示例#1
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 public static float3x4 transpose(float4x3 v)
 {
     return(float3x4(
                v.c0.x, v.c0.y, v.c0.z, v.c0.w,
                v.c1.x, v.c1.y, v.c1.z, v.c1.w,
                v.c2.x, v.c2.y, v.c2.z, v.c2.w));
 }
示例#2
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        public static Unity.Mathematics.float3 parallelProjection(Unity.Mathematics.float4 tmpVert)
        {
            Unity.Mathematics.float4 planePos    = IMRE.ScaleDimension.SpencerStudyControl.ins.hyperPlane;
            Unity.Mathematics.float4 planeNormal = IMRE.ScaleDimension.SpencerStudyControl.ins.hyperPlaneNormal;

            Unity.Mathematics.float4 pos =
                tmpVert - IMRE.Math.HigherDimensionsMaths.project(tmpVert - planePos, planeNormal);

            //this basis system might be unstable as the axis is moved.  Consider defining axis by basis.
            Unity.Mathematics.float4x3 basis = IMRE.Math.HigherDimensionsMaths.basisSystem(planeNormal);
            return(new Unity.Mathematics.float3(UnityEngine.Vector4.Dot(pos, basis.c0),
                                                UnityEngine.Vector4.Dot(pos, basis.c1), UnityEngine.Vector4.Dot(pos, basis.c2)));
        }
示例#3
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        public static Unity.Mathematics.float3 projectiveProjection(Unity.Mathematics.float4 tmpVert)
        {
            Unity.Mathematics.float4 origin      = IMRE.ScaleDimension.SpencerStudyControl.ins.origin;
            Unity.Mathematics.float4 planePos    = IMRE.ScaleDimension.SpencerStudyControl.ins.hyperPlane;
            Unity.Mathematics.float4 planeNormal = IMRE.ScaleDimension.SpencerStudyControl.ins.hyperPlaneNormal;

            Unity.Mathematics.float4 dir = (tmpVert - origin) / IMRE.Math.Operations.magnitude(tmpVert - origin);

            float4 pos = Operations.SegmentPlaneIntersection(origin, tmpVert, planePos, planeNormal);

/*            //normalized direction
 *          Unity.Mathematics.float4 projOnPlane =
 *              tmpVert - IMRE.Math.HigherDimensionsMaths.project(tmpVert - planePos, planeNormal);
 *          //TODO consider if mathf.cos takes an absolute value here
 *          float diff = IMRE.Math.Operations.magnitude(tmpVert - projOnPlane) /
 *                       UnityEngine.Mathf.Cos(IMRE.Math.Operations.Angle(planeNormal, dir));
 *          Unity.Mathematics.float4 pos = tmpVert + diff * dir;*/

            //this basis system might be unstable as the axis is moved.  Consider defining axis by basis.
            Unity.Mathematics.float4x3 basis = IMRE.Math.HigherDimensionsMaths.basisSystem(planeNormal);
            return(new Unity.Mathematics.float3(UnityEngine.Vector4.Dot(pos, basis.c0),
                                                UnityEngine.Vector4.Dot(pos, basis.c1), UnityEngine.Vector4.Dot(pos, basis.c2)));
        }
示例#4
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 public int4x3(float4x3 v)
 {
     this.c0 = (int4)v.c0;
     this.c1 = (int4)v.c1;
     this.c2 = (int4)v.c2;
 }
示例#5
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 public static int4x3 int4x3(float4x3 v)
 {
     return(new int4x3(v));
 }
示例#6
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 public static uint4 hash_wide(float4x3 v)
 {
     return((asuint(v.c0) * uint4(0x83B5E729u, 0xC267163Fu, 0x67BC9149u, 0xAD7C5EC1u) +
             asuint(v.c1) * uint4(0x822A7D6Du, 0xB492BF15u, 0xD37220E3u, 0x7AA2C2BDu) +
             asuint(v.c2) * uint4(0xE16BC89Du, 0x7AA07CD3u, 0xAF642BA9u, 0xA8F2213Bu)) + 0x9F3FDC37u);
 }
示例#7
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 public static uint hash(float4x3 v)
 {
     return(csum(asuint(v.c0) * uint4(0xFE31134Fu, 0x712A34D7u, 0x9D77A59Bu, 0x4942CA39u) +
                 asuint(v.c1) * uint4(0xB40EC62Du, 0x565ED63Fu, 0x93C30C2Bu, 0xDCAF0351u) +
                 asuint(v.c2) * uint4(0x6E050B01u, 0x750FDBF5u, 0x7F3DD499u, 0x52EAAEBBu)) + 0x4599C793u);
 }
 public static double4x3 double4x3(float4x3 v)
 {
     return(new double4x3(v));
 }
示例#9
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 public static fix64p4x3 fix64p4x3(float4x3 v)
 {
     return(new fix64p4x3(v));
 }
示例#10
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 public static uint4x3 uint4x3(float4x3 v)
 {
     return(new uint4x3(v));
 }
示例#11
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 public static uint4 hashwide(float4x3 v)
 {
     return((asuint(v.c0) * uint4(0x747A9D7Bu, 0x4111F799u, 0xB5F05AF1u, 0xFD80290Bu) +
             asuint(v.c1) * uint4(0x8B65ADB7u, 0xDFF4F563u, 0x7069770Du, 0xD1224537u) +
             asuint(v.c2) * uint4(0xE99ED6F3u, 0x48125549u, 0xEEE2123Bu, 0xE3AD9FE5u)) + 0xCE1CF8BFu);
 }
示例#12
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 public static uint hash(float4x3 v)
 {
     return(csum(asuint(v.c0) * uint4(0x841D8225u, 0xC9393C7Du, 0xD42EAFA3u, 0xD9AFD06Du) +
                 asuint(v.c1) * uint4(0x97A65421u, 0x7809205Fu, 0x9C9F0823u, 0x5A9CA13Bu) +
                 asuint(v.c2) * uint4(0xAFCDD5EFu, 0xA88D187Du, 0xCF6EBA1Du, 0x9D88E5A1u)) + 0xEADF0775u);
 }
示例#13
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 public static uint hash(float4x3 v)
 {
     return(csum(asuint(v.c0) * uint4(0xA2D00EDFu, 0xA8977779u, 0x9F1C739Bu, 0x4B1BD187u) +
                 asuint(v.c1) * uint4(0x9DF50593u, 0xF18EEB85u, 0x9E19BFC3u, 0x8196B06Fu) +
                 asuint(v.c2) * uint4(0xD24EFA19u, 0x7D8048BBu, 0x713BD06Fu, 0x753AD6ADu)) + 0xD19764C7u);
 }
示例#14
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 public static uint hash(float4x3 v)
 {
     return(csum(asuint(v.c0) * uint4(0xC53F4755u, 0x6985C229u, 0xE133B0B3u, 0xC3E0A3B9u) +
                 asuint(v.c1) * uint4(0xFE31134Fu, 0x712A34D7u, 0x9D77A59Bu, 0x4942CA39u) +
                 asuint(v.c2) * uint4(0xB40EC62Du, 0x565ED63Fu, 0x93C30C2Bu, 0xDCAF0351u)) + 0x6E050B01u);
 }
示例#15
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 public double4x3(float4x3 v)
 {
     this.c0 = v.c0;
     this.c1 = v.c1;
     this.c2 = v.c2;
 }
示例#16
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 public static uint4 hashwide(float4x3 v)
 {
     return((asuint(v.c0) * uint4(0x750FDBF5u, 0x7F3DD499u, 0x52EAAEBBu, 0x4599C793u) +
             asuint(v.c1) * uint4(0x83B5E729u, 0xC267163Fu, 0x67BC9149u, 0xAD7C5EC1u) +
             asuint(v.c2) * uint4(0x822A7D6Du, 0xB492BF15u, 0xD37220E3u, 0x7AA2C2BDu)) + 0xE16BC89Du);
 }
示例#17
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 public fix64p4x3(float4x3 v)
 {
     this.c0 = (fix64p4)v.c0;
     this.c1 = (fix64p4)v.c1;
     this.c2 = (fix64p4)v.c2;
 }