using GlitchyEngine.Math.Attributes;
namespace GlitchyEngine.Math;
///
/// A matrix with 2 rows and 2 columns of double-precision floating-point values.
///
[Matrix(typeof(double), 2, 2, "double")]
[ComparableMatrix]
[MatrixMath]
[MatrixVectorMultiplication(typeof(double2))]
[MatrixCast(typeof(float), true)]
public partial struct double2x2
{
///
/// A 2x2 matrix whose elements are all equal to zero.
///
public static readonly double2x2 Zero = new(0.0);
///
/// A 2x2 matrix whose elements are all equal to one.
///
public static readonly double2x2 One = new(1.0);
///
/// The identity 2x2 matrix.
///
public static readonly double2x2 Identity = new(
1.0, 0.0,
0.0, 1.0);
}
///
/// A matrix with 3 rows and 3 columns of double-precision floating-point values.
///
[Matrix(typeof(double), 3, 3, "double")]
[ComparableMatrix]
[MatrixMath]
[MatrixVectorMultiplication(typeof(double3))]
[MatrixCast(typeof(float), true)]
public partial struct double3x3
{
///
/// A 3x3 matrix whose elements are all equal to zero.
///
public static readonly double3x3 Zero = new(0.0);
///
/// A 3x3 matrix whose elements are all equal to one.
///
public static readonly double3x3 One = new(1.0);
///
/// The identity 3x3 matrix.
///
public static readonly double3x3 Identity = new(
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0);
}
///
/// A matrix with 4 rows and 4 columns of double-precision floating-point values.
///
[Matrix(typeof(double), 4, 4, "double")]
[ComparableMatrix]
[MatrixMath]
[MatrixVectorMultiplication(typeof(double4))]
[MatrixCast(typeof(float), true)]
public partial struct double4x4
{
///
/// A 4x4 matrix whose elements are all equal to zero.
///
public static readonly double4x4 Zero = new(0.0);
///
/// A 4x4 matrix whose elements are all equal to one.
///
public static readonly double4x4 One = new(1.0);
///
/// The identity 4x4 matrix.
///
public static readonly double4x4 Identity = new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
}