mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Replaced IntX by intX, Basic AssetViewer (can view Textures, kind of)
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@@ -10,10 +10,20 @@ namespace GlitchyEngine.Math;
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[SwizzleVector(2, "GlitchyEngine.Math.int")]
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public struct int2
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{
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public const int2 Zero = .(0, 0);
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public const int2 UnitX = .(1, 0);
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public const int2 UnitY = .(0, 1);
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public const int2 One = .(1, 1);
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public static implicit operator float2(int2 value)
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{
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return float2(value.X, value.Y);
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}
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public static explicit operator uint2(int2 value)
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{
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return uint2((uint32)value.X, (uint32)value.Y);
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}
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}
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[BonTarget]
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@@ -23,10 +33,21 @@ public struct int2
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[SwizzleVector(3, "GlitchyEngine.Math.int")]
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public struct int3
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{
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public const int3 Zero = .(0, 0, 0);
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public const int3 UnitX = .(1, 0, 0);
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public const int3 UnitY = .(0, 1, 0);
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public const int3 UnitZ = .(0, 0, 1);
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public const int3 One = .(1, 1, 1);
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public static implicit operator float3(int3 value)
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{
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return float3(value.X, value.Y, value.Z);
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}
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public static explicit operator uint3(int3 value)
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{
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return uint3((uint32)value.X, (uint32)value.Y, (uint32)value.Z);
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}
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}
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[BonTarget]
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@@ -36,8 +57,92 @@ public struct int3
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[SwizzleVector(4, "GlitchyEngine.Math.int")]
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public struct int4
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{
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public const int4 Zero = .(0, 0, 0, 0);
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public const int4 UnitX = .(1, 0, 0, 0);
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public const int4 UnitY = .(0, 1, 0, 0);
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public const int4 UnitZ = .(0, 0, 1, 0);
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public const int4 UnitW = .(0, 0, 0, 1);
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public const int4 One = .(1, 1, 1, 1);
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public static implicit operator float4(int4 value)
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{
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return float4(value.X, value.Y, value.Z, value.W);
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}
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}
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public static explicit operator uint4(int4 value)
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{
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return uint4((uint32)value.X, (uint32)value.Y, (uint32)value.Z, (uint32)value.W);
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}
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}
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[BonTarget]
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[Vector<uint32, 2>]
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[ComparableVector<uint32, 2>]
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//[VectorMath<uint32, 2>]
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[SwizzleVector(2, "GlitchyEngine.Math.uint")]
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public struct uint2
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{
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public const uint2 Zero = .(0, 0);
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public const uint2 UnitX = .(1, 0);
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public const uint2 UnitY = .(0, 1);
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public const uint2 One = .(1, 1);
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public static implicit operator float2(uint2 value)
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{
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return float2(value.X, value.Y);
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}
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public static explicit operator int2(uint2 value)
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{
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return int2((int32)value.X, (int32)value.Y);
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}
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}
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[BonTarget]
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[Vector<uint32, 3>]
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[ComparableVector<uint32, 3>]
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//[VectorMath<uint32, 3>]
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[SwizzleVector(3, "GlitchyEngine.Math.uint")]
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public struct uint3
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{
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public const uint3 Zero = .(0, 0, 0);
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public const uint3 UnitX = .(1, 0, 0);
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public const uint3 UnitY = .(0, 1, 0);
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public const uint3 UnitZ = .(0, 0, 1);
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public const uint3 One = .(1, 1, 1);
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public static implicit operator float3(uint3 value)
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{
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return float3(value.X, value.Y, value.Z);
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}
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public static explicit operator int3(uint3 value)
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{
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return int3((int32)value.X, (int32)value.Y, (int32)value.Z);
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}
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}
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[BonTarget]
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[Vector<uint32, 4>]
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[ComparableVector<uint32, 4>]
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//[VectorMath<uint32, 4>]
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[SwizzleVector(4, "GlitchyEngine.Math.uint")]
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public struct uint4
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{
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public const uint4 Zero = .(0, 0, 0, 0);
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public const uint4 UnitX = .(1, 0, 0, 0);
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public const uint4 UnitY = .(0, 1, 0, 0);
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public const uint4 UnitZ = .(0, 0, 1, 0);
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public const uint4 UnitW = .(0, 0, 0, 1);
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public const uint4 One = .(1, 1, 1, 1);
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public static implicit operator float4(uint4 value)
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{
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return float4(value.X, value.Y, value.Z, value.W);
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}
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public static explicit operator int4(uint4 value)
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{
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return int4((int32)value.X, (int32)value.Y, (int32)value.Z, (int32)value.W);
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}
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}
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