#region --- License ---
/*
Copyright (c) 2006 - 2008 The Open Toolkit library.
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#endregion
using System;
using System.Runtime.InteropServices;
namespace OpenTK
{
/// Represents a 4D vector using four 32-bit unsigned integer values.
///
/// The Vector4ui structure is suitable for interoperation with unmanaged code requiring four consecutive unsigned integers.
///
[Serializable]
public struct Vector4ui : IEquatable
{
#region Fields
///
/// The X component of the Vector4ui.
///
public uint X;
///
/// The Y component of the Vector4ui.
///
public uint Y;
///
/// The Z component of the Vector4ui.
///
public uint Z;
///
/// The W component of the Vector4ui.
///
public uint W;
#endregion
#region Constructors
///
/// Constructs a new Vector4ui.
///
/// The x coordinate of the net Vector4ui.
/// The y coordinate of the net Vector4ui.
/// The z coordinate of the net Vector4ui.
/// The w coordinate of the net Vector4ui.
public Vector4ui(uint x, uint y, uint z, uint w)
{
X = x;
Y = y;
Z = z;
W = w;
}
#endregion
#region Public Members
#region Static
#region Fields
///
/// Defines a unit-length Vector4ui that points towards the X-axis.
///
public static readonly Vector4ui UnitX = new Vector4ui(1, 0, 0, 0);
///
/// Defines a unit-length Vector4ui that points towards the Y-axis.
///
public static readonly Vector4ui UnitY = new Vector4ui(0, 1, 0, 0);
///
/// Defines a unit-length Vector4ui that points towards the Z-axis.
///
public static readonly Vector4ui UnitZ = new Vector4ui(0, 0, 1, 0);
///
/// Defines a unit-length Vector4ui that points towards the W-axis.
///
public static readonly Vector4ui UnitW = new Vector4ui(0, 0, 0, 1);
///
/// Defines a zero-length Vector4ui.
///
public static readonly Vector4ui Zero = new Vector4ui(0, 0, 0, 0);
///
/// Defines an instance with all components set to 1.
///
public static readonly Vector4ui One = new Vector4ui(1, 1, 1, 1);
///
/// Defines the size of the Vector4ui struct in bytes.
///
public static readonly int SizeInBytes = Marshal.SizeOf(new Vector4ui());
#endregion
#region Add
///
/// Adds two vectors.
///
/// Left operand.
/// Right operand.
/// Result of operation.
public static Vector4ui Add(Vector4ui a, Vector4ui b)
{
Add(ref a, ref b, out a);
return a;
}
///
/// Adds two vectors.
///
/// Left operand.
/// Right operand.
/// Result of operation.
public static void Add(ref Vector4ui a, ref Vector4ui b, out Vector4ui result)
{
result = new Vector4ui(a.X + b.X, a.Y + b.Y, a.Z + b.Z, a.W + b.W);
}
#endregion
#region Subtract
///
/// Subtract one Vector from another
///
/// First operand
/// Second operand
/// Result of subtraction
public static Vector4ui Subtract(Vector4ui a, Vector4ui b)
{
Subtract(ref a, ref b, out a);
return a;
}
///
/// Subtract one Vector from another
///
/// First operand
/// Second operand
/// Result of subtraction
public static void Subtract(ref Vector4ui a, ref Vector4ui b, out Vector4ui result)
{
result = new Vector4ui(a.X - b.X, a.Y - b.Y, a.Z - b.Z, a.W - b.W);
}
#endregion
#region ComponentMin
///
/// Calculate the component-wise minimum of two vectors
///
/// First operand
/// Second operand
/// The component-wise minimum
public static Vector4ui ComponentMin(Vector4ui a, Vector4ui b)
{
a.X = a.X < b.X ? a.X : b.X;
a.Y = a.Y < b.Y ? a.Y : b.Y;
a.Z = a.Z < b.Z ? a.Z : b.Z;
a.W = a.W < b.W ? a.W : b.W;
return a;
}
///
/// Calculate the component-wise minimum of two vectors
///
/// First operand
/// Second operand
/// The component-wise minimum
public static void ComponentMin(ref Vector4ui a, ref Vector4ui b, out Vector4ui result)
{
result.X = a.X < b.X ? a.X : b.X;
result.Y = a.Y < b.Y ? a.Y : b.Y;
result.Z = a.Z < b.Z ? a.Z : b.Z;
result.W = a.W < b.W ? a.W : b.W;
}
#endregion
#region ComponentMax
///
/// Calculate the component-wise maximum of two vectors
///
/// First operand
/// Second operand
/// The component-wise maximum
public static Vector4ui ComponentMax(Vector4ui a, Vector4ui b)
{
a.X = a.X > b.X ? a.X : b.X;
a.Y = a.Y > b.Y ? a.Y : b.Y;
a.Z = a.Z > b.Z ? a.Z : b.Z;
a.W = a.W > b.W ? a.W : b.W;
return a;
}
///
/// Calculate the component-wise maximum of two vectors
///
/// First operand
/// Second operand
/// The component-wise maximum
public static void ComponentMax(ref Vector4ui a, ref Vector4ui b, out Vector4ui result)
{
result.X = a.X > b.X ? a.X : b.X;
result.Y = a.Y > b.Y ? a.Y : b.Y;
result.Z = a.Z > b.Z ? a.Z : b.Z;
result.W = a.W > b.W ? a.W : b.W;
}
#endregion
#region Clamp
///
/// Clamp a vector to the given minimum and maximum vectors
///
/// Input vector
/// Minimum vector
/// Maximum vector
/// The clamped vector
public static Vector4ui Clamp(Vector4ui vec, Vector4ui min, Vector4ui max)
{
vec.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
vec.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
vec.Z = vec.Z < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
vec.W = vec.W < min.W ? min.W : vec.W > max.W ? max.W : vec.W;
return vec;
}
///
/// Clamp a vector to the given minimum and maximum vectors
///
/// Input vector
/// Minimum vector
/// Maximum vector
/// The clamped vector
public static void Clamp(ref Vector4ui vec, ref Vector4ui min, ref Vector4ui max, out Vector4ui result)
{
result.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
result.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
result.Z = vec.Z < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
result.W = vec.W < min.W ? min.W : vec.W > max.W ? max.W : vec.W;
}
#endregion
#endregion
#region Operators
///
/// Adds the specified instances.
///
/// Left operand.
/// Right operand.
/// Result of addition.
public static Vector4ui operator +(Vector4ui left, Vector4ui right)
{
left.X += right.X;
left.Y += right.Y;
left.Z += right.Z;
left.W += right.W;
return left;
}
///
/// Subtracts the specified instances.
///
/// Left operand.
/// Right operand.
/// Result of subtraction.
public static Vector4ui operator -(Vector4ui left, Vector4ui right)
{
left.X -= right.X;
left.Y -= right.Y;
left.Z -= right.Z;
left.W -= right.W;
return left;
}
///
/// Compares the specified instances for equality.
///
/// Left operand.
/// Right operand.
/// True if both instances are equal; false otherwise.
public static bool operator ==(Vector4ui left, Vector4ui right)
{
return left.Equals(right);
}
///
/// Compares the specified instances for inequality.
///
/// Left operand.
/// Right operand.
/// True if both instances are not equal; false otherwise.
public static bool operator !=(Vector4ui left, Vector4ui right)
{
return !left.Equals(right);
}
#endregion
#region Overrides
#region public override string ToString()
///
/// Returns a System.String that represents the current Vector4ui.
///
///
public override string ToString()
{
return String.Format("({0}, {1}, {2}, {3})", X, Y, Z, W);
}
#endregion
#region public override int GetHashCode()
///
/// Returns the hashcode for this instance.
///
/// A System.Int32 containing the unique hashcode for this instance.
public override int GetHashCode()
{
return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
}
#endregion
#region public override bool Equals(object obj)
///
/// Indicates whether this instance and a specified object are equal.
///
/// The object to compare to.
/// True if the instances are equal; false otherwise.
public override bool Equals(object obj)
{
if (!(obj is Vector4ui))
return false;
return this.Equals((Vector4ui)obj);
}
#endregion
#endregion
#endregion
#region IEquatable Members
/// Indicates whether the current vector is equal to another vector.
/// A vector to compare with this vector.
/// true if the current vector is equal to the vector parameter; otherwise, false.
public bool Equals(Vector4ui other)
{
return
X == other.X &&
Y == other.Y &&
Z == other.Z &&
W == other.W;
}
#endregion
}
}