float3)v;
104
+ this.c1 = (float3)v;
105
+ }
106
+
107
+ /// <summary>Constructs a float3x2 matrix from a double3x2 matrix by componentwise conversion.</summary>
108
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
109
+ public float3x2(double3x2 v)
110
+ {
111
+ this.c0 = (float3)v.c0;
112
+ this.c1 = (float3)v.c1;
113
+ }
114
+
115
+
116
+ /// <summary>Implicitly converts a single float value to a float3x2 matrix by assigning it to every component.</summary>
117
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
118
+ public static implicit operator float3x2(float v) { return new float3x2(v); }
119
+
120
+ /// <summary>Explicitly converts a single bool value to a float3x2 matrix by converting it to float and assigning it to every component.</summary>
121
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
122
+ public static explicit operator float3x2(bool v) { return new float3x2(v); }
123
+
124
+ /// <summary>Explicitly converts a bool3x2 matrix to a float3x2 matrix by componentwise conversion.</summary>
125
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
126
+ public static explicit operator float3x2(bool3x2 v) { return new float3x2(v); }
127
+
128
+ /// <summary>Implicitly converts a single int value to a float3x2 matrix by converting it to float and assigning it to every component.</summary>
129
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
130
+ public static implicit operator float3x2(int v) { return new float3x2(v); }
131
+
132
+ /// <summary>Implicitly converts a int3x2 matrix to a float3x2 matrix by componentwise conversion.</summary>
133
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
134
+ public static implicit operator float3x2(int3x2 v) { return new float3x2(v); }
135
+
136
+ /// <summary>Implicitly converts a single uint value to a float3x2 matrix by converting it to float and assigning it to every component.</summary>
137
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
138
+ public static implicit operator float3x2(uint v) { return new float3x2(v); }
139
+
140
+ /// <summary>Implicitly converts a uint3x2 matrix to a float3x2 matrix by componentwise conversion.</summary>
141
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
142
+ public static implicit operator float3x2(uint3x2 v) { return new float3x2(v); }
143
+
144
+ /// <summary>Explicitly converts a single double value to a float3x2 matrix by converting it to float and assigning it to every component.</summary>
145
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
146
+ public static explicit operator float3x2(double v) { return new float3x2(v); }
147
+
148
+ /// <summary>Explicitly converts a double3x2 matrix to a float3x2 matrix by componentwise conversion.</summary>
149
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
150
+ public static explicit operator float3x2(double3x2 v) { return new float3x2(v); }
151
+
152
+
153
+ /// <summary>Returns the result of a componentwise multiplication operation on two float3x2 matrices.</summary>
154
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
155
+ public static float3x2 operator * (float3x2 lhs, float3x2 rhs) { return new float3x2 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1); }
156
+
157
+ /// <summary>Returns the result of a componentwise multiplication operation on a float3x2 matrix and a float value.</summary>
158
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
159
+ public static float3x2 operator * (float3x2 lhs, float rhs) { return new float3x2 (lhs.c0 * rhs, lhs.c1 * rhs); }
160
+
161
+ /// <summary>Returns the result of a componentwise multiplication operation on a float value and a float3x2 matrix.</summary>
162
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
163
+ public static float3x2 operator * (float lhs, float3x2 rhs) { return new float3x2 (lhs * rhs.c0, lhs * rhs.c1); }
164
+
165
+
166
+ /// <summary>Returns the result of a componentwise addition operation on two float3x2 matrices.</summary>
167
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
168
+ public static float3x2 operator + (float3x2 lhs, float3x2 rhs) { return new float3x2 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1); }
169
+
170
+ /// <summary>Returns the result of a componentwise addition operation on a float3x2 matrix and a float value.</summary>
171
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
172
+ public static float3x2 operator + (float3x2 lhs, float rhs) { return new float3x2 (lhs.c0 + rhs, lhs.c1 + rhs); }
173
+
174
+ /// <summary>Returns the result of a componentwise addition operation on a float value and a float3x2 matrix.</summary>
175
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
176
+ public static float3x2 operator + (float lhs, float3x2 rhs) { return new float3x2 (lhs + rhs.c0, lhs + rhs.c1); }
177
+
178
+
179
+ /// <summary>Returns the result of a componentwise subtraction operation on two float3x2 matrices.</summary>
180
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
181
+ public static float3x2 operator - (float3x2 lhs, float3x2 rhs) { return new float3x2 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1); }
182
+
183
+ /// <summary>Returns the result of a componentwise subtraction operation on a float3x2 matrix and a float value.</summary>
184
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
185
+ public static float3x2 operator - (float3x2 lhs, float rhs) { return new float3x2 (lhs.c0 - rhs, lhs.c1 - rhs); }
186
+
187
+ /// <summary>Returns the result of a componentwise subtraction operation on a float value and a float3x2 matrix.</summary>
188
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
189
+ public static float3x2 operator - (float lhs, float3x2 rhs) { return new float3x2 (lhs - rhs.c0, lhs - rhs.c1); }
190
+
191
+
192
+ /// <summary>Returns the result of a componentwise division operation on two float3x2 matrices.</summary>
193
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
194
+ public static float3x2 operator / (float3x2 lhs, float3x2 rhs) { return new float3x2 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1); }
195
+
196
+ /// <summary>Returns the result of a componentwise division operation on a float3x2 matrix and a float value.</summary>
197
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
198
+ public static float3x2 operator / (float3x2 lhs, float rhs) { return new float3x2 (lhs.c0 / rhs, lhs.c1 / rhs); }
199
+
200
+ /// <summary>Returns the result of a componentwise division operation on a float value and a float3x2 matrix.</summary>
201
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
202
+ public static float3x2 operator / (float lhs, float3x2 rhs) { return new float3x2 (lhs / rhs.c0, lhs / rhs.c1); }
203
+
204
+
205
+ /// <summary>Returns the result of a componentwise modulus operation on two float3x2 matrices.</summary>
206
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
207
+ public static float3x2 operator % (float3x2 lhs, float3x2 rhs) { return new float3x2 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1); }
208
+
209
+ /// <summary>Returns the result of a componentwise modulus operation on a float3x2 matrix and a float value.</summary>
210
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
211
+ public static float3x2 operator % (float3x2 lhs, float rhs) { return new float3x2 (lhs.c0 % rhs, lhs.c1 % rhs); }
212
+
213
+ /// <summary>Returns the result of a componentwise modulus operation on a float value and a float3x2 matrix.</summary>
214
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
215
+ public static float3x2 operator % (float lhs, float3x2 rhs) { return new float3x2 (lhs % rhs.c0, lhs % rhs.c1); }
216
+
217
+
218
+ /// <summary>Returns the result of a componentwise increment operation on a float3x2 matrix.</summary>
219
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
220
+ public static float3x2 operator ++ (float3x2 val) { return new float3x2 (++val.c0, ++val.c1); }
221
+
222
+
223
+ /// <summary>Returns the result of a componentwise decrement operation on a float3x2 matrix.</summary>
224
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
225
+ public static float3x2 operator -- (float3x2 val) { return new float3x2 (--val.c0, --val.c1); }
226
+
227
+
228
+ /// <summary>Returns the result of a componentwise less than operation on two float3x2 matrices.</summary>
229
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
230
+ public static bool3x2 operator < (float3x2 lhs, float3x2 rhs) { return new bool3x2 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1); }
231
+
232
+ /// <summary>Returns the result of a componentwise less than operation on a float3x2 matrix and a float value.</summary>
233
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
234
+ public static bool3x2 operator < (float3x2 lhs, float rhs) { return new bool3x2 (lhs.c0 < rhs, lhs.c1 < rhs); }
235
+
236
+ /// <summary>Returns the result of a componentwise less than operation on a float value and a float3x2 matrix.</summary>
237
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
238
+ public static bool3x2 operator < (float lhs, float3x2 rhs) { return new bool3x2 (lhs < rhs.c0, lhs < rhs.c1); }
239
+
240
+
241
+ /// <summary>Returns the result of a componentwise less or equal operation on two float3x2 matrices.</summary>
242
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
243
+ public static bool3x2 operator <= (float3x2 lhs, float3x2 rhs) { return new bool3x2 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1); }
244
+
245
+ /// <summary>Returns the result of a componentwise less or equal operation on a float3x2 matrix and a float value.</summary>
246
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
247
+ public static bool3x2 operator <= (float3x2 lhs, float rhs) { return new bool3x2 (lhs.c0 <= rhs, lhs.c1 <= rhs); }
248
+
249
+ /// <summary>Returns the result of a componentwise less or equal operation on a float value and a float3x2 matrix.</summary>
250
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
251
+ public static bool3x2 operator <= (float lhs, float3x2 rhs) { return new bool3x2 (lhs <= rhs.c0, lhs <= rhs.c1); }
252
+
253
+
254
+ /// <summary>Returns the result of a componentwise greater than operation on two float3x2 matrices.</summary>
255
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
256
+ public static bool3x2 operator > (float3x2 lhs, float3x2 rhs) { return new bool3x2 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1); }
257
+
258
+ /// <summary>Returns the result of a componentwise greater than operation on a float3x2 matrix and a float value.</summary>
259
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
260
+ public static bool3x2 operator > (float3x2 lhs, float rhs) { return new bool3x2 (lhs.c0 > rhs, lhs.c1 > rhs); }
261
+
262
+ /// <summary>Returns the result of a componentwise greater than operation on a float value and a float3x2 matrix.</summary>
263
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
264
+ public static bool3x2 operator > (float lhs, float3x2 rhs) { return new bool3x2 (lhs > rhs.c0, lhs > rhs.c1); }
265
+
266
+
267
+ /// <summary>Returns the result of a componentwise greater or equal operation on two float3x2 matrices.</summary>
268
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
269
+ public static bool3x2 operator >= (float3x2 lhs, float3x2 rhs) { return new bool3x2 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1); }
270
+
271
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float3x2 matrix and a float value.</summary>
272
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
273
+ public static bool3x2 operator >= (float3x2 lhs, float rhs) { return new bool3x2 (lhs.c0 >= rhs, lhs.c1 >= rhs); }
274
+
275
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float3x2 matrix.</summary>
276
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
277
+ public static bool3x2 operator >= (float lhs, float3x2 rhs) { return new bool3x2 (lhs >= rhs.c0, lhs >= rhs.c1); }
278
+
279
+
280
+ /// <summary>Returns the result of a componentwise unary minus operation on a float3x2 matrix.</summary>
281
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
282
+ public static float3x2 operator - (float3x2 val) { return new float3x2 (-val.c0, -val.c1); }
283
+
284
+
285
+ /// <summary>Returns the result of a componentwise unary plus operation on a float3x2 matrix.</summary>
286
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
287
+ public static float3x2 operator + (float3x2 val) { return new float3x2 (+val.c0, +val.c1); }
288
+
289
+
290
+ /// <summary>Returns the result of a componentwise equality operation on two float3x2 matrices.</summary>
291
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
292
+ public static bool3x2 operator == (float3x2 lhs, float3x2 rhs) { return new bool3x2 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1); }
293
+
294
+ /// <summary>Returns the result of a componentwise equality operation on a float3x2 matrix and a float value.</summary>
295
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
296
+ public static bool3x2 operator == (float3x2 lhs, float rhs) { return new bool3x2 (lhs.c0 == rhs, lhs.c1 == rhs); }
297
+
298
+ /// <summary>Returns the result of a componentwise equality operation on a float value and a float3x2 matrix.</summary>
299
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
300
+ public static bool3x2 operator == (float lhs, float3x2 rhs) { return new bool3x2 (lhs == rhs.c0, lhs == rhs.c1); }
301
+
302
+
303
+ /// <summary>Returns the result of a componentwise not equal operation on two float3x2 matrices.</summary>
304
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
305
+ public static bool3x2 operator != (float3x2 lhs, float3x2 rhs) { return new bool3x2 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1); }
306
+
307
+ /// <summary>Returns the result of a componentwise not equal operation on a float3x2 matrix and a float value.</summary>
308
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
309
+ public static bool3x2 operator != (float3x2 lhs, float rhs) { return new bool3x2 (lhs.c0 != rhs, lhs.c1 != rhs); }
310
+
311
+ /// <summary>Returns the result of a componentwise not equal operation on a float value and a float3x2 matrix.</summary>
312
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
313
+ public static bool3x2 operator != (float lhs, float3x2 rhs) { return new bool3x2 (lhs != rhs.c0, lhs != rhs.c1); }
314
+
315
+
316
+
317
+ /// <summary>Returns the float3 element at a specified index.</summary>
318
+ unsafe public ref float3 this[int index]
319
+ {
320
+ get
321
+ {
322
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
323
+ if ((uint)index >= 2)
324
+ throw new System.ArgumentException("index must be between[0...1]");
325
+ #endif
326
+ fixed (float3x2* array = &this) { return ref ((float3*)array)[index]; }
327
+ }
328
+ }
329
+
330
+ /// <summary>Returns true if the float3x2 is equal to a given float3x2, false otherwise.</summary>
331
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
332
+ public bool Equals(float3x2 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1); }
333
+
334
+ /// <summary>Returns true if the float3x2 is equal to a given float3x2, false otherwise.</summary>
335
+ public override bool Equals(object o) { return Equals((float3x2)o); }
336
+
337
+
338
+ /// <summary>Returns a hash code for the float3x2.</summary>
339
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
340
+ public override int GetHashCode() { return (int)math.hash(this); }
341
+
342
+
343
+ /// <summary>Returns a string representation of the float3x2.</summary>
344
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
345
+ public override string ToString()
346
+ {
347
+ return string.Format("float3x2({0}f, {1}f, {2}f, {3}f, {4}f, {5}f)", c0.x, c1.x, c0.y, c1.y, c0.z, c1.z);
348
+ }
349
+
350
+ /// <summary>Returns a string representation of the float3x2 using a specified format and culture-specific format information.</summary>
351
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
352
+ public string ToString(string format, IFormatProvider formatProvider)
353
+ {
354
+ return string.Format("float3x2({0}f, {1}f, {2}f, {3}f, {4}f, {5}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c0.z.ToString(format, formatProvider), c1.z.ToString(format, formatProvider));
355
+ }
356
+
357
+ }
358
+
359
+ public static partial class math
360
+ {
361
+ /// <summary>Returns a float3x2 matrix constructed from two float3 vectors.</summary>
362
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
363
+ public static float3x2 float3x2(float3 c0, float3 c1) { return new float3x2(c0, c1); }
364
+
365
+ /// <summary>Returns a float3x2 matrix constructed from from 6 float values given in row-major order.</summary>
366
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
367
+ public static float3x2 float3x2(float m00, float m01,
368
+ float m10, float m11,
369
+ float m20, float m21)
370
+ {
371
+ return new float3x2(m00, m01,
372
+ m10, m11,
373
+ m20, m21);
374
+ }
375
+
376
+ /// <summary>Returns a float3x2 matrix constructed from a single float value by assigning it to every component.</summary>
377
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
378
+ public static float3x2 float3x2(float v) { return new float3x2(v); }
379
+
380
+ /// <summary>Returns a float3x2 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
381
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
382
+ public static float3x2 float3x2(bool v) { return new float3x2(v); }
383
+
384
+ /// <summary>Return a float3x2 matrix constructed from a bool3x2 matrix by componentwise conversion.</summary>
385
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
386
+ public static float3x2 float3x2(bool3x2 v) { return new float3x2(v); }
387
+
388
+ /// <summary>Returns a float3x2 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
389
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
390
+ public static float3x2 float3x2(int v) { return new float3x2(v); }
391
+
392
+ /// <summary>Return a float3x2 matrix constructed from a int3x2 matrix by componentwise conversion.</summary>
393
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
394
+ public static float3x2 float3x2(int3x2 v) { return new float3x2(v); }
395
+
396
+ /// <summary>Returns a float3x2 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
397
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
398
+ public static float3x2 float3x2(uint v) { return new float3x2(v); }
399
+
400
+ /// <summary>Return a float3x2 matrix constructed from a uint3x2 matrix by componentwise conversion.</summary>
401
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
402
+ public static float3x2 float3x2(uint3x2 v) { return new float3x2(v); }
403
+
404
+ /// <summary>Returns a float3x2 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
405
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
406
+ public static float3x2 float3x2(double v) { return new float3x2(v); }
407
+
408
+ /// <summary>Return a float3x2 matrix constructed from a double3x2 matrix by componentwise conversion.</summary>
409
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
410
+ public static float3x2 float3x2(double3x2 v) { return new float3x2(v); }
411
+
412
+ /// <summary>Return the float2x3 transpose of a float3x2 matrix.</summary>
413
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
414
+ public static float2x3 transpose(float3x2 v)
415
+ {
416
+ return float2x3(
417
+ v.c0.x, v.c0.y, v.c0.z,
418
+ v.c1.x, v.c1.y, v.c1.z);
419
+ }
420
+
421
+ /// <summary>Returns a uint hash code of a float3x2 vector.</summary>
422
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
423
+ public static uint hash(float3x2 v)
424
+ {
425
+ return csum(asuint(v.c0) * uint3(0xE121E6ADu, 0xC9CA1249u, 0x69B60C81u) +
426
+ asuint(v.c1) * uint3(0xE0EB6C25u, 0xF648BEABu, 0x6BDB2B07u)) + 0xEF63C699u;
427
+ }
428
+
429
+ /// <summary>
430
+ /// Returns a uint3 vector hash code of a float3x2 vector.
431
+ /// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
432
+ /// that are only reduced to a narrow uint hash at the very end instead of at every step.
433
+ /// </summary>
434
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
435
+ public static uint3 hashwide(float3x2 v)
436
+ {
437
+ return (asuint(v.c0) * uint3(0x9001903Fu, 0xA895B9CDu, 0x9D23B201u) +
438
+ asuint(v.c1) * uint3(0x4B01D3E1u, 0x7461CA0Du, 0x79725379u)) + 0xD6258E5Bu;
439
+ }
440
+
441
+ }
442
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3x2.gen.cs.meta ADDED
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+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3x3.gen.cs ADDED
@@ -0,0 +1,494 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //------------------------------------------------------------------------------
2
+ // <auto-generated>
3
+ // This code was generated by a tool.
4
+ //
5
+ // Changes to this file may cause incorrect behavior and will be lost if
6
+ // the code is regenerated.
7
+ // </auto-generated>
8
+ //------------------------------------------------------------------------------
9
+ using System;
10
+ using System.Runtime.CompilerServices;
11
+
12
+ #pragma warning disable 0660, 0661
13
+
14
+ namespace Unity.Mathematics
15
+ {
16
+ [System.Serializable]
17
+ public partial struct float3x3 : System.IEquatable<float3x3>, IFormattable
18
+ {
19
+ public float3 c0;
20
+ public float3 c1;
21
+ public float3 c2;
22
+
23
+ /// <summary>float3x3 identity transform.</summary>
24
+ public static readonly float3x3 identity = new float3x3(1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
25
+
26
+ /// <summary>float3x3 zero value.</summary>
27
+ public static readonly float3x3 zero;
28
+
29
+ /// <summary>Constructs a float3x3 matrix from three float3 vectors.</summary>
30
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
31
+ public float3x3(float3 c0, float3 c1, float3 c2)
32
+ {
33
+ this.c0 = c0;
34
+ this.c1 = c1;
35
+ this.c2 = c2;
36
+ }
37
+
38
+ /// <summary>Constructs a float3x3 matrix from 9 float values given in row-major order.</summary>
39
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
40
+ public float3x3(float m00, float m01, float m02,
41
+ float m10, float m11, float m12,
42
+ float m20, float m21, float m22)
43
+ {
44
+ this.c0 = new float3(m00, m10, m20);
45
+ this.c1 = new float3(m01, m11, m21);
46
+ this.c2 = new float3(m02, m12, m22);
47
+ }
48
+
49
+ /// <summary>Constructs a float3x3 matrix from a single float value by assigning it to every component.</summary>
50
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
51
+ public float3x3(float v)
52
+ {
53
+ this.c0 = v;
54
+ this.c1 = v;
55
+ this.c2 = v;
56
+ }
57
+
58
+ /// <summary>Constructs a float3x3 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
59
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
60
+ public float3x3(bool v)
61
+ {
62
+ this.c0 = math.select(new float3(0.0f), new float3(1.0f), v);
63
+ this.c1 = math.select(new float3(0.0f), new float3(1.0f), v);
64
+ this.c2 = math.select(new float3(0.0f), new float3(1.0f), v);
65
+ }
66
+
67
+ /// <summary>Constructs a float3x3 matrix from a bool3x3 matrix by componentwise conversion.</summary>
68
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
69
+ public float3x3(bool3x3 v)
70
+ {
71
+ this.c0 = math.select(new float3(0.0f), new float3(1.0f), v.c0);
72
+ this.c1 = math.select(new float3(0.0f), new float3(1.0f), v.c1);
73
+ this.c2 = math.select(new float3(0.0f), new float3(1.0f), v.c2);
74
+ }
75
+
76
+ /// <summary>Constructs a float3x3 matrix from a single int value by converting it to float and assigning it to every component.</summary>
77
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
78
+ public float3x3(int v)
79
+ {
80
+ this.c0 = v;
81
+ this.c1 = v;
82
+ this.c2 = v;
83
+ }
84
+
85
+ /// <summary>Constructs a float3x3 matrix from a int3x3 matrix by componentwise conversion.</summary>
86
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
87
+ public float3x3(int3x3 v)
88
+ {
89
+ this.c0 = v.c0;
90
+ this.c1 = v.c1;
91
+ this.c2 = v.c2;
92
+ }
93
+
94
+ /// <summary>Constructs a float3x3 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
95
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
96
+ public float3x3(uint v)
97
+ {
98
+ this.c0 = v;
99
+ this.c1 = v;
100
+ this.c2 = v;
101
+ }
102
+
103
+ /// <summary>Constructs a float3x3 matrix from a uint3x3 matrix by componentwise conversion.</summary>
104
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
105
+ public float3x3(uint3x3 v)
106
+ {
107
+ this.c0 = v.c0;
108
+ this.c1 = v.c1;
109
+ this.c2 = v.c2;
110
+ }
111
+
112
+ /// <summary>Constructs a float3x3 matrix from a single double value by converting it to float and assigning it to every component.</summary>
113
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
114
+ public float3x3(double v)
115
+ {
116
+ this.c0 = (float3)v;
117
+ this.c1 = (float3)v;
118
+ this.c2 = (float3)v;
119
+ }
120
+
121
+ /// <summary>Constructs a float3x3 matrix from a double3x3 matrix by componentwise conversion.</summary>
122
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
123
+ public float3x3(double3x3 v)
124
+ {
125
+ this.c0 = (float3)v.c0;
126
+ this.c1 = (float3)v.c1;
127
+ this.c2 = (float3)v.c2;
128
+ }
129
+
130
+
131
+ /// <summary>Implicitly converts a single float value to a float3x3 matrix by assigning it to every component.</summary>
132
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
133
+ public static implicit operator float3x3(float v) { return new float3x3(v); }
134
+
135
+ /// <summary>Explicitly converts a single bool value to a float3x3 matrix by converting it to float and assigning it to every component.</summary>
136
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
137
+ public static explicit operator float3x3(bool v) { return new float3x3(v); }
138
+
139
+ /// <summary>Explicitly converts a bool3x3 matrix to a float3x3 matrix by componentwise conversion.</summary>
140
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
141
+ public static explicit operator float3x3(bool3x3 v) { return new float3x3(v); }
142
+
143
+ /// <summary>Implicitly converts a single int value to a float3x3 matrix by converting it to float and assigning it to every component.</summary>
144
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
145
+ public static implicit operator float3x3(int v) { return new float3x3(v); }
146
+
147
+ /// <summary>Implicitly converts a int3x3 matrix to a float3x3 matrix by componentwise conversion.</summary>
148
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
149
+ public static implicit operator float3x3(int3x3 v) { return new float3x3(v); }
150
+
151
+ /// <summary>Implicitly converts a single uint value to a float3x3 matrix by converting it to float and assigning it to every component.</summary>
152
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
153
+ public static implicit operator float3x3(uint v) { return new float3x3(v); }
154
+
155
+ /// <summary>Implicitly converts a uint3x3 matrix to a float3x3 matrix by componentwise conversion.</summary>
156
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
157
+ public static implicit operator float3x3(uint3x3 v) { return new float3x3(v); }
158
+
159
+ /// <summary>Explicitly converts a single double value to a float3x3 matrix by converting it to float and assigning it to every component.</summary>
160
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
161
+ public static explicit operator float3x3(double v) { return new float3x3(v); }
162
+
163
+ /// <summary>Explicitly converts a double3x3 matrix to a float3x3 matrix by componentwise conversion.</summary>
164
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
165
+ public static explicit operator float3x3(double3x3 v) { return new float3x3(v); }
166
+
167
+
168
+ /// <summary>Returns the result of a componentwise multiplication operation on two float3x3 matrices.</summary>
169
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
170
+ public static float3x3 operator * (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1, lhs.c2 * rhs.c2); }
171
+
172
+ /// <summary>Returns the result of a componentwise multiplication operation on a float3x3 matrix and a float value.</summary>
173
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
174
+ public static float3x3 operator * (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 * rhs, lhs.c1 * rhs, lhs.c2 * rhs); }
175
+
176
+ /// <summary>Returns the result of a componentwise multiplication operation on a float value and a float3x3 matrix.</summary>
177
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
178
+ public static float3x3 operator * (float lhs, float3x3 rhs) { return new float3x3 (lhs * rhs.c0, lhs * rhs.c1, lhs * rhs.c2); }
179
+
180
+
181
+ /// <summary>Returns the result of a componentwise addition operation on two float3x3 matrices.</summary>
182
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
183
+ public static float3x3 operator + (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1, lhs.c2 + rhs.c2); }
184
+
185
+ /// <summary>Returns the result of a componentwise addition operation on a float3x3 matrix and a float value.</summary>
186
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
187
+ public static float3x3 operator + (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 + rhs, lhs.c1 + rhs, lhs.c2 + rhs); }
188
+
189
+ /// <summary>Returns the result of a componentwise addition operation on a float value and a float3x3 matrix.</summary>
190
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
191
+ public static float3x3 operator + (float lhs, float3x3 rhs) { return new float3x3 (lhs + rhs.c0, lhs + rhs.c1, lhs + rhs.c2); }
192
+
193
+
194
+ /// <summary>Returns the result of a componentwise subtraction operation on two float3x3 matrices.</summary>
195
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
196
+ public static float3x3 operator - (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1, lhs.c2 - rhs.c2); }
197
+
198
+ /// <summary>Returns the result of a componentwise subtraction operation on a float3x3 matrix and a float value.</summary>
199
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
200
+ public static float3x3 operator - (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 - rhs, lhs.c1 - rhs, lhs.c2 - rhs); }
201
+
202
+ /// <summary>Returns the result of a componentwise subtraction operation on a float value and a float3x3 matrix.</summary>
203
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
204
+ public static float3x3 operator - (float lhs, float3x3 rhs) { return new float3x3 (lhs - rhs.c0, lhs - rhs.c1, lhs - rhs.c2); }
205
+
206
+
207
+ /// <summary>Returns the result of a componentwise division operation on two float3x3 matrices.</summary>
208
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
209
+ public static float3x3 operator / (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1, lhs.c2 / rhs.c2); }
210
+
211
+ /// <summary>Returns the result of a componentwise division operation on a float3x3 matrix and a float value.</summary>
212
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
213
+ public static float3x3 operator / (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 / rhs, lhs.c1 / rhs, lhs.c2 / rhs); }
214
+
215
+ /// <summary>Returns the result of a componentwise division operation on a float value and a float3x3 matrix.</summary>
216
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
217
+ public static float3x3 operator / (float lhs, float3x3 rhs) { return new float3x3 (lhs / rhs.c0, lhs / rhs.c1, lhs / rhs.c2); }
218
+
219
+
220
+ /// <summary>Returns the result of a componentwise modulus operation on two float3x3 matrices.</summary>
221
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
222
+ public static float3x3 operator % (float3x3 lhs, float3x3 rhs) { return new float3x3 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1, lhs.c2 % rhs.c2); }
223
+
224
+ /// <summary>Returns the result of a componentwise modulus operation on a float3x3 matrix and a float value.</summary>
225
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
226
+ public static float3x3 operator % (float3x3 lhs, float rhs) { return new float3x3 (lhs.c0 % rhs, lhs.c1 % rhs, lhs.c2 % rhs); }
227
+
228
+ /// <summary>Returns the result of a componentwise modulus operation on a float value and a float3x3 matrix.</summary>
229
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
230
+ public static float3x3 operator % (float lhs, float3x3 rhs) { return new float3x3 (lhs % rhs.c0, lhs % rhs.c1, lhs % rhs.c2); }
231
+
232
+
233
+ /// <summary>Returns the result of a componentwise increment operation on a float3x3 matrix.</summary>
234
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
235
+ public static float3x3 operator ++ (float3x3 val) { return new float3x3 (++val.c0, ++val.c1, ++val.c2); }
236
+
237
+
238
+ /// <summary>Returns the result of a componentwise decrement operation on a float3x3 matrix.</summary>
239
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
240
+ public static float3x3 operator -- (float3x3 val) { return new float3x3 (--val.c0, --val.c1, --val.c2); }
241
+
242
+
243
+ /// <summary>Returns the result of a componentwise less than operation on two float3x3 matrices.</summary>
244
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
245
+ public static bool3x3 operator < (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1, lhs.c2 < rhs.c2); }
246
+
247
+ /// <summary>Returns the result of a componentwise less than operation on a float3x3 matrix and a float value.</summary>
248
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
249
+ public static bool3x3 operator < (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 < rhs, lhs.c1 < rhs, lhs.c2 < rhs); }
250
+
251
+ /// <summary>Returns the result of a componentwise less than operation on a float value and a float3x3 matrix.</summary>
252
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
253
+ public static bool3x3 operator < (float lhs, float3x3 rhs) { return new bool3x3 (lhs < rhs.c0, lhs < rhs.c1, lhs < rhs.c2); }
254
+
255
+
256
+ /// <summary>Returns the result of a componentwise less or equal operation on two float3x3 matrices.</summary>
257
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
258
+ public static bool3x3 operator <= (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1, lhs.c2 <= rhs.c2); }
259
+
260
+ /// <summary>Returns the result of a componentwise less or equal operation on a float3x3 matrix and a float value.</summary>
261
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
262
+ public static bool3x3 operator <= (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 <= rhs, lhs.c1 <= rhs, lhs.c2 <= rhs); }
263
+
264
+ /// <summary>Returns the result of a componentwise less or equal operation on a float value and a float3x3 matrix.</summary>
265
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
266
+ public static bool3x3 operator <= (float lhs, float3x3 rhs) { return new bool3x3 (lhs <= rhs.c0, lhs <= rhs.c1, lhs <= rhs.c2); }
267
+
268
+
269
+ /// <summary>Returns the result of a componentwise greater than operation on two float3x3 matrices.</summary>
270
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
271
+ public static bool3x3 operator > (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1, lhs.c2 > rhs.c2); }
272
+
273
+ /// <summary>Returns the result of a componentwise greater than operation on a float3x3 matrix and a float value.</summary>
274
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
275
+ public static bool3x3 operator > (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 > rhs, lhs.c1 > rhs, lhs.c2 > rhs); }
276
+
277
+ /// <summary>Returns the result of a componentwise greater than operation on a float value and a float3x3 matrix.</summary>
278
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
279
+ public static bool3x3 operator > (float lhs, float3x3 rhs) { return new bool3x3 (lhs > rhs.c0, lhs > rhs.c1, lhs > rhs.c2); }
280
+
281
+
282
+ /// <summary>Returns the result of a componentwise greater or equal operation on two float3x3 matrices.</summary>
283
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
284
+ public static bool3x3 operator >= (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1, lhs.c2 >= rhs.c2); }
285
+
286
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float3x3 matrix and a float value.</summary>
287
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
288
+ public static bool3x3 operator >= (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 >= rhs, lhs.c1 >= rhs, lhs.c2 >= rhs); }
289
+
290
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float3x3 matrix.</summary>
291
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
292
+ public static bool3x3 operator >= (float lhs, float3x3 rhs) { return new bool3x3 (lhs >= rhs.c0, lhs >= rhs.c1, lhs >= rhs.c2); }
293
+
294
+
295
+ /// <summary>Returns the result of a componentwise unary minus operation on a float3x3 matrix.</summary>
296
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
297
+ public static float3x3 operator - (float3x3 val) { return new float3x3 (-val.c0, -val.c1, -val.c2); }
298
+
299
+
300
+ /// <summary>Returns the result of a componentwise unary plus operation on a float3x3 matrix.</summary>
301
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
302
+ public static float3x3 operator + (float3x3 val) { return new float3x3 (+val.c0, +val.c1, +val.c2); }
303
+
304
+
305
+ /// <summary>Returns the result of a componentwise equality operation on two float3x3 matrices.</summary>
306
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
307
+ public static bool3x3 operator == (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2); }
308
+
309
+ /// <summary>Returns the result of a componentwise equality operation on a float3x3 matrix and a float value.</summary>
310
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
311
+ public static bool3x3 operator == (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs); }
312
+
313
+ /// <summary>Returns the result of a componentwise equality operation on a float value and a float3x3 matrix.</summary>
314
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
315
+ public static bool3x3 operator == (float lhs, float3x3 rhs) { return new bool3x3 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2); }
316
+
317
+
318
+ /// <summary>Returns the result of a componentwise not equal operation on two float3x3 matrices.</summary>
319
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
320
+ public static bool3x3 operator != (float3x3 lhs, float3x3 rhs) { return new bool3x3 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1, lhs.c2 != rhs.c2); }
321
+
322
+ /// <summary>Returns the result of a componentwise not equal operation on a float3x3 matrix and a float value.</summary>
323
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
324
+ public static bool3x3 operator != (float3x3 lhs, float rhs) { return new bool3x3 (lhs.c0 != rhs, lhs.c1 != rhs, lhs.c2 != rhs); }
325
+
326
+ /// <summary>Returns the result of a componentwise not equal operation on a float value and a float3x3 matrix.</summary>
327
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
328
+ public static bool3x3 operator != (float lhs, float3x3 rhs) { return new bool3x3 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2); }
329
+
330
+
331
+
332
+ /// <summary>Returns the float3 element at a specified index.</summary>
333
+ unsafe public ref float3 this[int index]
334
+ {
335
+ get
336
+ {
337
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
338
+ if ((uint)index >= 3)
339
+ throw new System.ArgumentException("index must be between[0...2]");
340
+ #endif
341
+ fixed (float3x3* array = &this) { return ref ((float3*)array)[index]; }
342
+ }
343
+ }
344
+
345
+ /// <summary>Returns true if the float3x3 is equal to a given float3x3, false otherwise.</summary>
346
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
347
+ public bool Equals(float3x3 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2); }
348
+
349
+ /// <summary>Returns true if the float3x3 is equal to a given float3x3, false otherwise.</summary>
350
+ public override bool Equals(object o) { return Equals((float3x3)o); }
351
+
352
+
353
+ /// <summary>Returns a hash code for the float3x3.</summary>
354
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
355
+ public override int GetHashCode() { return (int)math.hash(this); }
356
+
357
+
358
+ /// <summary>Returns a string representation of the float3x3.</summary>
359
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
360
+ public override string ToString()
361
+ {
362
+ return string.Format("float3x3({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f)", c0.x, c1.x, c2.x, c0.y, c1.y, c2.y, c0.z, c1.z, c2.z);
363
+ }
364
+
365
+ /// <summary>Returns a string representation of the float3x3 using a specified format and culture-specific format information.</summary>
366
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
367
+ public string ToString(string format, IFormatProvider formatProvider)
368
+ {
369
+ return string.Format("float3x3({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c2.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c2.y.ToString(format, formatProvider), c0.z.ToString(format, formatProvider), c1.z.ToString(format, formatProvider), c2.z.ToString(format, formatProvider));
370
+ }
371
+
372
+ }
373
+
374
+ public static partial class math
375
+ {
376
+ /// <summary>Returns a float3x3 matrix constructed from three float3 vectors.</summary>
377
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
378
+ public static float3x3 float3x3(float3 c0, float3 c1, float3 c2) { return new float3x3(c0, c1, c2); }
379
+
380
+ /// <summary>Returns a float3x3 matrix constructed from from 9 float values given in row-major order.</summary>
381
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
382
+ public static float3x3 float3x3(float m00, float m01, float m02,
383
+ float m10, float m11, float m12,
384
+ float m20, float m21, float m22)
385
+ {
386
+ return new float3x3(m00, m01, m02,
387
+ m10, m11, m12,
388
+ m20, m21, m22);
389
+ }
390
+
391
+ /// <summary>Returns a float3x3 matrix constructed from a single float value by assigning it to every component.</summary>
392
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
393
+ public static float3x3 float3x3(float v) { return new float3x3(v); }
394
+
395
+ /// <summary>Returns a float3x3 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
396
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
397
+ public static float3x3 float3x3(bool v) { return new float3x3(v); }
398
+
399
+ /// <summary>Return a float3x3 matrix constructed from a bool3x3 matrix by componentwise conversion.</summary>
400
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
401
+ public static float3x3 float3x3(bool3x3 v) { return new float3x3(v); }
402
+
403
+ /// <summary>Returns a float3x3 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
404
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
405
+ public static float3x3 float3x3(int v) { return new float3x3(v); }
406
+
407
+ /// <summary>Return a float3x3 matrix constructed from a int3x3 matrix by componentwise conversion.</summary>
408
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
409
+ public static float3x3 float3x3(int3x3 v) { return new float3x3(v); }
410
+
411
+ /// <summary>Returns a float3x3 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
412
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
413
+ public static float3x3 float3x3(uint v) { return new float3x3(v); }
414
+
415
+ /// <summary>Return a float3x3 matrix constructed from a uint3x3 matrix by componentwise conversion.</summary>
416
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
417
+ public static float3x3 float3x3(uint3x3 v) { return new float3x3(v); }
418
+
419
+ /// <summary>Returns a float3x3 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
420
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
421
+ public static float3x3 float3x3(double v) { return new float3x3(v); }
422
+
423
+ /// <summary>Return a float3x3 matrix constructed from a double3x3 matrix by componentwise conversion.</summary>
424
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
425
+ public static float3x3 float3x3(double3x3 v) { return new float3x3(v); }
426
+
427
+ /// <summary>Return the float3x3 transpose of a float3x3 matrix.</summary>
428
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
429
+ public static float3x3 transpose(float3x3 v)
430
+ {
431
+ return float3x3(
432
+ v.c0.x, v.c0.y, v.c0.z,
433
+ v.c1.x, v.c1.y, v.c1.z,
434
+ v.c2.x, v.c2.y, v.c2.z);
435
+ }
436
+
437
+ /// <summary>Returns the float3x3 full inverse of a float3x3 matrix.</summary>
438
+ public static float3x3 inverse(float3x3 m)
439
+ {
440
+ float3 c0 = m.c0;
441
+ float3 c1 = m.c1;
442
+ float3 c2 = m.c2;
443
+
444
+ float3 t0 = float3(c1.x, c2.x, c0.x);
445
+ float3 t1 = float3(c1.y, c2.y, c0.y);
446
+ float3 t2 = float3(c1.z, c2.z, c0.z);
447
+
448
+ float3 m0 = t1 * t2.yzx - t1.yzx * t2;
449
+ float3 m1 = t0.yzx * t2 - t0 * t2.yzx;
450
+ float3 m2 = t0 * t1.yzx - t0.yzx * t1;
451
+
452
+ float rcpDet = 1.0f / csum(t0.zxy * m0);
453
+ return float3x3(m0, m1, m2) * rcpDet;
454
+ }
455
+
456
+ /// <summary>Returns the determinant of a float3x3 matrix.</summary>
457
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
458
+ public static float determinant(float3x3 m)
459
+ {
460
+ float3 c0 = m.c0;
461
+ float3 c1 = m.c1;
462
+ float3 c2 = m.c2;
463
+
464
+ float m00 = c1.y * c2.z - c1.z * c2.y;
465
+ float m01 = c0.y * c2.z - c0.z * c2.y;
466
+ float m02 = c0.y * c1.z - c0.z * c1.y;
467
+
468
+ return c0.x * m00 - c1.x * m01 + c2.x * m02;
469
+ }
470
+
471
+ /// <summary>Returns a uint hash code of a float3x3 vector.</summary>
472
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
473
+ public static uint hash(float3x3 v)
474
+ {
475
+ return csum(asuint(v.c0) * uint3(0x713BD06Fu, 0x753AD6ADu, 0xD19764C7u) +
476
+ asuint(v.c1) * uint3(0xB5D0BF63u, 0xF9102C5Fu, 0x9881FB9Fu) +
477
+ asuint(v.c2) * uint3(0x56A1530Du, 0x804B722Du, 0x738E50E5u)) + 0x4FC93C25u;
478
+ }
479
+
480
+ /// <summary>
481
+ /// Returns a uint3 vector hash code of a float3x3 vector.
482
+ /// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
483
+ /// that are only reduced to a narrow uint hash at the very end instead of at every step.
484
+ /// </summary>
485
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
486
+ public static uint3 hashwide(float3x3 v)
487
+ {
488
+ return (asuint(v.c0) * uint3(0xCD0445A5u, 0xD2B90D9Bu, 0xD35C9B2Du) +
489
+ asuint(v.c1) * uint3(0xA10D9E27u, 0x568DAAA9u, 0x7530254Fu) +
490
+ asuint(v.c2) * uint3(0x9F090439u, 0x5E9F85C9u, 0x8C4CA03Fu)) + 0xB8D969EDu;
491
+ }
492
+
493
+ }
494
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3x3.gen.cs.meta ADDED
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1
+ fileFormatVersion: 2
2
+ guid: 3ad77e7310a1e44499f09a51a558bb01
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3x4.gen.cs ADDED
@@ -0,0 +1,489 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //------------------------------------------------------------------------------
2
+ // <auto-generated>
3
+ // This code was generated by a tool.
4
+ //
5
+ // Changes to this file may cause incorrect behavior and will be lost if
6
+ // the code is regenerated.
7
+ // </auto-generated>
8
+ //------------------------------------------------------------------------------
9
+ using System;
10
+ using System.Runtime.CompilerServices;
11
+
12
+ #pragma warning disable 0660, 0661
13
+
14
+ namespace Unity.Mathematics
15
+ {
16
+ [System.Serializable]
17
+ public partial struct float3x4 : System.IEquatable<float3x4>, IFormattable
18
+ {
19
+ public float3 c0;
20
+ public float3 c1;
21
+ public float3 c2;
22
+ public float3 c3;
23
+
24
+ /// <summary>float3x4 zero value.</summary>
25
+ public static readonly float3x4 zero;
26
+
27
+ /// <summary>Constructs a float3x4 matrix from four float3 vectors.</summary>
28
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
29
+ public float3x4(float3 c0, float3 c1, float3 c2, float3 c3)
30
+ {
31
+ this.c0 = c0;
32
+ this.c1 = c1;
33
+ this.c2 = c2;
34
+ this.c3 = c3;
35
+ }
36
+
37
+ /// <summary>Constructs a float3x4 matrix from 12 float values given in row-major order.</summary>
38
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
39
+ public float3x4(float m00, float m01, float m02, float m03,
40
+ float m10, float m11, float m12, float m13,
41
+ float m20, float m21, float m22, float m23)
42
+ {
43
+ this.c0 = new float3(m00, m10, m20);
44
+ this.c1 = new float3(m01, m11, m21);
45
+ this.c2 = new float3(m02, m12, m22);
46
+ this.c3 = new float3(m03, m13, m23);
47
+ }
48
+
49
+ /// <summary>Constructs a float3x4 matrix from a single float value by assigning it to every component.</summary>
50
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
51
+ public float3x4(float v)
52
+ {
53
+ this.c0 = v;
54
+ this.c1 = v;
55
+ this.c2 = v;
56
+ this.c3 = v;
57
+ }
58
+
59
+ /// <summary>Constructs a float3x4 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
60
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
61
+ public float3x4(bool v)
62
+ {
63
+ this.c0 = math.select(new float3(0.0f), new float3(1.0f), v);
64
+ this.c1 = math.select(new float3(0.0f), new float3(1.0f), v);
65
+ this.c2 = math.select(new float3(0.0f), new float3(1.0f), v);
66
+ this.c3 = math.select(new float3(0.0f), new float3(1.0f), v);
67
+ }
68
+
69
+ /// <summary>Constructs a float3x4 matrix from a bool3x4 matrix by componentwise conversion.</summary>
70
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
71
+ public float3x4(bool3x4 v)
72
+ {
73
+ this.c0 = math.select(new float3(0.0f), new float3(1.0f), v.c0);
74
+ this.c1 = math.select(new float3(0.0f), new float3(1.0f), v.c1);
75
+ this.c2 = math.select(new float3(0.0f), new float3(1.0f), v.c2);
76
+ this.c3 = math.select(new float3(0.0f), new float3(1.0f), v.c3);
77
+ }
78
+
79
+ /// <summary>Constructs a float3x4 matrix from a single int value by converting it to float and assigning it to every component.</summary>
80
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
81
+ public float3x4(int v)
82
+ {
83
+ this.c0 = v;
84
+ this.c1 = v;
85
+ this.c2 = v;
86
+ this.c3 = v;
87
+ }
88
+
89
+ /// <summary>Constructs a float3x4 matrix from a int3x4 matrix by componentwise conversion.</summary>
90
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
91
+ public float3x4(int3x4 v)
92
+ {
93
+ this.c0 = v.c0;
94
+ this.c1 = v.c1;
95
+ this.c2 = v.c2;
96
+ this.c3 = v.c3;
97
+ }
98
+
99
+ /// <summary>Constructs a float3x4 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
100
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
101
+ public float3x4(uint v)
102
+ {
103
+ this.c0 = v;
104
+ this.c1 = v;
105
+ this.c2 = v;
106
+ this.c3 = v;
107
+ }
108
+
109
+ /// <summary>Constructs a float3x4 matrix from a uint3x4 matrix by componentwise conversion.</summary>
110
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
111
+ public float3x4(uint3x4 v)
112
+ {
113
+ this.c0 = v.c0;
114
+ this.c1 = v.c1;
115
+ this.c2 = v.c2;
116
+ this.c3 = v.c3;
117
+ }
118
+
119
+ /// <summary>Constructs a float3x4 matrix from a single double value by converting it to float and assigning it to every component.</summary>
120
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
121
+ public float3x4(double v)
122
+ {
123
+ this.c0 = (float3)v;
124
+ this.c1 = (float3)v;
125
+ this.c2 = (float3)v;
126
+ this.c3 = (float3)v;
127
+ }
128
+
129
+ /// <summary>Constructs a float3x4 matrix from a double3x4 matrix by componentwise conversion.</summary>
130
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
131
+ public float3x4(double3x4 v)
132
+ {
133
+ this.c0 = (float3)v.c0;
134
+ this.c1 = (float3)v.c1;
135
+ this.c2 = (float3)v.c2;
136
+ this.c3 = (float3)v.c3;
137
+ }
138
+
139
+
140
+ /// <summary>Implicitly converts a single float value to a float3x4 matrix by assigning it to every component.</summary>
141
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
142
+ public static implicit operator float3x4(float v) { return new float3x4(v); }
143
+
144
+ /// <summary>Explicitly converts a single bool value to a float3x4 matrix by converting it to float and assigning it to every component.</summary>
145
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
146
+ public static explicit operator float3x4(bool v) { return new float3x4(v); }
147
+
148
+ /// <summary>Explicitly converts a bool3x4 matrix to a float3x4 matrix by componentwise conversion.</summary>
149
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
150
+ public static explicit operator float3x4(bool3x4 v) { return new float3x4(v); }
151
+
152
+ /// <summary>Implicitly converts a single int value to a float3x4 matrix by converting it to float and assigning it to every component.</summary>
153
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
154
+ public static implicit operator float3x4(int v) { return new float3x4(v); }
155
+
156
+ /// <summary>Implicitly converts a int3x4 matrix to a float3x4 matrix by componentwise conversion.</summary>
157
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
158
+ public static implicit operator float3x4(int3x4 v) { return new float3x4(v); }
159
+
160
+ /// <summary>Implicitly converts a single uint value to a float3x4 matrix by converting it to float and assigning it to every component.</summary>
161
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
162
+ public static implicit operator float3x4(uint v) { return new float3x4(v); }
163
+
164
+ /// <summary>Implicitly converts a uint3x4 matrix to a float3x4 matrix by componentwise conversion.</summary>
165
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
166
+ public static implicit operator float3x4(uint3x4 v) { return new float3x4(v); }
167
+
168
+ /// <summary>Explicitly converts a single double value to a float3x4 matrix by converting it to float and assigning it to every component.</summary>
169
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
170
+ public static explicit operator float3x4(double v) { return new float3x4(v); }
171
+
172
+ /// <summary>Explicitly converts a double3x4 matrix to a float3x4 matrix by componentwise conversion.</summary>
173
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
174
+ public static explicit operator float3x4(double3x4 v) { return new float3x4(v); }
175
+
176
+
177
+ /// <summary>Returns the result of a componentwise multiplication operation on two float3x4 matrices.</summary>
178
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
179
+ public static float3x4 operator * (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1, lhs.c2 * rhs.c2, lhs.c3 * rhs.c3); }
180
+
181
+ /// <summary>Returns the result of a componentwise multiplication operation on a float3x4 matrix and a float value.</summary>
182
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
183
+ public static float3x4 operator * (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 * rhs, lhs.c1 * rhs, lhs.c2 * rhs, lhs.c3 * rhs); }
184
+
185
+ /// <summary>Returns the result of a componentwise multiplication operation on a float value and a float3x4 matrix.</summary>
186
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
187
+ public static float3x4 operator * (float lhs, float3x4 rhs) { return new float3x4 (lhs * rhs.c0, lhs * rhs.c1, lhs * rhs.c2, lhs * rhs.c3); }
188
+
189
+
190
+ /// <summary>Returns the result of a componentwise addition operation on two float3x4 matrices.</summary>
191
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
192
+ public static float3x4 operator + (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1, lhs.c2 + rhs.c2, lhs.c3 + rhs.c3); }
193
+
194
+ /// <summary>Returns the result of a componentwise addition operation on a float3x4 matrix and a float value.</summary>
195
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
196
+ public static float3x4 operator + (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 + rhs, lhs.c1 + rhs, lhs.c2 + rhs, lhs.c3 + rhs); }
197
+
198
+ /// <summary>Returns the result of a componentwise addition operation on a float value and a float3x4 matrix.</summary>
199
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
200
+ public static float3x4 operator + (float lhs, float3x4 rhs) { return new float3x4 (lhs + rhs.c0, lhs + rhs.c1, lhs + rhs.c2, lhs + rhs.c3); }
201
+
202
+
203
+ /// <summary>Returns the result of a componentwise subtraction operation on two float3x4 matrices.</summary>
204
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
205
+ public static float3x4 operator - (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1, lhs.c2 - rhs.c2, lhs.c3 - rhs.c3); }
206
+
207
+ /// <summary>Returns the result of a componentwise subtraction operation on a float3x4 matrix and a float value.</summary>
208
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
209
+ public static float3x4 operator - (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 - rhs, lhs.c1 - rhs, lhs.c2 - rhs, lhs.c3 - rhs); }
210
+
211
+ /// <summary>Returns the result of a componentwise subtraction operation on a float value and a float3x4 matrix.</summary>
212
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
213
+ public static float3x4 operator - (float lhs, float3x4 rhs) { return new float3x4 (lhs - rhs.c0, lhs - rhs.c1, lhs - rhs.c2, lhs - rhs.c3); }
214
+
215
+
216
+ /// <summary>Returns the result of a componentwise division operation on two float3x4 matrices.</summary>
217
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
218
+ public static float3x4 operator / (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1, lhs.c2 / rhs.c2, lhs.c3 / rhs.c3); }
219
+
220
+ /// <summary>Returns the result of a componentwise division operation on a float3x4 matrix and a float value.</summary>
221
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
222
+ public static float3x4 operator / (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 / rhs, lhs.c1 / rhs, lhs.c2 / rhs, lhs.c3 / rhs); }
223
+
224
+ /// <summary>Returns the result of a componentwise division operation on a float value and a float3x4 matrix.</summary>
225
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
226
+ public static float3x4 operator / (float lhs, float3x4 rhs) { return new float3x4 (lhs / rhs.c0, lhs / rhs.c1, lhs / rhs.c2, lhs / rhs.c3); }
227
+
228
+
229
+ /// <summary>Returns the result of a componentwise modulus operation on two float3x4 matrices.</summary>
230
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
231
+ public static float3x4 operator % (float3x4 lhs, float3x4 rhs) { return new float3x4 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1, lhs.c2 % rhs.c2, lhs.c3 % rhs.c3); }
232
+
233
+ /// <summary>Returns the result of a componentwise modulus operation on a float3x4 matrix and a float value.</summary>
234
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
235
+ public static float3x4 operator % (float3x4 lhs, float rhs) { return new float3x4 (lhs.c0 % rhs, lhs.c1 % rhs, lhs.c2 % rhs, lhs.c3 % rhs); }
236
+
237
+ /// <summary>Returns the result of a componentwise modulus operation on a float value and a float3x4 matrix.</summary>
238
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
239
+ public static float3x4 operator % (float lhs, float3x4 rhs) { return new float3x4 (lhs % rhs.c0, lhs % rhs.c1, lhs % rhs.c2, lhs % rhs.c3); }
240
+
241
+
242
+ /// <summary>Returns the result of a componentwise increment operation on a float3x4 matrix.</summary>
243
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
244
+ public static float3x4 operator ++ (float3x4 val) { return new float3x4 (++val.c0, ++val.c1, ++val.c2, ++val.c3); }
245
+
246
+
247
+ /// <summary>Returns the result of a componentwise decrement operation on a float3x4 matrix.</summary>
248
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
249
+ public static float3x4 operator -- (float3x4 val) { return new float3x4 (--val.c0, --val.c1, --val.c2, --val.c3); }
250
+
251
+
252
+ /// <summary>Returns the result of a componentwise less than operation on two float3x4 matrices.</summary>
253
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
254
+ public static bool3x4 operator < (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1, lhs.c2 < rhs.c2, lhs.c3 < rhs.c3); }
255
+
256
+ /// <summary>Returns the result of a componentwise less than operation on a float3x4 matrix and a float value.</summary>
257
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
258
+ public static bool3x4 operator < (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 < rhs, lhs.c1 < rhs, lhs.c2 < rhs, lhs.c3 < rhs); }
259
+
260
+ /// <summary>Returns the result of a componentwise less than operation on a float value and a float3x4 matrix.</summary>
261
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
262
+ public static bool3x4 operator < (float lhs, float3x4 rhs) { return new bool3x4 (lhs < rhs.c0, lhs < rhs.c1, lhs < rhs.c2, lhs < rhs.c3); }
263
+
264
+
265
+ /// <summary>Returns the result of a componentwise less or equal operation on two float3x4 matrices.</summary>
266
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
267
+ public static bool3x4 operator <= (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1, lhs.c2 <= rhs.c2, lhs.c3 <= rhs.c3); }
268
+
269
+ /// <summary>Returns the result of a componentwise less or equal operation on a float3x4 matrix and a float value.</summary>
270
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
271
+ public static bool3x4 operator <= (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 <= rhs, lhs.c1 <= rhs, lhs.c2 <= rhs, lhs.c3 <= rhs); }
272
+
273
+ /// <summary>Returns the result of a componentwise less or equal operation on a float value and a float3x4 matrix.</summary>
274
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
275
+ public static bool3x4 operator <= (float lhs, float3x4 rhs) { return new bool3x4 (lhs <= rhs.c0, lhs <= rhs.c1, lhs <= rhs.c2, lhs <= rhs.c3); }
276
+
277
+
278
+ /// <summary>Returns the result of a componentwise greater than operation on two float3x4 matrices.</summary>
279
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
280
+ public static bool3x4 operator > (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1, lhs.c2 > rhs.c2, lhs.c3 > rhs.c3); }
281
+
282
+ /// <summary>Returns the result of a componentwise greater than operation on a float3x4 matrix and a float value.</summary>
283
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
284
+ public static bool3x4 operator > (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 > rhs, lhs.c1 > rhs, lhs.c2 > rhs, lhs.c3 > rhs); }
285
+
286
+ /// <summary>Returns the result of a componentwise greater than operation on a float value and a float3x4 matrix.</summary>
287
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
288
+ public static bool3x4 operator > (float lhs, float3x4 rhs) { return new bool3x4 (lhs > rhs.c0, lhs > rhs.c1, lhs > rhs.c2, lhs > rhs.c3); }
289
+
290
+
291
+ /// <summary>Returns the result of a componentwise greater or equal operation on two float3x4 matrices.</summary>
292
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
293
+ public static bool3x4 operator >= (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1, lhs.c2 >= rhs.c2, lhs.c3 >= rhs.c3); }
294
+
295
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float3x4 matrix and a float value.</summary>
296
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
297
+ public static bool3x4 operator >= (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 >= rhs, lhs.c1 >= rhs, lhs.c2 >= rhs, lhs.c3 >= rhs); }
298
+
299
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float3x4 matrix.</summary>
300
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
301
+ public static bool3x4 operator >= (float lhs, float3x4 rhs) { return new bool3x4 (lhs >= rhs.c0, lhs >= rhs.c1, lhs >= rhs.c2, lhs >= rhs.c3); }
302
+
303
+
304
+ /// <summary>Returns the result of a componentwise unary minus operation on a float3x4 matrix.</summary>
305
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
306
+ public static float3x4 operator - (float3x4 val) { return new float3x4 (-val.c0, -val.c1, -val.c2, -val.c3); }
307
+
308
+
309
+ /// <summary>Returns the result of a componentwise unary plus operation on a float3x4 matrix.</summary>
310
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
311
+ public static float3x4 operator + (float3x4 val) { return new float3x4 (+val.c0, +val.c1, +val.c2, +val.c3); }
312
+
313
+
314
+ /// <summary>Returns the result of a componentwise equality operation on two float3x4 matrices.</summary>
315
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
316
+ public static bool3x4 operator == (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1, lhs.c2 == rhs.c2, lhs.c3 == rhs.c3); }
317
+
318
+ /// <summary>Returns the result of a componentwise equality operation on a float3x4 matrix and a float value.</summary>
319
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
320
+ public static bool3x4 operator == (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 == rhs, lhs.c1 == rhs, lhs.c2 == rhs, lhs.c3 == rhs); }
321
+
322
+ /// <summary>Returns the result of a componentwise equality operation on a float value and a float3x4 matrix.</summary>
323
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
324
+ public static bool3x4 operator == (float lhs, float3x4 rhs) { return new bool3x4 (lhs == rhs.c0, lhs == rhs.c1, lhs == rhs.c2, lhs == rhs.c3); }
325
+
326
+
327
+ /// <summary>Returns the result of a componentwise not equal operation on two float3x4 matrices.</summary>
328
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
329
+ public static bool3x4 operator != (float3x4 lhs, float3x4 rhs) { return new bool3x4 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1, lhs.c2 != rhs.c2, lhs.c3 != rhs.c3); }
330
+
331
+ /// <summary>Returns the result of a componentwise not equal operation on a float3x4 matrix and a float value.</summary>
332
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
333
+ public static bool3x4 operator != (float3x4 lhs, float rhs) { return new bool3x4 (lhs.c0 != rhs, lhs.c1 != rhs, lhs.c2 != rhs, lhs.c3 != rhs); }
334
+
335
+ /// <summary>Returns the result of a componentwise not equal operation on a float value and a float3x4 matrix.</summary>
336
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
337
+ public static bool3x4 operator != (float lhs, float3x4 rhs) { return new bool3x4 (lhs != rhs.c0, lhs != rhs.c1, lhs != rhs.c2, lhs != rhs.c3); }
338
+
339
+
340
+
341
+ /// <summary>Returns the float3 element at a specified index.</summary>
342
+ unsafe public ref float3 this[int index]
343
+ {
344
+ get
345
+ {
346
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
347
+ if ((uint)index >= 4)
348
+ throw new System.ArgumentException("index must be between[0...3]");
349
+ #endif
350
+ fixed (float3x4* array = &this) { return ref ((float3*)array)[index]; }
351
+ }
352
+ }
353
+
354
+ /// <summary>Returns true if the float3x4 is equal to a given float3x4, false otherwise.</summary>
355
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
356
+ public bool Equals(float3x4 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2) && c3.Equals(rhs.c3); }
357
+
358
+ /// <summary>Returns true if the float3x4 is equal to a given float3x4, false otherwise.</summary>
359
+ public override bool Equals(object o) { return Equals((float3x4)o); }
360
+
361
+
362
+ /// <summary>Returns a hash code for the float3x4.</summary>
363
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
364
+ public override int GetHashCode() { return (int)math.hash(this); }
365
+
366
+
367
+ /// <summary>Returns a string representation of the float3x4.</summary>
368
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
369
+ public override string ToString()
370
+ {
371
+ return string.Format("float3x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f, {9}f, {10}f, {11}f)", c0.x, c1.x, c2.x, c3.x, c0.y, c1.y, c2.y, c3.y, c0.z, c1.z, c2.z, c3.z);
372
+ }
373
+
374
+ /// <summary>Returns a string representation of the float3x4 using a specified format and culture-specific format information.</summary>
375
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
376
+ public string ToString(string format, IFormatProvider formatProvider)
377
+ {
378
+ return string.Format("float3x4({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f, {8}f, {9}f, {10}f, {11}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c2.x.ToString(format, formatProvider), c3.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c2.y.ToString(format, formatProvider), c3.y.ToString(format, formatProvider), c0.z.ToString(format, formatProvider), c1.z.ToString(format, formatProvider), c2.z.ToString(format, formatProvider), c3.z.ToString(format, formatProvider));
379
+ }
380
+
381
+ }
382
+
383
+ public static partial class math
384
+ {
385
+ /// <summary>Returns a float3x4 matrix constructed from four float3 vectors.</summary>
386
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
387
+ public static float3x4 float3x4(float3 c0, float3 c1, float3 c2, float3 c3) { return new float3x4(c0, c1, c2, c3); }
388
+
389
+ /// <summary>Returns a float3x4 matrix constructed from from 12 float values given in row-major order.</summary>
390
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
391
+ public static float3x4 float3x4(float m00, float m01, float m02, float m03,
392
+ float m10, float m11, float m12, float m13,
393
+ float m20, float m21, float m22, float m23)
394
+ {
395
+ return new float3x4(m00, m01, m02, m03,
396
+ m10, m11, m12, m13,
397
+ m20, m21, m22, m23);
398
+ }
399
+
400
+ /// <summary>Returns a float3x4 matrix constructed from a single float value by assigning it to every component.</summary>
401
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
402
+ public static float3x4 float3x4(float v) { return new float3x4(v); }
403
+
404
+ /// <summary>Returns a float3x4 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
405
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
406
+ public static float3x4 float3x4(bool v) { return new float3x4(v); }
407
+
408
+ /// <summary>Return a float3x4 matrix constructed from a bool3x4 matrix by componentwise conversion.</summary>
409
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
410
+ public static float3x4 float3x4(bool3x4 v) { return new float3x4(v); }
411
+
412
+ /// <summary>Returns a float3x4 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
413
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
414
+ public static float3x4 float3x4(int v) { return new float3x4(v); }
415
+
416
+ /// <summary>Return a float3x4 matrix constructed from a int3x4 matrix by componentwise conversion.</summary>
417
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
418
+ public static float3x4 float3x4(int3x4 v) { return new float3x4(v); }
419
+
420
+ /// <summary>Returns a float3x4 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
421
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
422
+ public static float3x4 float3x4(uint v) { return new float3x4(v); }
423
+
424
+ /// <summary>Return a float3x4 matrix constructed from a uint3x4 matrix by componentwise conversion.</summary>
425
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
426
+ public static float3x4 float3x4(uint3x4 v) { return new float3x4(v); }
427
+
428
+ /// <summary>Returns a float3x4 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
429
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
430
+ public static float3x4 float3x4(double v) { return new float3x4(v); }
431
+
432
+ /// <summary>Return a float3x4 matrix constructed from a double3x4 matrix by componentwise conversion.</summary>
433
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
434
+ public static float3x4 float3x4(double3x4 v) { return new float3x4(v); }
435
+
436
+ /// <summary>Return the float4x3 transpose of a float3x4 matrix.</summary>
437
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
438
+ public static float4x3 transpose(float3x4 v)
439
+ {
440
+ return float4x3(
441
+ v.c0.x, v.c0.y, v.c0.z,
442
+ v.c1.x, v.c1.y, v.c1.z,
443
+ v.c2.x, v.c2.y, v.c2.z,
444
+ v.c3.x, v.c3.y, v.c3.z);
445
+ }
446
+
447
+ // Fast matrix inverse for rigid transforms (Orthonormal basis and translation)
448
+ public static float3x4 fastinverse(float3x4 m)
449
+ {
450
+ float3 c0 = m.c0;
451
+ float3 c1 = m.c1;
452
+ float3 c2 = m.c2;
453
+ float3 pos = m.c3;
454
+
455
+ float3 r0 = float3(c0.x, c1.x, c2.x);
456
+ float3 r1 = float3(c0.y, c1.y, c2.y);
457
+ float3 r2 = float3(c0.z, c1.z, c2.z);
458
+
459
+ pos = -(r0 * pos.x + r1 * pos.y + r2 * pos.z);
460
+
461
+ return float3x4(r0, r1, r2, pos);
462
+ }
463
+
464
+ /// <summary>Returns a uint hash code of a float3x4 vector.</summary>
465
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
466
+ public static uint hash(float3x4 v)
467
+ {
468
+ return csum(asuint(v.c0) * uint3(0xF9EA92D5u, 0xC2FAFCB9u, 0x616E9CA1u) +
469
+ asuint(v.c1) * uint3(0xC5C5394Bu, 0xCAE78587u, 0x7A1541C9u) +
470
+ asuint(v.c2) * uint3(0xF83BD927u, 0x6A243BCBu, 0x509B84C9u) +
471
+ asuint(v.c3) * uint3(0x91D13847u, 0x52F7230Fu, 0xCF286E83u)) + 0xE121E6ADu;
472
+ }
473
+
474
+ /// <summary>
475
+ /// Returns a uint3 vector hash code of a float3x4 vector.
476
+ /// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
477
+ /// that are only reduced to a narrow uint hash at the very end instead of at every step.
478
+ /// </summary>
479
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
480
+ public static uint3 hashwide(float3x4 v)
481
+ {
482
+ return (asuint(v.c0) * uint3(0xC9CA1249u, 0x69B60C81u, 0xE0EB6C25u) +
483
+ asuint(v.c1) * uint3(0xF648BEABu, 0x6BDB2B07u, 0xEF63C699u) +
484
+ asuint(v.c2) * uint3(0x9001903Fu, 0xA895B9CDu, 0x9D23B201u) +
485
+ asuint(v.c3) * uint3(0x4B01D3E1u, 0x7461CA0Du, 0x79725379u)) + 0xD6258E5Bu;
486
+ }
487
+
488
+ }
489
+ }
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float3x4.gen.cs.meta ADDED
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+ MonoImporter:
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+ externalObjects: {}
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+ serializedVersion: 2
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+ defaultReferences: []
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+ executionOrder: 0
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+ icon: {instanceID: 0}
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+ userData:
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+ assetBundleName:
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benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float4.gen.cs ADDED
The diff for this file is too large to render. See raw diff
 
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float4.gen.cs.meta ADDED
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benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/float4x2.gen.cs ADDED
@@ -0,0 +1,445 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ //------------------------------------------------------------------------------
2
+ // <auto-generated>
3
+ // This code was generated by a tool.
4
+ //
5
+ // Changes to this file may cause incorrect behavior and will be lost if
6
+ // the code is regenerated.
7
+ // </auto-generated>
8
+ //------------------------------------------------------------------------------
9
+ using System;
10
+ using System.Runtime.CompilerServices;
11
+
12
+ #pragma warning disable 0660, 0661
13
+
14
+ namespace Unity.Mathematics
15
+ {
16
+ [System.Serializable]
17
+ public partial struct float4x2 : System.IEquatable<float4x2>, IFormattable
18
+ {
19
+ public float4 c0;
20
+ public float4 c1;
21
+
22
+ /// <summary>float4x2 zero value.</summary>
23
+ public static readonly float4x2 zero;
24
+
25
+ /// <summary>Constructs a float4x2 matrix from two float4 vectors.</summary>
26
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
27
+ public float4x2(float4 c0, float4 c1)
28
+ {
29
+ this.c0 = c0;
30
+ this.c1 = c1;
31
+ }
32
+
33
+ /// <summary>Constructs a float4x2 matrix from 8 float values given in row-major order.</summary>
34
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
35
+ public float4x2(float m00, float m01,
36
+ float m10, float m11,
37
+ float m20, float m21,
38
+ float m30, float m31)
39
+ {
40
+ this.c0 = new float4(m00, m10, m20, m30);
41
+ this.c1 = new float4(m01, m11, m21, m31);
42
+ }
43
+
44
+ /// <summary>Constructs a float4x2 matrix from a single float value by assigning it to every component.</summary>
45
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
46
+ public float4x2(float v)
47
+ {
48
+ this.c0 = v;
49
+ this.c1 = v;
50
+ }
51
+
52
+ /// <summary>Constructs a float4x2 matrix from a single bool value by converting it to float and assigning it to every component.</summary>
53
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
54
+ public float4x2(bool v)
55
+ {
56
+ this.c0 = math.select(new float4(0.0f), new float4(1.0f), v);
57
+ this.c1 = math.select(new float4(0.0f), new float4(1.0f), v);
58
+ }
59
+
60
+ /// <summary>Constructs a float4x2 matrix from a bool4x2 matrix by componentwise conversion.</summary>
61
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
62
+ public float4x2(bool4x2 v)
63
+ {
64
+ this.c0 = math.select(new float4(0.0f), new float4(1.0f), v.c0);
65
+ this.c1 = math.select(new float4(0.0f), new float4(1.0f), v.c1);
66
+ }
67
+
68
+ /// <summary>Constructs a float4x2 matrix from a single int value by converting it to float and assigning it to every component.</summary>
69
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
70
+ public float4x2(int v)
71
+ {
72
+ this.c0 = v;
73
+ this.c1 = v;
74
+ }
75
+
76
+ /// <summary>Constructs a float4x2 matrix from a int4x2 matrix by componentwise conversion.</summary>
77
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
78
+ public float4x2(int4x2 v)
79
+ {
80
+ this.c0 = v.c0;
81
+ this.c1 = v.c1;
82
+ }
83
+
84
+ /// <summary>Constructs a float4x2 matrix from a single uint value by converting it to float and assigning it to every component.</summary>
85
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
86
+ public float4x2(uint v)
87
+ {
88
+ this.c0 = v;
89
+ this.c1 = v;
90
+ }
91
+
92
+ /// <summary>Constructs a float4x2 matrix from a uint4x2 matrix by componentwise conversion.</summary>
93
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
94
+ public float4x2(uint4x2 v)
95
+ {
96
+ this.c0 = v.c0;
97
+ this.c1 = v.c1;
98
+ }
99
+
100
+ /// <summary>Constructs a float4x2 matrix from a single double value by converting it to float and assigning it to every component.</summary>
101
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
102
+ public float4x2(double v)
103
+ {
104
+ this.c0 = (float4)v;
105
+ this.c1 = (float4)v;
106
+ }
107
+
108
+ /// <summary>Constructs a float4x2 matrix from a double4x2 matrix by componentwise conversion.</summary>
109
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
110
+ public float4x2(double4x2 v)
111
+ {
112
+ this.c0 = (float4)v.c0;
113
+ this.c1 = (float4)v.c1;
114
+ }
115
+
116
+
117
+ /// <summary>Implicitly converts a single float value to a float4x2 matrix by assigning it to every component.</summary>
118
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
119
+ public static implicit operator float4x2(float v) { return new float4x2(v); }
120
+
121
+ /// <summary>Explicitly converts a single bool value to a float4x2 matrix by converting it to float and assigning it to every component.</summary>
122
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
123
+ public static explicit operator float4x2(bool v) { return new float4x2(v); }
124
+
125
+ /// <summary>Explicitly converts a bool4x2 matrix to a float4x2 matrix by componentwise conversion.</summary>
126
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
127
+ public static explicit operator float4x2(bool4x2 v) { return new float4x2(v); }
128
+
129
+ /// <summary>Implicitly converts a single int value to a float4x2 matrix by converting it to float and assigning it to every component.</summary>
130
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
131
+ public static implicit operator float4x2(int v) { return new float4x2(v); }
132
+
133
+ /// <summary>Implicitly converts a int4x2 matrix to a float4x2 matrix by componentwise conversion.</summary>
134
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
135
+ public static implicit operator float4x2(int4x2 v) { return new float4x2(v); }
136
+
137
+ /// <summary>Implicitly converts a single uint value to a float4x2 matrix by converting it to float and assigning it to every component.</summary>
138
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
139
+ public static implicit operator float4x2(uint v) { return new float4x2(v); }
140
+
141
+ /// <summary>Implicitly converts a uint4x2 matrix to a float4x2 matrix by componentwise conversion.</summary>
142
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
143
+ public static implicit operator float4x2(uint4x2 v) { return new float4x2(v); }
144
+
145
+ /// <summary>Explicitly converts a single double value to a float4x2 matrix by converting it to float and assigning it to every component.</summary>
146
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
147
+ public static explicit operator float4x2(double v) { return new float4x2(v); }
148
+
149
+ /// <summary>Explicitly converts a double4x2 matrix to a float4x2 matrix by componentwise conversion.</summary>
150
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
151
+ public static explicit operator float4x2(double4x2 v) { return new float4x2(v); }
152
+
153
+
154
+ /// <summary>Returns the result of a componentwise multiplication operation on two float4x2 matrices.</summary>
155
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
156
+ public static float4x2 operator * (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 * rhs.c0, lhs.c1 * rhs.c1); }
157
+
158
+ /// <summary>Returns the result of a componentwise multiplication operation on a float4x2 matrix and a float value.</summary>
159
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
160
+ public static float4x2 operator * (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 * rhs, lhs.c1 * rhs); }
161
+
162
+ /// <summary>Returns the result of a componentwise multiplication operation on a float value and a float4x2 matrix.</summary>
163
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
164
+ public static float4x2 operator * (float lhs, float4x2 rhs) { return new float4x2 (lhs * rhs.c0, lhs * rhs.c1); }
165
+
166
+
167
+ /// <summary>Returns the result of a componentwise addition operation on two float4x2 matrices.</summary>
168
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
169
+ public static float4x2 operator + (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 + rhs.c0, lhs.c1 + rhs.c1); }
170
+
171
+ /// <summary>Returns the result of a componentwise addition operation on a float4x2 matrix and a float value.</summary>
172
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
173
+ public static float4x2 operator + (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 + rhs, lhs.c1 + rhs); }
174
+
175
+ /// <summary>Returns the result of a componentwise addition operation on a float value and a float4x2 matrix.</summary>
176
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
177
+ public static float4x2 operator + (float lhs, float4x2 rhs) { return new float4x2 (lhs + rhs.c0, lhs + rhs.c1); }
178
+
179
+
180
+ /// <summary>Returns the result of a componentwise subtraction operation on two float4x2 matrices.</summary>
181
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
182
+ public static float4x2 operator - (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 - rhs.c0, lhs.c1 - rhs.c1); }
183
+
184
+ /// <summary>Returns the result of a componentwise subtraction operation on a float4x2 matrix and a float value.</summary>
185
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
186
+ public static float4x2 operator - (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 - rhs, lhs.c1 - rhs); }
187
+
188
+ /// <summary>Returns the result of a componentwise subtraction operation on a float value and a float4x2 matrix.</summary>
189
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
190
+ public static float4x2 operator - (float lhs, float4x2 rhs) { return new float4x2 (lhs - rhs.c0, lhs - rhs.c1); }
191
+
192
+
193
+ /// <summary>Returns the result of a componentwise division operation on two float4x2 matrices.</summary>
194
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
195
+ public static float4x2 operator / (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 / rhs.c0, lhs.c1 / rhs.c1); }
196
+
197
+ /// <summary>Returns the result of a componentwise division operation on a float4x2 matrix and a float value.</summary>
198
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
199
+ public static float4x2 operator / (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 / rhs, lhs.c1 / rhs); }
200
+
201
+ /// <summary>Returns the result of a componentwise division operation on a float value and a float4x2 matrix.</summary>
202
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
203
+ public static float4x2 operator / (float lhs, float4x2 rhs) { return new float4x2 (lhs / rhs.c0, lhs / rhs.c1); }
204
+
205
+
206
+ /// <summary>Returns the result of a componentwise modulus operation on two float4x2 matrices.</summary>
207
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
208
+ public static float4x2 operator % (float4x2 lhs, float4x2 rhs) { return new float4x2 (lhs.c0 % rhs.c0, lhs.c1 % rhs.c1); }
209
+
210
+ /// <summary>Returns the result of a componentwise modulus operation on a float4x2 matrix and a float value.</summary>
211
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
212
+ public static float4x2 operator % (float4x2 lhs, float rhs) { return new float4x2 (lhs.c0 % rhs, lhs.c1 % rhs); }
213
+
214
+ /// <summary>Returns the result of a componentwise modulus operation on a float value and a float4x2 matrix.</summary>
215
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
216
+ public static float4x2 operator % (float lhs, float4x2 rhs) { return new float4x2 (lhs % rhs.c0, lhs % rhs.c1); }
217
+
218
+
219
+ /// <summary>Returns the result of a componentwise increment operation on a float4x2 matrix.</summary>
220
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
221
+ public static float4x2 operator ++ (float4x2 val) { return new float4x2 (++val.c0, ++val.c1); }
222
+
223
+
224
+ /// <summary>Returns the result of a componentwise decrement operation on a float4x2 matrix.</summary>
225
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
226
+ public static float4x2 operator -- (float4x2 val) { return new float4x2 (--val.c0, --val.c1); }
227
+
228
+
229
+ /// <summary>Returns the result of a componentwise less than operation on two float4x2 matrices.</summary>
230
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
231
+ public static bool4x2 operator < (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 < rhs.c0, lhs.c1 < rhs.c1); }
232
+
233
+ /// <summary>Returns the result of a componentwise less than operation on a float4x2 matrix and a float value.</summary>
234
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
235
+ public static bool4x2 operator < (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 < rhs, lhs.c1 < rhs); }
236
+
237
+ /// <summary>Returns the result of a componentwise less than operation on a float value and a float4x2 matrix.</summary>
238
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
239
+ public static bool4x2 operator < (float lhs, float4x2 rhs) { return new bool4x2 (lhs < rhs.c0, lhs < rhs.c1); }
240
+
241
+
242
+ /// <summary>Returns the result of a componentwise less or equal operation on two float4x2 matrices.</summary>
243
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
244
+ public static bool4x2 operator <= (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 <= rhs.c0, lhs.c1 <= rhs.c1); }
245
+
246
+ /// <summary>Returns the result of a componentwise less or equal operation on a float4x2 matrix and a float value.</summary>
247
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
248
+ public static bool4x2 operator <= (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 <= rhs, lhs.c1 <= rhs); }
249
+
250
+ /// <summary>Returns the result of a componentwise less or equal operation on a float value and a float4x2 matrix.</summary>
251
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
252
+ public static bool4x2 operator <= (float lhs, float4x2 rhs) { return new bool4x2 (lhs <= rhs.c0, lhs <= rhs.c1); }
253
+
254
+
255
+ /// <summary>Returns the result of a componentwise greater than operation on two float4x2 matrices.</summary>
256
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
257
+ public static bool4x2 operator > (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 > rhs.c0, lhs.c1 > rhs.c1); }
258
+
259
+ /// <summary>Returns the result of a componentwise greater than operation on a float4x2 matrix and a float value.</summary>
260
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
261
+ public static bool4x2 operator > (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 > rhs, lhs.c1 > rhs); }
262
+
263
+ /// <summary>Returns the result of a componentwise greater than operation on a float value and a float4x2 matrix.</summary>
264
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
265
+ public static bool4x2 operator > (float lhs, float4x2 rhs) { return new bool4x2 (lhs > rhs.c0, lhs > rhs.c1); }
266
+
267
+
268
+ /// <summary>Returns the result of a componentwise greater or equal operation on two float4x2 matrices.</summary>
269
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
270
+ public static bool4x2 operator >= (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 >= rhs.c0, lhs.c1 >= rhs.c1); }
271
+
272
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float4x2 matrix and a float value.</summary>
273
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
274
+ public static bool4x2 operator >= (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 >= rhs, lhs.c1 >= rhs); }
275
+
276
+ /// <summary>Returns the result of a componentwise greater or equal operation on a float value and a float4x2 matrix.</summary>
277
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
278
+ public static bool4x2 operator >= (float lhs, float4x2 rhs) { return new bool4x2 (lhs >= rhs.c0, lhs >= rhs.c1); }
279
+
280
+
281
+ /// <summary>Returns the result of a componentwise unary minus operation on a float4x2 matrix.</summary>
282
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
283
+ public static float4x2 operator - (float4x2 val) { return new float4x2 (-val.c0, -val.c1); }
284
+
285
+
286
+ /// <summary>Returns the result of a componentwise unary plus operation on a float4x2 matrix.</summary>
287
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
288
+ public static float4x2 operator + (float4x2 val) { return new float4x2 (+val.c0, +val.c1); }
289
+
290
+
291
+ /// <summary>Returns the result of a componentwise equality operation on two float4x2 matrices.</summary>
292
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
293
+ public static bool4x2 operator == (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 == rhs.c0, lhs.c1 == rhs.c1); }
294
+
295
+ /// <summary>Returns the result of a componentwise equality operation on a float4x2 matrix and a float value.</summary>
296
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
297
+ public static bool4x2 operator == (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 == rhs, lhs.c1 == rhs); }
298
+
299
+ /// <summary>Returns the result of a componentwise equality operation on a float value and a float4x2 matrix.</summary>
300
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
301
+ public static bool4x2 operator == (float lhs, float4x2 rhs) { return new bool4x2 (lhs == rhs.c0, lhs == rhs.c1); }
302
+
303
+
304
+ /// <summary>Returns the result of a componentwise not equal operation on two float4x2 matrices.</summary>
305
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
306
+ public static bool4x2 operator != (float4x2 lhs, float4x2 rhs) { return new bool4x2 (lhs.c0 != rhs.c0, lhs.c1 != rhs.c1); }
307
+
308
+ /// <summary>Returns the result of a componentwise not equal operation on a float4x2 matrix and a float value.</summary>
309
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
310
+ public static bool4x2 operator != (float4x2 lhs, float rhs) { return new bool4x2 (lhs.c0 != rhs, lhs.c1 != rhs); }
311
+
312
+ /// <summary>Returns the result of a componentwise not equal operation on a float value and a float4x2 matrix.</summary>
313
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
314
+ public static bool4x2 operator != (float lhs, float4x2 rhs) { return new bool4x2 (lhs != rhs.c0, lhs != rhs.c1); }
315
+
316
+
317
+
318
+ /// <summary>Returns the float4 element at a specified index.</summary>
319
+ unsafe public ref float4 this[int index]
320
+ {
321
+ get
322
+ {
323
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
324
+ if ((uint)index >= 2)
325
+ throw new System.ArgumentException("index must be between[0...1]");
326
+ #endif
327
+ fixed (float4x2* array = &this) { return ref ((float4*)array)[index]; }
328
+ }
329
+ }
330
+
331
+ /// <summary>Returns true if the float4x2 is equal to a given float4x2, false otherwise.</summary>
332
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
333
+ public bool Equals(float4x2 rhs) { return c0.Equals(rhs.c0) && c1.Equals(rhs.c1); }
334
+
335
+ /// <summary>Returns true if the float4x2 is equal to a given float4x2, false otherwise.</summary>
336
+ public override bool Equals(object o) { return Equals((float4x2)o); }
337
+
338
+
339
+ /// <summary>Returns a hash code for the float4x2.</summary>
340
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
341
+ public override int GetHashCode() { return (int)math.hash(this); }
342
+
343
+
344
+ /// <summary>Returns a string representation of the float4x2.</summary>
345
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
346
+ public override string ToString()
347
+ {
348
+ return string.Format("float4x2({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f)", c0.x, c1.x, c0.y, c1.y, c0.z, c1.z, c0.w, c1.w);
349
+ }
350
+
351
+ /// <summary>Returns a string representation of the float4x2 using a specified format and culture-specific format information.</summary>
352
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
353
+ public string ToString(string format, IFormatProvider formatProvider)
354
+ {
355
+ return string.Format("float4x2({0}f, {1}f, {2}f, {3}f, {4}f, {5}f, {6}f, {7}f)", c0.x.ToString(format, formatProvider), c1.x.ToString(format, formatProvider), c0.y.ToString(format, formatProvider), c1.y.ToString(format, formatProvider), c0.z.ToString(format, formatProvider), c1.z.ToString(format, formatProvider), c0.w.ToString(format, formatProvider), c1.w.ToString(format, formatProvider));
356
+ }
357
+
358
+ }
359
+
360
+ public static partial class math
361
+ {
362
+ /// <summary>Returns a float4x2 matrix constructed from two float4 vectors.</summary>
363
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
364
+ public static float4x2 float4x2(float4 c0, float4 c1) { return new float4x2(c0, c1); }
365
+
366
+ /// <summary>Returns a float4x2 matrix constructed from from 8 float values given in row-major order.</summary>
367
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
368
+ public static float4x2 float4x2(float m00, float m01,
369
+ float m10, float m11,
370
+ float m20, float m21,
371
+ float m30, float m31)
372
+ {
373
+ return new float4x2(m00, m01,
374
+ m10, m11,
375
+ m20, m21,
376
+ m30, m31);
377
+ }
378
+
379
+ /// <summary>Returns a float4x2 matrix constructed from a single float value by assigning it to every component.</summary>
380
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
381
+ public static float4x2 float4x2(float v) { return new float4x2(v); }
382
+
383
+ /// <summary>Returns a float4x2 matrix constructed from a single bool value by converting it to float and assigning it to every component.</summary>
384
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
385
+ public static float4x2 float4x2(bool v) { return new float4x2(v); }
386
+
387
+ /// <summary>Return a float4x2 matrix constructed from a bool4x2 matrix by componentwise conversion.</summary>
388
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
389
+ public static float4x2 float4x2(bool4x2 v) { return new float4x2(v); }
390
+
391
+ /// <summary>Returns a float4x2 matrix constructed from a single int value by converting it to float and assigning it to every component.</summary>
392
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
393
+ public static float4x2 float4x2(int v) { return new float4x2(v); }
394
+
395
+ /// <summary>Return a float4x2 matrix constructed from a int4x2 matrix by componentwise conversion.</summary>
396
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
397
+ public static float4x2 float4x2(int4x2 v) { return new float4x2(v); }
398
+
399
+ /// <summary>Returns a float4x2 matrix constructed from a single uint value by converting it to float and assigning it to every component.</summary>
400
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
401
+ public static float4x2 float4x2(uint v) { return new float4x2(v); }
402
+
403
+ /// <summary>Return a float4x2 matrix constructed from a uint4x2 matrix by componentwise conversion.</summary>
404
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
405
+ public static float4x2 float4x2(uint4x2 v) { return new float4x2(v); }
406
+
407
+ /// <summary>Returns a float4x2 matrix constructed from a single double value by converting it to float and assigning it to every component.</summary>
408
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
409
+ public static float4x2 float4x2(double v) { return new float4x2(v); }
410
+
411
+ /// <summary>Return a float4x2 matrix constructed from a double4x2 matrix by componentwise conversion.</summary>
412
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
413
+ public static float4x2 float4x2(double4x2 v) { return new float4x2(v); }
414
+
415
+ /// <summary>Return the float2x4 transpose of a float4x2 matrix.</summary>
416
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
417
+ public static float2x4 transpose(float4x2 v)
418
+ {
419
+ return float2x4(
420
+ v.c0.x, v.c0.y, v.c0.z, v.c0.w,
421
+ v.c1.x, v.c1.y, v.c1.z, v.c1.w);
422
+ }
423
+
424
+ /// <summary>Returns a uint hash code of a float4x2 vector.</summary>
425
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
426
+ public static uint hash(float4x2 v)
427
+ {
428
+ return csum(asuint(v.c0) * uint4(0xAAC3C25Du, 0xD21D0945u, 0x88FCAB2Du, 0x614DA60Du) +
429
+ asuint(v.c1) * uint4(0x5BA2C50Bu, 0x8C455ACBu, 0xCD266C89u, 0xF1852A33u)) + 0x77E35E77u;
430
+ }
431
+
432
+ /// <summary>
433
+ /// Returns a uint4 vector hash code of a float4x2 vector.
434
+ /// When multiple elements are to be hashes together, it can more efficient to calculate and combine wide hash
435
+ /// that are only reduced to a narrow uint hash at the very end instead of at every step.
436
+ /// </summary>
437
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
438
+ public static uint4 hashwide(float4x2 v)
439
+ {
440
+ return (asuint(v.c0) * uint4(0x863E3729u, 0xE191B035u, 0x68586FAFu, 0xD4DFF6D3u) +
441
+ asuint(v.c1) * uint4(0xCB634F4Du, 0x9B13B92Du, 0x4ABF0813u, 0x86068063u)) + 0xD75513F9u;
442
+ }
443
+
444
+ }
445
+ }