tools/generate-swizzles.ps1 writes the checked-in src/CultMath/Swizzles.g.cs as partial structs plus a partial math: for float2/3/4, int2/3/4 and bool2/3/4 every swizzle of length 2-4 including repeats, in xyzw and rgba naming, with setters only on non-repeating masks, plus single-component r/g/b/a. double2/3 get lengths 2-3 (there is no double4). Every HLSL mixed constructor (float4(float2, float2), float4(float, float2, float), copy forms, ...) exists as a struct constructor and, for float/int/bool, a math function. The hand-written swizzles and mixed constructors it supersedes are deleted. Matrices store private rows and return ref float2/float3 from the row indexer ([UnscopedRef], polyfilled for netstandard2.1), so m[1][2] = s compiles as in HLSL; _mRC are get/set properties over the rows. Equality and hashing stay value-based. Intrinsics follow HLSL: sign returns int/intN and yields 0 for NaN; step is x >= y ? 1 : 0 so NaN yields 0; any/all accept float and int vectors; min/max/abs on int vectors return int vectors, and abs(int) returns int. Strips the UTF-8 BOMs this branch added to math.cs, CultMath.csproj and HlslSemanticsTests.cs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
58 lines
2.4 KiB
C#
58 lines
2.4 KiB
C#
using System;
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namespace CultMath;
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public partial struct double2 : IEquatable<double2>
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{
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public static readonly double2 zero = new(0.0, 0.0);
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public static readonly double2 one = new(1.0, 1.0);
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public double x;
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public double y;
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public double2(double x, double y)
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{
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this.x = x;
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this.y = y;
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}
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public double this[int index]
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{
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readonly get => index switch
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{
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0 => x,
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1 => y,
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_ => throw new ArgumentOutOfRangeException(nameof(index)),
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};
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set
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{
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switch (index)
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{
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case 0: x = value; break;
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case 1: y = value; break;
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default: throw new ArgumentOutOfRangeException(nameof(index));
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}
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}
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}
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public static implicit operator double2(double value) => new(value, value);
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public static double2 operator +(double2 value) => value;
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public static double2 operator -(double2 value) => new(-value.x, -value.y);
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public static double2 operator +(double2 left, double2 right) => new(left.x + right.x, left.y + right.y);
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public static double2 operator -(double2 left, double2 right) => new(left.x - right.x, left.y - right.y);
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public static double2 operator *(double2 left, double2 right) => new(left.x * right.x, left.y * right.y);
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public static double2 operator /(double2 left, double2 right) => new(left.x / right.x, left.y / right.y);
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public static bool2 operator <(double2 left, double2 right) => new(left.x < right.x, left.y < right.y);
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public static bool2 operator >(double2 left, double2 right) => new(left.x > right.x, left.y > right.y);
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public static bool2 operator <=(double2 left, double2 right) => new(left.x <= right.x, left.y <= right.y);
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public static bool2 operator >=(double2 left, double2 right) => new(left.x >= right.x, left.y >= right.y);
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public static bool2 operator ==(double2 left, double2 right) => new(left.x == right.x, left.y == right.y);
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public static bool2 operator !=(double2 left, double2 right) => new(left.x != right.x, left.y != right.y);
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public readonly bool Equals(double2 other) => x.Equals(other.x) && y.Equals(other.y);
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public override readonly bool Equals(object? obj) => obj is double2 other && Equals(other);
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public override readonly int GetHashCode() => HashCode.Combine(x, y);
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public override readonly string ToString() => FormattableString.Invariant($"double2({x:R}, {y:R})");
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}
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