using System; using GlitchyEngine.Math; using GlitchyEngine.Math.Attributes; namespace GlitchyEngine.Math; [Vector(typeof(int), 2, "int")] [VectorMath] [VectorLogic] [ComparableVector] [VectorCast(typeof(float2), true)] [VectorCast(typeof(uint2), true)] public partial struct int2 { public static int2 operator ~(int2 value) { return new int2(~value.X, ~value.Y); } } [Vector(typeof(int), 3, "int")] [VectorMath] [VectorLogic] [ComparableVector] [VectorCast(typeof(float3), true)] [VectorCast(typeof(uint3), true)] public partial struct int3 { public static int3 operator ~(int3 value) { return new int3(~value.X, ~value.Y, ~value.Z); } } [Vector(typeof(int), 4, "int")] [VectorMath] [VectorLogic] [ComparableVector] [VectorCast(typeof(float4), true)] [VectorCast(typeof(uint4), true)] public partial struct int4 { public static int4 operator ~(int4 value) { return new int4(~value.X, ~value.Y, ~value.Z, ~value.W); } }