A game about forced loneliness, made by TACStudios
1#if !UNITY_DOTSPLAYER
2using UnityEngine;
3
4#pragma warning disable 0660, 0661
5
6namespace Unity.Mathematics
7{
8 public partial struct float2
9 {
10 /// <summary>
11 /// Converts a float2 to Vector2.
12 /// </summary>
13 /// <param name="v">float2 to convert.</param>
14 /// <returns>The converted Vector2.</returns>
15 public static implicit operator Vector2(float2 v) { return new Vector2(v.x, v.y); }
16
17 /// <summary>
18 /// Converts a Vector2 to float2.
19 /// </summary>
20 /// <param name="v">Vector2 to convert.</param>
21 /// <returns>The converted float2.</returns>
22 public static implicit operator float2(Vector2 v) { return new float2(v.x, v.y); }
23 }
24
25 public partial struct float3
26 {
27 /// <summary>
28 /// Converts a float3 to Vector3.
29 /// </summary>
30 /// <param name="v">float3 to convert.</param>
31 /// <returns>The converted Vector3.</returns>
32 public static implicit operator Vector3(float3 v) { return new Vector3(v.x, v.y, v.z); }
33
34 /// <summary>
35 /// Converts a Vector3 to float3.
36 /// </summary>
37 /// <param name="v">Vector3 to convert.</param>
38 /// <returns>The converted float3.</returns>
39 public static implicit operator float3(Vector3 v) { return new float3(v.x, v.y, v.z); }
40 }
41
42 public partial struct float4
43 {
44 /// <summary>
45 /// Converts a Vector4 to float4.
46 /// </summary>
47 /// <param name="v">Vector4 to convert.</param>
48 /// <returns>The converted float4.</returns>
49 public static implicit operator float4(Vector4 v) { return new float4(v.x, v.y, v.z, v.w); }
50
51 /// <summary>
52 /// Converts a float4 to Vector4.
53 /// </summary>
54 /// <param name="v">float4 to convert.</param>
55 /// <returns>The converted Vector4.</returns>
56 public static implicit operator Vector4(float4 v) { return new Vector4(v.x, v.y, v.z, v.w); }
57 }
58
59 public partial struct quaternion
60 {
61 /// <summary>
62 /// Converts a quaternion to Quaternion.
63 /// </summary>
64 /// <param name="q">quaternion to convert.</param>
65 /// <returns>The converted Quaternion.</returns>
66 public static implicit operator Quaternion(quaternion q) { return new Quaternion(q.value.x, q.value.y, q.value.z, q.value.w); }
67
68 /// <summary>
69 /// Converts a Quaternion to quaternion.
70 /// </summary>
71 /// <param name="q">Quaternion to convert.</param>
72 /// <returns>The converted quaternion.</returns>
73 public static implicit operator quaternion(Quaternion q) { return new quaternion(q.x, q.y, q.z, q.w); }
74 }
75
76 public partial struct float4x4
77 {
78 /// <summary>
79 /// Converts a Matrix4x4 to float4x4.
80 /// </summary>
81 /// <param name="m">Matrix4x4 to convert.</param>
82 /// <returns>The converted float4x4.</returns>
83 public static implicit operator float4x4(Matrix4x4 m) { return new float4x4(m.GetColumn(0), m.GetColumn(1), m.GetColumn(2), m.GetColumn(3)); }
84
85 /// <summary>
86 /// Converts a float4x4 to Matrix4x4.
87 /// </summary>
88 /// <param name="m">float4x4 to convert.</param>
89 /// <returns>The converted Matrix4x4.</returns>
90 public static implicit operator Matrix4x4(float4x4 m) { return new Matrix4x4(m.c0, m.c1, m.c2, m.c3); }
91 }
92}
93#endif