de.bixilon.kotlinglm.vec1.Vec1ub.kt Maven / Gradle / Ivy
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Kotlin port of OpenGL Mathematics (GLM)
package de.bixilon.kotlinglm.vec1
import de.bixilon.kotlinglm.BYTES
import de.bixilon.kotlinglm.toByte
import de.bixilon.kotlinglm.ub
import de.bixilon.kotlinglm.vec1.operators.op_Vec1ub
import de.bixilon.kotlinglm.vec2.Vec2bool
import de.bixilon.kotlinglm.vec2.Vec2t
import de.bixilon.kotlinglm.vec3.Vec3bool
import de.bixilon.kotlinglm.vec3.Vec3t
import de.bixilon.kotlinglm.vec4.Vec4bool
import de.bixilon.kotlinglm.vec4.Vec4t
import de.bixilon.kotlinkool.pos
import unsigned.Ubyte
import java.nio.*
import kotlin.math.abs
/**
* Created by elect on 07/10/16.
*/
class Vec1ub(x: Ubyte) : Vec1t(x) {
// -- Implicit basic constructors --
constructor() : this(0)
constructor(x: Number) : this(x.ub)
// -- Explicit basic constructors --
// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
constructor(v: Vec1t) : this(v.x)
constructor(v: Vec2t) : this(v.x)
constructor(v: Vec3t) : this(v.x)
constructor(v: Vec4t) : this(v.x)
constructor(v: Vec1bool) : this(v.x.ub)
constructor(v: Vec2bool) : this(v.x.ub)
constructor(v: Vec3bool) : this(v.x.ub)
constructor(v: Vec4bool) : this(v.x.ub)
constructor(bytes: ByteArray, index: Int = 0) : this(bytes[index])
constructor(chars: CharArray, index: Int = 0) : this(chars[index].ub)
constructor(shorts: ShortArray, index: Int = 0) : this(shorts[index])
constructor(ints: IntArray, index: Int = 0) : this(ints[index])
constructor(longs: LongArray, index: Int = 0) : this(longs[index])
constructor(floats: FloatArray, index: Int = 0) : this(floats[index])
constructor(doubles: DoubleArray, index: Int = 0) : this(doubles[index])
constructor(booleans: BooleanArray, index: Int = 0) : this(booleans[index].ub)
constructor(numbers: Array, index: Int = 0) : this(numbers[index])
constructor(chars: Array, index: Int = 0) : this(chars[index].ub)
constructor(booleans: Array, index: Int = 0) : this(booleans[index].ub)
constructor(list: List, index: Int = 0) : this(list[index].toByte) // TODO ub kuns
constructor(bytes: ByteBuffer, index: Int = bytes.pos) : this(bytes[index])
constructor(chars: CharBuffer, index: Int = chars.pos) : this(chars[index].ub)
constructor(shorts: ShortBuffer, index: Int = shorts.pos) : this(shorts[index])
constructor(ints: IntBuffer, index: Int = ints.pos) : this(ints[index])
constructor(longs: LongBuffer, index: Int = longs.pos) : this(longs[index])
constructor(floats: FloatBuffer, index: Int = floats.pos) : this(floats[index])
constructor(doubles: DoubleBuffer, index: Int = doubles.pos) : this(doubles[index])
constructor(block: (Int) -> Ubyte) : this(block(0))
// TODO unsigned pointers
fun put(x: Ubyte) {
this.x = x
}
fun put(x: Byte) {
this.x.v = x
}
operator fun invoke(x: Ubyte): Vec1ub {
this.x = x
return this
}
operator fun invoke(x: Byte): Vec1ub {
this.x.v = x
return this
}
override fun put(x: Number) {
this.x = x.ub
}
override operator fun invoke(x: Number): Vec1ub {
this.x = x.ub
return this
}
fun to(bytes: ByteArray, index: Int): ByteArray = to(bytes, index, true)
override fun to(bytes: ByteArray, index: Int, bigEndian: Boolean): ByteArray {
bytes[index] = x.v
return bytes
}
override fun to(buf: ByteBuffer, offset: Int): ByteBuffer = buf.put(offset, x.v)
// -- Unary arithmetic operators --
operator fun unaryPlus() = this
// no unaryMinus operator, only signed
// -- Increment main.and decrement operators --
// operator fun inc() = plus(Vec1ub(), this, 1, 1)
// infix fun inc(res: Vec1ub) = plus(res, this, 1, 1)
// fun inc_() = plus(this, this, 1, 1)
//
//
// operator fun dec() = minus(Vec1ub(), this, 1, 1)
// infix fun dec(res: Vec1ub) = minus(res, this, 1, 1)
// fun dec_() = minus(this, this, 1, 1)
//
//
// // -- Specific binary arithmetic operators --
//
// infix operator fun plus(b: Ubyte) = plus(Vec1ub(), this, b, b)
// infix operator fun plus(b: Byte) = plus(Vec1ub(), this, b, b)
// infix operator fun plus(b: Int) = plus(Vec1ub(), this, b, b)
// infix operator fun plus(b: Vec1ub) = plus(Vec1ub(), this, b.x, b.y)
//
// @JvmOverloads
// fun plus(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = plus(res, this, bX, bY)
//
// @JvmOverloads
// fun plus(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = plus(res, this, bX, bY)
//
// @JvmOverloads
// fun plus(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = plus(res, this, bX, bY)
//
// fun plus(b: Ubyte, res: Vec1ub) = plus(res, this, b, b)
// fun plus(b: Byte, res: Vec1ub) = plus(res, this, b, b)
// fun plus(b: Int, res: Vec1ub) = plus(res, this, b, b)
// fun plus(b: Vec1ub, res: Vec1ub) = plus(res, this, b.x, b.y)
//
// fun plus_(bX: Ubyte, bY: Ubyte) = plus(this, this, bX, bY)
// fun plus_(bX: Byte, bY: Byte) = plus(this, this, bX, bY)
// fun plus_(bX: Int, bY: Int) = plus(this, this, bX, bY)
// infix fun plus_(b: Ubyte) = plus(this, this, b, b)
// infix fun plus_(b: Byte) = plus(this, this, b, b)
// infix fun plus_(b: Int) = plus(this, this, b, b)
// infix fun plus_(b: Vec1ub) = plus(this, this, b.x, b.y)
//
//
// infix operator fun minus(b: Ubyte) = minus(Vec1ub(), this, b, b)
// infix operator fun minus(b: Byte) = minus(Vec1ub(), this, b, b)
// infix operator fun minus(b: Int) = minus(Vec1ub(), this, b, b)
// infix operator fun minus(b: Vec1ub) = minus(Vec1ub(), this, b.x, b.y)
//
// @JvmOverloads
// fun minus(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = minus(res, this, bX, bY)
//
// @JvmOverloads
// fun minus(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = minus(res, this, bX, bY)
//
// @JvmOverloads
// fun minus(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = minus(res, this, bX, bY)
//
// fun minus(b: Ubyte, res: Vec1ub) = minus(res, this, b, b)
// fun minus(b: Byte, res: Vec1ub) = minus(res, this, b, b)
// fun minus(b: Int, res: Vec1ub) = minus(res, this, b, b)
// fun minus(b: Vec1ub, res: Vec1ub) = minus(res, this, b.x, b.y)
//
// fun minus_(bX: Ubyte, bY: Ubyte) = minus(this, this, bX, bY)
// fun minus_(bX: Byte, bY: Byte) = minus(this, this, bX, bY)
// fun minus_(bX: Int, bY: Int) = minus(this, this, bX, bY)
// infix fun minus_(b: Ubyte) = minus(this, this, b, b)
// infix fun minus_(b: Byte) = minus(this, this, b, b)
// infix fun minus_(b: Int) = minus(this, this, b, b)
// infix fun minus_(b: Vec1ub) = minus(this, this, b.x, b.y)
//
//
// infix operator fun times(b: Ubyte) = times(Vec1ub(), this, b, b)
// infix operator fun times(b: Byte) = times(Vec1ub(), this, b, b)
// infix operator fun times(b: Int) = times(Vec1ub(), this, b, b)
// infix operator fun times(b: Vec1ub) = times(Vec1ub(), this, b.x, b.y)
//
// @JvmOverloads
// fun times(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = times(res, this, bX, bY)
//
// @JvmOverloads
// fun times(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = times(res, this, bX, bY)
//
// @JvmOverloads
// fun times(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = times(res, this, bX, bY)
//
// fun times(b: Ubyte, res: Vec1ub) = times(res, this, b, b)
// fun times(b: Byte, res: Vec1ub) = times(res, this, b, b)
// fun times(b: Int, res: Vec1ub) = times(res, this, b, b)
// fun times(b: Vec1ub, res: Vec1ub) = times(res, this, b.x, b.y)
//
// fun times_(bX: Ubyte, bY: Ubyte) = times(this, this, bX, bY)
// fun times_(bX: Byte, bY: Byte) = times(this, this, bX, bY)
// fun times_(bX: Int, bY: Int) = times(this, this, bX, bY)
// infix fun times_(b: Ubyte) = times(this, this, b, b)
// infix fun times_(b: Byte) = times(this, this, b, b)
// infix fun times_(b: Int) = times(this, this, b, b)
// infix fun times_(b: Vec1ub) = times(this, this, b.x, b.y)
//
//
// infix operator fun div(b: Ubyte) = div(Vec1ub(), this, b, b)
// infix operator fun div(b: Byte) = div(Vec1ub(), this, b, b)
// infix operator fun div(b: Int) = div(Vec1ub(), this, b, b)
// infix operator fun div(b: Vec1ub) = div(Vec1ub(), this, b.x, b.y)
//
// @JvmOverloads
// fun div(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = div(res, this, bX, bY)
//
// @JvmOverloads
// fun div(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = div(res, this, bX, bY)
//
// @JvmOverloads
// fun div(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = div(res, this, bX, bY)
//
// fun div(b: Ubyte, res: Vec1ub) = div(res, this, b, b)
// fun div(b: Byte, res: Vec1ub) = div(res, this, b, b)
// fun div(b: Int, res: Vec1ub) = div(res, this, b, b)
// fun div(b: Vec1ub, res: Vec1ub) = div(res, this, b.x, b.y)
//
// fun div_(bX: Ubyte, bY: Ubyte) = div(this, this, bX, bY)
// fun div_(bX: Byte, bY: Byte) = div(this, this, bX, bY)
// fun div_(bX: Int, bY: Int) = div(this, this, bX, bY)
// infix fun div_(b: Ubyte) = div(this, this, b, b)
// infix fun div_(b: Byte) = div(this, this, b, b)
// infix fun div_(b: Int) = div(this, this, b, b)
// infix fun div_(b: Vec1ub) = div(this, this, b.x, b.y)
//
//
// infix operator fun rem(b: Ubyte) = rem(Vec1ub(), this, b, b)
// infix operator fun rem(b: Byte) = rem(Vec1ub(), this, b, b)
// infix operator fun rem(b: Int) = rem(Vec1ub(), this, b, b)
// infix operator fun rem(b: Vec1ub) = rem(Vec1ub(), this, b.x, b.y)
//
// @JvmOverloads
// fun rem(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = rem(res, this, bX, bY)
//
// @JvmOverloads
// fun rem(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = rem(res, this, bX, bY)
//
// @JvmOverloads
// fun rem(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = rem(res, this, bX, bY)
//
// fun rem(b: Ubyte, res: Vec1ub) = rem(res, this, b, b)
// fun rem(b: Byte, res: Vec1ub) = rem(res, this, b, b)
// fun rem(b: Int, res: Vec1ub) = rem(res, this, b, b)
// fun rem(b: Vec1ub, res: Vec1ub) = rem(res, this, b.x, b.y)
//
// fun rem_(bX: Ubyte, bY: Ubyte) = rem(this, this, bX, bY)
// fun rem_(bX: Byte, bY: Byte) = rem(this, this, bX, bY)
// fun rem_(bX: Int, bY: Int) = rem(this, this, bX, bY)
// infix fun rem_(b: Ubyte) = rem(this, this, b, b)
// infix fun rem_(b: Byte) = rem(this, this, b, b)
// infix fun rem_(b: Int) = rem(this, this, b, b)
// infix fun rem_(b: Vec1ub) = rem(this, this, b.x, b.y)
//
//
// // -- Generic binary arithmetic operators --
//
// infix operator fun plus(b: Number) = plus(Vec1ub(), this, b.i, b.i)
// infix operator fun plus(b: Vec2t) = plus(Vec1ub(), this, b.x.i, b.y.i)
//
// @JvmOverloads
// fun plus(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = plus(res, this, bX.i, bY.i)
//
// fun plus(b: Number, res: Vec1ub) = plus(res, this, b.i, b.i)
// fun plus(b: Vec2t, res: Vec1ub) = plus(res, this, b.x.i, b.y.i)
//
// fun plus_(bX: Number, bY: Number) = plus(this, this, bX.i, bY.i)
// infix fun plus_(b: Number) = plus(this, this, b.i, b.i)
// infix fun plus_(b: Vec2t) = plus(this, this, b.x.i, b.y.i)
//
//
// infix operator fun minus(b: Number) = minus(Vec1ub(), this, b.i, b.i)
// infix operator fun minus(b: Vec2t) = minus(Vec1ub(), this, b.x.i, b.y.i)
//
// @JvmOverloads
// fun minus(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = minus(res, this, bX.i, bY.i)
//
// fun minus(b: Number, res: Vec1ub) = minus(res, this, b.i, b.i)
// fun minus(b: Vec2t, res: Vec1ub) = minus(res, this, b.x.i, b.y.i)
//
// fun minus_(bX: Number, bY: Number) = minus(this, this, bX.i, bY.i)
// infix fun minus_(b: Number) = minus(this, this, b.i, b.i)
// infix fun minus_(b: Vec2t) = minus(this, this, b.x.i, b.y.i)
//
//
// infix operator fun times(b: Number) = times(Vec1ub(), this, b.i, b.i)
// infix operator fun times(b: Vec2t) = times(Vec1ub(), this, b.x.i, b.y.i)
//
// @JvmOverloads
// fun times(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = times(res, this, bX.i, bY.i)
//
// fun times(b: Number, res: Vec1ub) = times(res, this, b.i, b.i)
// fun times(b: Vec2t, res: Vec1ub) = times(res, this, b.x.i, b.y.i)
//
// fun times_(bX: Number, bY: Number) = times(this, this, bX.i, bY.i)
// infix fun times_(b: Number) = times(this, this, b.i, b.i)
// infix fun times_(b: Vec2t) = times(this, this, b.x.i, b.y.i)
//
//
// infix operator fun div(b: Number) = div(Vec1ub(), this, b.i, b.i)
// infix operator fun div(b: Vec2t) = div(Vec1ub(), this, b.x.i, b.y.i)
//
// @JvmOverloads
// fun div(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = div(res, this, bX.i, bY.i)
//
// fun div(b: Number, res: Vec1ub) = div(res, this, b.i, b.i)
// fun div(b: Vec2t, res: Vec1ub) = div(res, this, b.x.i, b.y.i)
//
// fun div_(bX: Number, bY: Number) = div(this, this, bX.i, bY.i)
// infix fun div_(b: Number) = div(this, this, b.i, b.i)
// infix fun div_(b: Vec2t) = div(this, this, b.x.i, b.y.i)
//
//
// infix operator fun rem(b: Number) = rem(Vec1ub(), this, b.i, b.i)
// infix operator fun rem(b: Vec2t) = rem(Vec1ub(), this, b.x.i, b.y.i)
//
// @JvmOverloads
// fun rem(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = rem(res, this, bX.i, bY.i)
//
// fun rem(b: Number, res: Vec1ub) = rem(res, this, b.i, b.i)
// fun rem(b: Vec2t, res: Vec1ub) = rem(res, this, b.x.i, b.y.i)
//
// fun rem_(bX: Number, bY: Number) = rem(this, this, bX.i, bY.i)
// infix fun rem_(b: Number) = rem(this, this, b.i, b.i)
// infix fun rem_(b: Vec2t) = rem(this, this, b.x.i, b.y.i)
//
//
// // -- Specific bitwise operators --
//
// infix fun and(b: Ubyte) = and(Vec1ub(), this, b, b)
// infix fun and(b: Byte) = and(Vec1ub(), this, b, b)
// infix fun and(b: Int) = and(Vec1ub(), this, b, b)
// infix fun and(b: Vec1ub) = and(Vec1ub(), this, b.x, b.y)
//
// fun and(b: Ubyte, res: Vec1ub) = and(res, this, b, b)
// fun and(b: Byte, res: Vec1ub) = and(res, this, b, b)
// fun and(b: Int, res: Vec1ub) = and(res, this, b, b)
// fun and(b: Vec1ub, res: Vec1ub) = and(res, this, b.x, b.y)
// @JvmOverloads
// fun and(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = and(res, this, bX, bY)
//
// @JvmOverloads
// fun and(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = and(res, this, bX, bY)
//
// @JvmOverloads
// fun and(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = and(res, this, bX, bY)
//
// infix fun and_(b: Ubyte) = and(this, this, b, b)
// infix fun and_(b: Byte) = and(this, this, b, b)
// infix fun and_(b: Int) = and(this, this, b, b)
// infix fun and_(b: Vec1ub) = and(this, this, b.x, b.y)
// fun and_(bX: Ubyte, bY: Ubyte) = and(this, this, bX, bY)
// fun and_(bX: Byte, bY: Byte) = and(this, this, bX, bY)
// fun and_(bX: Int, bY: Int) = and(this, this, bX, bY)
//
//
// infix fun or(b: Ubyte) = or(Vec1ub(), this, b, b)
// infix fun or(b: Byte) = or(Vec1ub(), this, b, b)
// infix fun or(b: Int) = or(Vec1ub(), this, b, b)
// infix fun or(b: Vec1ub) = or(Vec1ub(), this, b.x, b.y)
//
// fun or(b: Ubyte, res: Vec1ub) = or(res, this, b, b)
// fun or(b: Byte, res: Vec1ub) = or(res, this, b, b)
// fun or(b: Int, res: Vec1ub) = or(res, this, b, b)
// fun or(b: Vec1ub, res: Vec1ub) = or(res, this, b.x, b.y)
// @JvmOverloads
// fun or(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = or(res, this, bX, bY)
//
// @JvmOverloads
// fun or(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = or(res, this, bX, bY)
//
// @JvmOverloads
// fun or(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = or(res, this, bX, bY)
//
// infix fun or_(b: Ubyte) = or(this, this, b, b)
// infix fun or_(b: Byte) = or(this, this, b, b)
// infix fun or_(b: Int) = or(this, this, b, b)
// infix fun or_(b: Vec1ub) = or(this, this, b.x, b.y)
// fun or_(bX: Ubyte, bY: Ubyte) = or(this, this, bX, bY)
// fun or_(bX: Byte, bY: Byte) = or(this, this, bX, bY)
// fun or_(bX: Int, bY: Int) = or(this, this, bX, bY)
//
//
// infix fun xor(b: Ubyte) = xor(Vec1ub(), this, b, b)
// infix fun xor(b: Byte) = xor(Vec1ub(), this, b, b)
// infix fun xor(b: Int) = xor(Vec1ub(), this, b, b)
// infix fun xor(b: Vec1ub) = xor(Vec1ub(), this, b.x, b.y)
//
// fun xor(b: Ubyte, res: Vec1ub) = xor(res, this, b, b)
// fun xor(b: Byte, res: Vec1ub) = xor(res, this, b, b)
// fun xor(b: Int, res: Vec1ub) = xor(res, this, b, b)
// fun xor(b: Vec1ub, res: Vec1ub) = xor(res, this, b.x, b.y)
// @JvmOverloads
// fun xor(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = xor(res, this, bX, bY)
//
// @JvmOverloads
// fun xor(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = xor(res, this, bX, bY)
//
// @JvmOverloads
// fun xor(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = xor(res, this, bX, bY)
//
// infix fun xor_(b: Ubyte) = xor(this, this, b, b)
// infix fun xor_(b: Byte) = xor(this, this, b, b)
// infix fun xor_(b: Int) = xor(this, this, b, b)
// infix fun xor_(b: Vec1ub) = xor(this, this, b.x, b.y)
// fun xor_(bX: Ubyte, bY: Ubyte) = xor(this, this, bX, bY)
// fun xor_(bX: Byte, bY: Byte) = xor(this, this, bX, bY)
// fun xor_(bX: Int, bY: Int) = xor(this, this, bX, bY)
//
//
// infix fun shl(b: Ubyte) = shl(Vec1ub(), this, b, b)
// infix fun shl(b: Byte) = shl(Vec1ub(), this, b, b)
// infix fun shl(b: Int) = shl(Vec1ub(), this, b, b)
// infix fun shl(b: Vec1ub) = shl(Vec1ub(), this, b.x, b.y)
//
// fun shl(b: Ubyte, res: Vec1ub) = shl(res, this, b, b)
// fun shl(b: Byte, res: Vec1ub) = shl(res, this, b, b)
// fun shl(b: Int, res: Vec1ub) = shl(res, this, b, b)
// fun shl(b: Vec1ub, res: Vec1ub) = shl(res, this, b.x, b.y)
// @JvmOverloads
// fun shl(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = shl(res, this, bX, bY)
//
// @JvmOverloads
// fun shl(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = shl(res, this, bX, bY)
//
// @JvmOverloads
// fun shl(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = shl(res, this, bX, bY)
//
// infix fun shl_(b: Ubyte) = shl(this, this, b, b)
// infix fun shl_(b: Byte) = shl(this, this, b, b)
// infix fun shl_(b: Int) = shl(this, this, b, b)
// infix fun shl_(b: Vec1ub) = shl(this, this, b.x, b.y)
// fun shl_(bX: Ubyte, bY: Ubyte) = shl(this, this, bX, bY)
// fun shl_(bX: Byte, bY: Byte) = shl(this, this, bX, bY)
// fun shl_(bX: Int, bY: Int) = shl(this, this, bX, bY)
//
//
// infix fun shr(b: Ubyte) = shr(Vec1ub(), this, b, b)
// infix fun shr(b: Byte) = shr(Vec1ub(), this, b, b)
// infix fun shr(b: Int) = shr(Vec1ub(), this, b, b)
// infix fun shr(b: Vec1ub) = shr(Vec1ub(), this, b.x, b.y)
//
// fun shr(b: Ubyte, res: Vec1ub) = shr(res, this, b, b)
// fun shr(b: Byte, res: Vec1ub) = shr(res, this, b, b)
// fun shr(b: Int, res: Vec1ub) = shr(res, this, b, b)
// fun shr(b: Vec1ub, res: Vec1ub) = shr(res, this, b.x, b.y)
// @JvmOverloads
// fun shr(bX: Ubyte, bY: Ubyte, res: Vec1ub = Vec1ub()) = shr(res, this, bX, bY)
//
// @JvmOverloads
// fun shr(bX: Byte, bY: Byte, res: Vec1ub = Vec1ub()) = shr(res, this, bX, bY)
//
// @JvmOverloads
// fun shr(bX: Int, bY: Int, res: Vec1ub = Vec1ub()) = shr(res, this, bX, bY)
//
// infix fun shr_(b: Ubyte) = shr(this, this, b, b)
// infix fun shr_(b: Byte) = shr(this, this, b, b)
// infix fun shr_(b: Int) = shr(this, this, b, b)
// infix fun shr_(b: Vec1ub) = shr(this, this, b.x, b.y)
// fun shr_(bX: Ubyte, bY: Ubyte) = shr(this, this, bX, bY)
// fun shr_(bX: Byte, bY: Byte) = shr(this, this, bX, bY)
// fun shr_(bX: Int, bY: Int) = shr(this, this, bX, bY)
//
//
// @JvmOverloads
// fun inv(res: Vec1ub = Vec1ub()) = inv(res, this)
//
// fun inv_() = inv(this, this)
//
//
// // -- Generic bitwise operators --
//
// infix fun and(b: Number) = and(Vec1ub(), this, b.b, b.b)
// infix fun and(b: Vec2t) = and(Vec1ub(), this, b.x.b, b.y.b)
//
// fun and(b: Number, res: Vec1ub) = and(res, this, b.i, b.i)
// fun and(b: Vec2t, res: Vec1ub) = and(res, this, b.x.i, b.y.i)
// @JvmOverloads
// fun and(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = and(res, this, bX.i, bY.i)
//
// infix fun and_(b: Number) = and(this, this, b.i, b.i)
// infix fun and_(b: Vec2t) = and(this, this, b.x.i, b.y.i)
// fun and_(bX: Number, bY: Number) = and(this, this, bX.i, bY.i)
//
//
// infix fun or(b: Number) = or(Vec1ub(), this, b.i, b.i)
// infix fun or(b: Vec2t) = or(Vec1ub(), this, b.x.i, b.y.i)
//
// fun or(b: Number, res: Vec1ub) = or(res, this, b.i, b.i)
// fun or(b: Vec2t, res: Vec1ub) = or(res, this, b.x.i, b.y.i)
// @JvmOverloads
// fun or(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = or(res, this, bX.i, bY.i)
//
// infix fun or_(b: Number) = or(this, this, b.i, b.i)
// infix fun or_(b: Vec2t) = or(this, this, b.x.i, b.y.i)
// fun or_(bX: Number, bY: Number) = or(this, this, bX.i, bY.i)
//
//
// infix fun xor(b: Number) = xor(Vec1ub(), this, b.i, b.i)
// infix fun xor(b: Vec2t) = xor(Vec1ub(), this, b.x.i, b.y.i)
//
// fun xor(b: Number, res: Vec1ub) = xor(res, this, b.i, b.i)
// fun xor(b: Vec2t, res: Vec1ub) = xor(res, this, b.x.i, b.y.i)
// @JvmOverloads
// fun xor(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = xor(res, this, bX.i, bY.i)
//
// infix fun xor_(b: Number) = xor(this, this, b.i, b.i)
// infix fun xor_(b: Vec2t) = xor(this, this, b.x.i, b.y.i)
// fun xor_(bX: Number, bY: Number) = xor(this, this, bX.i, bY.i)
//
//
// infix fun shl(b: Number) = shl(Vec1ub(), this, b.i, b.i)
// infix fun shl(b: Vec2t) = shl(Vec1ub(), this, b.x.i, b.y.i)
//
// fun shl(b: Number, res: Vec1ub) = shl(res, this, b.i, b.i)
// fun shl(b: Vec2t, res: Vec1ub) = shl(res, this, b.x.i, b.y.i)
// @JvmOverloads
// fun shl(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = shl(res, this, bX.i, bY.i)
//
// infix fun shl_(b: Number) = shl(this, this, b.i, b.i)
// infix fun shl_(b: Vec2t) = shl(this, this, b.x.i, b.y.i)
// fun shl_(bX: Number, bY: Number) = shl(this, this, bX.i, bY.i)
//
//
// infix fun shr(b: Number) = shr(Vec1ub(), this, b.i, b.i)
// infix fun shr(b: Vec2t) = shr(Vec1ub(), this, b.x.i, b.y.i)
//
// fun shr(b: Number, res: Vec1ub) = shr(res, this, b.i, b.i)
// fun shr(b: Vec2t, res: Vec1ub) = shr(res, this, b.x.i, b.y.i)
// @JvmOverloads
// fun shr(bX: Number, bY: Number, res: Vec1ub = Vec1ub()) = shr(res, this, bX.i, bY.i)
//
// infix fun shr_(b: Number) = shr(this, this, b.i, b.i)
// infix fun shr_(b: Vec2t) = shr(this, this, b.x.i, b.y.i)
// fun shr_(bX: Number, bY: Number) = shr(this, this, bX.i, bY.i)
companion object : op_Vec1ub {
const val length = Vec1t.length
@JvmField
val size = length * Ubyte.BYTES
}
override fun size() = size
override fun equals(other: Any?) = other is Vec1ub && this[0] == other[0]
fun equal(b: Vec1ub, epsilon: Int = 0): Boolean = abs(x.v - b.x.v) <= epsilon
fun notEqual(b: Vec1ub, epsilon: Int = 0): Boolean = !equal(b, epsilon)
override fun hashCode() = x.v.hashCode()
}