Files
Prism/Prism-ScriptCore/Src/Prism/Math/Vec4.cs

70 lines
1.9 KiB
C#

using System.Runtime.InteropServices;
namespace Prism
{
[StructLayout(LayoutKind.Sequential)]
public struct Vec4
{
public float X;
public float Y;
public float Z;
public float W;
public Vec4(float scalar)
{
X = Y = Z = W =scalar;
}
public Vec4(float x, float y, float z, float w)
{
X = x;
Y = y;
Z = z;
W = w;
}
public static Vec4 operator+(Vec4 left, Vec4 right)
{
return new Vec4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
}
public static Vec4 operator-(Vec4 left, Vec4 right)
{
return new Vec4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
}
public static Vec4 operator*(Vec4 left, Vec4 right)
{
return new Vec4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W);
}
public static Vec4 operator *(Vec4 left, float scalar)
{
return new Vec4(left.X * scalar, left.Y * scalar, left.Z * scalar, left.W * scalar);
}
public static Vec4 operator *(float scalar, Vec4 right)
{
return new Vec4(scalar * right.X, scalar * right.Y, scalar * right.Z, scalar * right.W);
}
public static Vec4 operator/(Vec4 left, Vec4 right)
{
return new Vec4(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W);
}
public static Vec4 operator /(Vec4 left, float scalar)
{
return new Vec4(left.X / scalar, left.Y / scalar, left.Z / scalar, left.W / scalar);
}
public static Vec4 Lerp(Vec4 a, Vec4 b, float t)
{
if (t < 0.0f) t = 0.0f;
if (t > 1.0f) t = 1.0f;
return (1.0f - t) * a + t * b;
}
}
}