Code/HumanoidRetargeter/Core/Formats/Mmd/Bullet/LinearMath/IndexedVector4.cs

A small value type representing a 4D vector used by the Bullet-derived math code. It stores X,Y,Z,W, provides constructors, indexer access, a ToVector3 conversion, zero/one static instances, and unary negation and scalar multiplication operators.

Native Interop
/*
 * C# / XNA  port of Bullet (c) 2011 Mark Neale <[email protected]>
 *
 * Bullet Continuous Collision Detection and Physics Library
 * Copyright (c) 2003-2008 Erwin Coumans  http://www.bulletphysics.com/
 *
 * This software is provided 'as-is', without any express or implied warranty.
 * In no event will the authors be held liable for any damages arising from
 * the use of this software.
 *
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 *
 * 1. The origin of this software must not be misrepresented; you must not
 *    claim that you wrote the original software. If you use this software
 *    in a product, an acknowledgment in the product documentation would be
 *    appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 *    misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */
// Adapted from BulletXNA 73b2e1b9: namespace isolation, no XNA rendering, one type per file.
#nullable disable
#pragma warning disable CS1591, CS0168, CS0219, CS0414, CS0660, CS0661, CS0659, CS0693, CS8981, CS0108, CS0114
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Diagnostics;

namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath;

internal struct IndexedVector4
{
	public IndexedVector4(float x, float y, float z, float w)
	{
		X = x;
		Y = y;
		Z = z;
		W = w;
	}

	public IndexedVector4(float x)
	{
		X = x;
		Y = x;
		Z = x;
		W = x;
	}

	public IndexedVector4(IndexedVector4 v)
	{
		X = v.X;
		Y = v.Y;
		Z = v.Z;
		W = v.W;
	}

	public IndexedVector4(IndexedVector3 v, float w)
	{
		X = v.X;
		Y = v.Y;
		Z = v.Z;
		W = w;
	}

	public IndexedVector4(ref IndexedVector4 v)
	{
		X = v.X;
		Y = v.Y;
		Z = v.Z;
		W = v.W;
	}

	public IndexedVector3 ToVector3()
	{
		return new IndexedVector3(X, Y, Z);
	}

	public static IndexedVector4 Zero
	{
		get
		{
			return IndexedVector4._zero;
		}
	}

	public static IndexedVector4 operator -(IndexedVector4 value)
	{
		IndexedVector4 vector;
		vector.X = -value.X;
		vector.Y = -value.Y;
		vector.Z = -value.Z;
		vector.W = -value.W;
		return vector;
	}

	public static IndexedVector4 operator *(IndexedVector4 value, float scaleFactor)
	{
		IndexedVector4 vector;
		vector.X = value.X * scaleFactor;
		vector.Y = value.Y * scaleFactor;
		vector.Z = value.Z * scaleFactor;
		vector.W = value.W * scaleFactor;
		return vector;
	}

	public float this[int i]
	{
		get
		{
			switch (i)
			{
				case (0):
					return X;
				case (1):
					return Y;
				case (2):
					return Z;
				case (3):
					return W;
				default:
				{
					{
					}

					return 0.0f;
				}
			}
		}

		set
		{
			switch (i)
			{
				case (0):
					X = value;
					break;
				case (1):
					Y = value;
					break;
				case (2):
					Z = value;
					break;
				case (3):
					W = value;
					break;
				default:
				{
					{
					}

					break;
				}
			}
		}
	}

	private static IndexedVector4 _zero = new IndexedVector4(0f);
	private static IndexedVector4 _one = new IndexedVector4(1f);
	public float X;
	public float Y;
	public float Z;
	public float W;
}