public void Constructors() { { var v = new bvec3(false); Assert.AreEqual(false, v.x); Assert.AreEqual(false, v.y); Assert.AreEqual(false, v.z); } { var v = new bvec3(false, true, false); Assert.AreEqual(false, v.x); Assert.AreEqual(true, v.y); Assert.AreEqual(false, v.z); } { var v = new bvec3(new bvec2(false, false)); Assert.AreEqual(false, v.x); Assert.AreEqual(false, v.y); Assert.AreEqual(false, v.z); } { var v = new bvec3(new bvec3(true, false, true)); Assert.AreEqual(true, v.x); Assert.AreEqual(false, v.y); Assert.AreEqual(true, v.z); } { var v = new bvec3(new bvec4(false, false, true, false)); Assert.AreEqual(false, v.x); Assert.AreEqual(false, v.y); Assert.AreEqual(true, v.z); } }
public void PropertyValues() { var v = new bvec3(false, true, false); var vals = v.Values; Assert.AreEqual(false, vals[0]); Assert.AreEqual(true, vals[1]); Assert.AreEqual(false, vals[2]); Assert.That(vals.SequenceEqual(v.ToArray())); }
public void SerializationJson() { var v0 = new bvec3(false, false, true); var s0 = JsonConvert.SerializeObject(v0); var v1 = JsonConvert.DeserializeObject <bvec3>(s0); var s1 = JsonConvert.SerializeObject(v1); Assert.AreEqual(v0, v1); Assert.AreEqual(s0, s1); }
public void Operators() { var v1 = new bvec3(true, true, false); var v2 = new bvec3(true, true, false); var v3 = new bvec3(false, true, true); Assert.That(v1 == new bvec3(v1)); Assert.That(v2 == new bvec3(v2)); Assert.That(v3 == new bvec3(v3)); Assert.That(v1 == v2); Assert.That(v1 != v3); Assert.That(v2 != v3); }
public void Indexer() { var v = new bvec3(false, true, false); Assert.AreEqual(false, v[0]); Assert.AreEqual(true, v[1]); Assert.AreEqual(false, v[2]); Assert.Throws <ArgumentOutOfRangeException>(() => { var s = v[-2147483648]; }); Assert.Throws <ArgumentOutOfRangeException>(() => { v[-2147483648] = false; }); Assert.Throws <ArgumentOutOfRangeException>(() => { var s = v[-1]; }); Assert.Throws <ArgumentOutOfRangeException>(() => { v[-1] = false; }); Assert.Throws <ArgumentOutOfRangeException>(() => { var s = v[3]; }); Assert.Throws <ArgumentOutOfRangeException>(() => { v[3] = false; }); Assert.Throws <ArgumentOutOfRangeException>(() => { var s = v[2147483647]; }); Assert.Throws <ArgumentOutOfRangeException>(() => { v[2147483647] = false; }); Assert.Throws <ArgumentOutOfRangeException>(() => { var s = v[5]; }); Assert.Throws <ArgumentOutOfRangeException>(() => { v[5] = false; }); v[1] = false; Assert.AreEqual(false, v[1]); v[1] = true; Assert.AreEqual(true, v[1]); }
public void StringInterop() { var v = new bvec3(true, false, false); var s0 = v.ToString(); var s1 = v.ToString("#"); var v0 = bvec3.Parse(s0); var v1 = bvec3.Parse(s1, "#"); Assert.AreEqual(v, v0); Assert.AreEqual(v, v1); var b0 = bvec3.TryParse(s0, out v0); var b1 = bvec3.TryParse(s1, "#", out v1); Assert.That(b0); Assert.That(b1); Assert.AreEqual(v, v0); Assert.AreEqual(v, v1); b0 = bvec3.TryParse(null, out v0); Assert.False(b0); b0 = bvec3.TryParse("", out v0); Assert.False(b0); b0 = bvec3.TryParse(s0 + ", 0", out v0); Assert.False(b0); Assert.Throws <NullReferenceException>(() => { bvec3.Parse(null); }); Assert.Throws <FormatException>(() => { bvec3.Parse(""); }); Assert.Throws <FormatException>(() => { bvec3.Parse(s0 + ", 0"); }); var s2 = v.ToString(";", CultureInfo.InvariantCulture); Assert.That(s2.Length > 0); }
/// <summary> /// Selects which vector each returned component comes from. For a component of a that is false, /// the corresponding component of x is returned. For a component of a that is true, /// the corresponding component of y is returned. Components of x and y that are not selected /// are allowed to be invalid floating point values and will have no effect on the results. /// Thus, this provides different functionality than, for example, /// genType Lerp(genType x, genType y, genType(a)) where a is a Boolean vector. /// </summary> protected internal static dvec3 Lerp(dvec3 x, dvec3 y, bvec3 a) { throw _invalidAccess; }
public bvec4(bool x, bvec3 yzw) { throw _invalidAccess; }
public static bvec3 notEqual(bvec3 x, bvec3 y) { bvec3 r; r.x = x.x != y.x; r.y = x.y != y.y; r.z = x.z != y.z; return r; }
protected extern bvec3 any(bvec3 x, bvec3 y);
protected extern bvec3 notEqual(bvec3 x, bvec3 y);
protected extern vec3 mix(vec3 x, vec3 y, bvec3 a);
public bvec4(bool x, bvec3 yzw) { throw _invalidAccess; }
/// <summary> /// Returns the component-wise logical complement of x. /// </summary> /// <param name="x"></param> /// <returns></returns> public static bvec3 not(bvec3 x) { return(null); }
/// <summary> /// Returns the component-wise compare of x != y. /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static bvec3 notEqual(bvec3 x, bvec3 y) { return(null); }
protected vec3 mix(vec3 x, vec3 y, bvec3 a) { throw new NotImplementedException(); }
public static bool any(bvec3 x) { return x.x || x.y || x.z; }
public static bool all(bvec3 x) { return x.x && x.y && x.z; }
public static bvec3 not(bvec3 x) { bvec3 r; r.x = !x.x; r.y = !x.y; r.z = !x.z; return r; }
protected bvec3 not(bvec3 x, bvec3 y) { throw new NotImplementedException(); }
public static dvec3 mix(dvec3 a, dvec3 b, bvec3 t) { return(new dvec3(t.x ? a.x : b.x, t.y ? a.y : b.y, t.z ? a.z : b.z)); }
/// <summary> /// Returns true only if all components of x are true. /// </summary> /// <param name="x"></param> /// <returns></returns> public static bool all(bvec3 x) { return(false); }
public static ivec3 mix(ivec3 a, ivec3 b, bvec3 t) { return(new ivec3(t.x ? a.x : b.x, t.y ? a.y : b.y, t.z ? a.z : b.z)); }
public bvec4(bvec3 xyz, bool w) { throw _invalidAccess; }
public static uvec3 mix(uvec3 a, uvec3 b, bvec3 t) { return(new uvec3(t.x ? a.x : b.x, t.y ? a.y : b.y, t.z ? a.z : b.z)); }
/// <summary> /// </summary> /// <param name="uniformName"></param> /// <param name="values"></param> /// <returns></returns> public int SetUniform(string uniformName, bvec3[] values) { int location = GetUniformLocation(uniformName); if (location >= 0) { if (glUniform3iv == null) { glUniform3iv = OpenGL.GetDelegateFor<OpenGL.glUniform3iv>(); } int count = values.Length; var value = new int[count * 3]; int index = 0; for (int i = 0; i < value.Length; i++) { value[index++] = values[i].x ? 1 : 0; value[index++] = values[i].y ? 1 : 0; value[index++] = values[i].z ? 1 : 0; } glUniform3iv(location, count, value); } return location; }
public static bool any(bvec3 a) { return(a.x || a.y || a.z); }
protected extern bvec3 equal(bvec3 x, bvec3 y);
public static bool all(bvec3 a) { return(a.x && a.y && a.z); }
protected extern bvec3 all(bvec3 x, bvec3 y);
public bvec4(bvec3 xyz, bool w) { throw _invalidAccess; }
protected extern bvec3 not(bvec3 x, bvec3 y);
public static bvec3 equal(bvec3 x, bvec3 y) { bvec3 r; r.x = x.x == y.x; r.y = x.y == y.y; r.z = x.z == y.z; return r; }