/// <summary> /// Constructs this matrix from a uint4x3. Non-overwritten fields are from an Identity matrix. /// </summary> public uint2x2(uint4x3 m) { this.m00 = m.m00; this.m01 = m.m01; this.m10 = m.m10; this.m11 = m.m11; }
/// <summary> /// Constructs this matrix from a uint4x3. Non-overwritten fields are from an Identity matrix. /// </summary> public uint3x2(uint4x3 m) { this.m00 = m.m00; this.m01 = m.m01; this.m10 = m.m10; this.m11 = m.m11; this.m20 = m.m20; this.m21 = m.m21; }
/// <summary> /// Constructs this matrix from a uint4x3. Non-overwritten fields are from an Identity matrix. /// </summary> public uint2x3(uint4x3 m) { this.m00 = m.m00; this.m01 = m.m01; this.m02 = m.m02; this.m10 = m.m10; this.m11 = m.m11; this.m12 = m.m12; }
/// <summary> /// Constructs this matrix from a uint4x3. Non-overwritten fields are from an Identity matrix. /// </summary> public uint2x4(uint4x3 m) { this.m00 = m.m00; this.m01 = m.m01; this.m02 = m.m02; this.m03 = 0u; this.m10 = m.m10; this.m11 = m.m11; this.m12 = m.m12; this.m13 = 0u; }
/// <summary> /// Constructs this matrix from a uint4x3. Non-overwritten fields are from an Identity matrix. /// </summary> public uint3x3(uint4x3 m) { this.m00 = m.m00; this.m01 = m.m01; this.m02 = m.m02; this.m10 = m.m10; this.m11 = m.m11; this.m12 = m.m12; this.m20 = m.m20; this.m21 = m.m21; this.m22 = m.m22; }
/// <summary> /// Constructs this matrix from a uint4x3. Non-overwritten fields are from an Identity matrix. /// </summary> public uint3x4(uint4x3 m) { this.m00 = m.m00; this.m01 = m.m01; this.m02 = m.m02; this.m03 = 0u; this.m10 = m.m10; this.m11 = m.m11; this.m12 = m.m12; this.m13 = 0u; this.m20 = m.m20; this.m21 = m.m21; this.m22 = m.m22; this.m23 = 0u; }
/// <summary> /// Returns an enumerator that iterates through all fields. /// </summary> public static IEnumerator <uint> GetEnumerator(uint4x3 m) => m.GetEnumerator();
/// <summary> /// Creates a 1D array with all values (internal order) /// </summary> public static uint[] Values1D(uint4x3 m) => m.Values1D;
/// <summary> /// Creates a 2D array with all values (address: Values[x, y]) /// </summary> public static uint[,] Values(uint4x3 m) => m.Values;
/// <summary> /// Executes a component-wise - (subtract). /// </summary> public static uint4x3 CompSub(uint4x3 A, uint4x3 B) => new uint4x3(A.m00 - B.m00, A.m01 - B.m01, A.m02 - B.m02, A.m10 - B.m10, A.m11 - B.m11, A.m12 - B.m12, A.m20 - B.m20, A.m21 - B.m21, A.m22 - B.m22, A.m30 - B.m30, A.m31 - B.m31, A.m32 - B.m32);
/// <summary> /// Executes a component-wise + (add). /// </summary> public static uint4x3 CompAdd(uint4x3 A, uint4x3 B) => new uint4x3(A.m00 + B.m00, A.m01 + B.m01, A.m02 + B.m02, A.m10 + B.m10, A.m11 + B.m11, A.m12 + B.m12, A.m20 + B.m20, A.m21 + B.m21, A.m22 + B.m22, A.m30 + B.m30, A.m31 + B.m31, A.m32 + B.m32);
/// <summary> /// Executes a component-wise / (divide). /// </summary> public static uint4x3 CompDiv(uint4x3 A, uint4x3 B) => new uint4x3(A.m00 / B.m00, A.m01 / B.m01, A.m02 / B.m02, A.m10 / B.m10, A.m11 / B.m11, A.m12 / B.m12, A.m20 / B.m20, A.m21 / B.m21, A.m22 / B.m22, A.m30 / B.m30, A.m31 / B.m31, A.m32 / B.m32);
/// <summary> /// Executes a component-wise * (multiply). /// </summary> public static uint4x3 CompMul(uint4x3 A, uint4x3 B) => new uint4x3(A.m00 * B.m00, A.m01 * B.m01, A.m02 * B.m02, A.m10 * B.m10, A.m11 * B.m11, A.m12 * B.m12, A.m20 * B.m20, A.m21 * B.m21, A.m22 * B.m22, A.m30 * B.m30, A.m31 * B.m31, A.m32 * B.m32);
/// <summary> /// Returns true iff this equals rhs component-wise. /// </summary> public bool Equals(uint4x3 rhs) => ((((m00.Equals(rhs.m00) && m01.Equals(rhs.m01)) && m02.Equals(rhs.m02)) && ((m10.Equals(rhs.m10) && m11.Equals(rhs.m11)) && m12.Equals(rhs.m12))) && (((m20.Equals(rhs.m20) && m21.Equals(rhs.m21)) && m22.Equals(rhs.m22)) && ((m30.Equals(rhs.m30) && m31.Equals(rhs.m31)) && m32.Equals(rhs.m32))));