Files
2025-07-14 12:03:59 +02:00

1395 lines
63 KiB
C#

namespace Hawkeye.VisionBuilder.Workflow
{
public struct Vector4 : IEquatable<Vector4>
{
#region Private Fields
private static readonly Vector4 zero = new Vector4();
private static readonly Vector4 one = new Vector4(1f, 1f, 1f, 1f);
private static readonly Vector4 unitX = new Vector4(1f, 0f, 0f, 0f);
private static readonly Vector4 unitY = new Vector4(0f, 1f, 0f, 0f);
private static readonly Vector4 unitZ = new Vector4(0f, 0f, 1f, 0f);
private static readonly Vector4 unitW = new Vector4(0f, 0f, 0f, 1f);
#endregion
#region Public Fields
/// <summary>
/// The x coordinate of this <see cref="Vector4"/>.
/// </summary>
public float X;
/// <summary>
/// The y coordinate of this <see cref="Vector4"/>.
/// </summary>
public float Y;
/// <summary>
/// The z coordinate of this <see cref="Vector4"/>.
/// </summary>
public float Z;
/// <summary>
/// The w coordinate of this <see cref="Vector4"/>.
/// </summary>
public float W;
#endregion
#region Public Properties
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 0, 0, 0.
/// </summary>
public static Vector4 Zero
{
get { return zero; }
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 1, 1, 1, 1.
/// </summary>
public static Vector4 One
{
get { return one; }
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 1, 0, 0, 0.
/// </summary>
public static Vector4 UnitX
{
get { return unitX; }
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 1, 0, 0.
/// </summary>
public static Vector4 UnitY
{
get { return unitY; }
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 0, 1, 0.
/// </summary>
public static Vector4 UnitZ
{
get { return unitZ; }
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 0, 0, 1.
/// </summary>
public static Vector4 UnitW
{
get { return unitW; }
}
#endregion
#region Internal Properties
internal string DebugDisplayString
{
get
{
return string.Concat(
this.X.ToString(), " ",
this.Y.ToString(), " ",
this.Z.ToString(), " ",
this.W.ToString()
);
}
}
#endregion
#region Constructors
/// <summary>
/// Constructs a 3d vector with X, Y, Z and W from four values.
/// </summary>
/// <param name="x">The x coordinate in 4d-space.</param>
/// <param name="y">The y coordinate in 4d-space.</param>
/// <param name="z">The z coordinate in 4d-space.</param>
/// <param name="w">The w coordinate in 4d-space.</param>
public Vector4(float x, float y, float z, float w)
{
this.X = x;
this.Y = y;
this.Z = z;
this.W = w;
}
/// <summary>
/// Constructs a 3d vector with X and Z from <see cref="Vector2"/> and Z and W from the scalars.
/// </summary>
/// <param name="value">The x and y coordinates in 4d-space.</param>
/// <param name="z">The z coordinate in 4d-space.</param>
/// <param name="w">The w coordinate in 4d-space.</param>
public Vector4(Vector2 value, float z, float w)
{
this.X = value.X;
this.Y = value.Y;
this.Z = z;
this.W = w;
}
/// <summary>
/// Constructs a 3d vector with X, Y, Z from <see cref="Vector3"/> and W from a scalar.
/// </summary>
/// <param name="value">The x, y and z coordinates in 4d-space.</param>
/// <param name="w">The w coordinate in 4d-space.</param>
public Vector4(Vector3 value, float w)
{
this.X = value.X;
this.Y = value.Y;
this.Z = value.Z;
this.W = w;
}
/// <summary>
/// Constructs a 4d vector with X, Y, Z and W set to the same value.
/// </summary>
/// <param name="value">The x, y, z and w coordinates in 4d-space.</param>
public Vector4(float value)
{
this.X = value;
this.Y = value;
this.Z = value;
this.W = value;
}
#endregion
#region Public Methods
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <returns>The result of the vector addition.</returns>
public static Vector4 Add(Vector4 value1, Vector4 value2)
{
value1.X += value2.X;
value1.Y += value2.Y;
value1.Z += value2.Z;
value1.W += value2.W;
return value1;
}
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and
/// <paramref name="value2"/>, storing the result of the
/// addition in <paramref name="result"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <param name="result">The result of the vector addition.</param>
public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.X = value1.X + value2.X;
result.Y = value1.Y + value2.Y;
result.Z = value1.Z + value2.Z;
result.W = value1.W + value2.W;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 4d-triangle.
/// </summary>
/// <param name="value1">The first vector of 4d-triangle.</param>
/// <param name="value2">The second vector of 4d-triangle.</param>
/// <param name="value3">The third vector of 4d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 4d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 4d-triangle.</param>
/// <returns>The cartesian translation of barycentric coordinates.</returns>
public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2)
{
return new Vector4(
MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 4d-triangle.
/// </summary>
/// <param name="value1">The first vector of 4d-triangle.</param>
/// <param name="value2">The second vector of 4d-triangle.</param>
/// <param name="value3">The third vector of 4d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 4d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 4d-triangle.</param>
/// <param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result)
{
result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2);
result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2);
result.Z = MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2);
result.W = MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The result of CatmullRom interpolation.</returns>
public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount)
{
return new Vector4(
MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The result of CatmullRom interpolation as an output parameter.</param>
public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result)
{
result.X = MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount);
result.Y = MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount);
result.Z = MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount);
result.W = MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount);
}
/// <summary>
/// Round the members of this <see cref="Vector4"/> towards positive infinity.
/// </summary>
public void Ceiling()
{
X = (float)Math.Ceiling(X);
Y = (float)Math.Ceiling(Y);
Z = (float)Math.Ceiling(Z);
W = (float)Math.Ceiling(W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains members from another vector rounded towards positive infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <returns>The rounded <see cref="Vector4"/>.</returns>
public static Vector4 Ceiling(Vector4 value)
{
value.X = (float)Math.Ceiling(value.X);
value.Y = (float)Math.Ceiling(value.Y);
value.Z = (float)Math.Ceiling(value.Z);
value.W = (float)Math.Ceiling(value.W);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains members from another vector rounded towards positive infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="result">The rounded <see cref="Vector4"/>.</param>
public static void Ceiling(ref Vector4 value, out Vector4 result)
{
result.X = (float)Math.Ceiling(value.X);
result.Y = (float)Math.Ceiling(value.Y);
result.Z = (float)Math.Ceiling(value.Z);
result.W = (float)Math.Ceiling(value.W);
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <returns>The clamped value.</returns>
public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
{
return new Vector4(
MathHelper.Clamp(value1.X, min.X, max.X),
MathHelper.Clamp(value1.Y, min.Y, max.Y),
MathHelper.Clamp(value1.Z, min.Z, max.Z),
MathHelper.Clamp(value1.W, min.W, max.W));
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <param name="result">The clamped value as an output parameter.</param>
public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result)
{
result.X = MathHelper.Clamp(value1.X, min.X, max.X);
result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y);
result.Z = MathHelper.Clamp(value1.Z, min.Z, max.Z);
result.W = MathHelper.Clamp(value1.W, min.W, max.W);
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The distance between two vectors.</returns>
public static float Distance(Vector4 value1, Vector4 value2)
{
return (float)Math.Sqrt(DistanceSquared(value1, value2));
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The distance between two vectors as an output parameter.</param>
public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result)
{
result = (float)Math.Sqrt(DistanceSquared(value1, value2));
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The squared distance between two vectors.</returns>
public static float DistanceSquared(Vector4 value1, Vector4 value2)
{
return (value1.W - value2.W) * (value1.W - value2.W) +
(value1.X - value2.X) * (value1.X - value2.X) +
(value1.Y - value2.Y) * (value1.Y - value2.Y) +
(value1.Z - value2.Z) * (value1.Z - value2.Z);
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The squared distance between two vectors as an output parameter.</param>
public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result)
{
result = (value1.W - value2.W) * (value1.W - value2.W) +
(value1.X - value2.X) * (value1.X - value2.X) +
(value1.Y - value2.Y) * (value1.Y - value2.Y) +
(value1.Z - value2.Z) * (value1.Z - value2.Z);
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by the components of another <see cref="Vector4"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Divisor <see cref="Vector4"/>.</param>
/// <returns>The result of dividing the vectors.</returns>
public static Vector4 Divide(Vector4 value1, Vector4 value2)
{
value1.W /= value2.W;
value1.X /= value2.X;
value1.Y /= value2.Y;
value1.Z /= value2.Z;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public static Vector4 Divide(Vector4 value1, float divider)
{
float factor = 1f / divider;
value1.W *= factor;
value1.X *= factor;
value1.Y *= factor;
value1.Z *= factor;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
public static void Divide(ref Vector4 value1, float divider, out Vector4 result)
{
float factor = 1f / divider;
result.W = value1.W * factor;
result.X = value1.X * factor;
result.Y = value1.Y * factor;
result.Z = value1.Z * factor;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by the components of another <see cref="Vector4"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Divisor <see cref="Vector4"/>.</param>
/// <param name="result">The result of dividing the vectors as an output parameter.</param>
public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.W = value1.W / value2.W;
result.X = value1.X / value2.X;
result.Y = value1.Y / value2.Y;
result.Z = value1.Z / value2.Z;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The dot product of two vectors.</returns>
public static float Dot(Vector4 value1, Vector4 value2)
{
return value1.X * value2.X + value1.Y * value2.Y + value1.Z * value2.Z + value1.W * value2.W;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The dot product of two vectors as an output parameter.</param>
public static void Dot(ref Vector4 value1, ref Vector4 value2, out float result)
{
result = value1.X * value2.X + value1.Y * value2.Y + value1.Z * value2.Z + value1.W * value2.W;
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Object"/>.
/// </summary>
/// <param name="obj">The <see cref="Object"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public override bool Equals(object obj)
{
return (obj is Vector4) ? this == (Vector4)obj : false;
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Vector4"/>.
/// </summary>
/// <param name="other">The <see cref="Vector4"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public bool Equals(Vector4 other)
{
return this.W == other.W
&& this.X == other.X
&& this.Y == other.Y
&& this.Z == other.Z;
}
/// <summary>
/// Round the members of this <see cref="Vector4"/> towards negative infinity.
/// </summary>
public void Floor()
{
X = (float)Math.Floor(X);
Y = (float)Math.Floor(Y);
Z = (float)Math.Floor(Z);
W = (float)Math.Floor(W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains members from another vector rounded towards negative infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <returns>The rounded <see cref="Vector4"/>.</returns>
public static Vector4 Floor(Vector4 value)
{
value.X = (float)Math.Floor(value.X);
value.Y = (float)Math.Floor(value.Y);
value.Z = (float)Math.Floor(value.Z);
value.W = (float)Math.Floor(value.W);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains members from another vector rounded towards negative infinity.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="result">The rounded <see cref="Vector4"/>.</param>
public static void Floor(ref Vector4 value, out Vector4 result)
{
result.X = (float)Math.Floor(value.X);
result.Y = (float)Math.Floor(value.Y);
result.Z = (float)Math.Floor(value.Z);
result.W = (float)Math.Floor(value.W);
}
/// <summary>
/// Gets the hash code of this <see cref="Vector4"/>.
/// </summary>
/// <returns>Hash code of this <see cref="Vector4"/>.</returns>
public override int GetHashCode()
{
unchecked
{
var hashCode = W.GetHashCode();
hashCode = (hashCode * 397) ^ X.GetHashCode();
hashCode = (hashCode * 397) ^ Y.GetHashCode();
hashCode = (hashCode * 397) ^ Z.GetHashCode();
return hashCode;
}
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The hermite spline interpolation vector.</returns>
public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount)
{
return new Vector4(MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount),
MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount),
MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount),
MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount));
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The hermite spline interpolation vector as an output parameter.</param>
public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result)
{
result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount);
result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
}
/// <summary>
/// Returns the length of this <see cref="Vector4"/>.
/// </summary>
/// <returns>The length of this <see cref="Vector4"/>.</returns>
public float Length()
{
return (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W));
}
/// <summary>
/// Returns the squared length of this <see cref="Vector4"/>.
/// </summary>
/// <returns>The squared length of this <see cref="Vector4"/>.</returns>
public float LengthSquared()
{
return (X * X) + (Y * Y) + (Z * Z) + (W * W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
{
return new Vector4(
MathHelper.Lerp(value1.X, value2.X, amount),
MathHelper.Lerp(value1.Y, value2.Y, amount),
MathHelper.Lerp(value1.Z, value2.Z, amount),
MathHelper.Lerp(value1.W, value2.W, amount));
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
{
result.X = MathHelper.Lerp(value1.X, value2.X, amount);
result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount);
result.Z = MathHelper.Lerp(value1.Z, value2.Z, amount);
result.W = MathHelper.Lerp(value1.W, value2.W, amount);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains linear interpolation of the specified vectors.
/// Uses <see cref="MathHelper.LerpPrecise"/> on MathHelper for the interpolation.
/// Less efficient but more precise compared to <see cref="Vector4.Lerp(Vector4, Vector4, float)"/>.
/// See remarks section of <see cref="MathHelper.LerpPrecise"/> on MathHelper for more info.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public static Vector4 LerpPrecise(Vector4 value1, Vector4 value2, float amount)
{
return new Vector4(
MathHelper.LerpPrecise(value1.X, value2.X, amount),
MathHelper.LerpPrecise(value1.Y, value2.Y, amount),
MathHelper.LerpPrecise(value1.Z, value2.Z, amount),
MathHelper.LerpPrecise(value1.W, value2.W, amount));
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains linear interpolation of the specified vectors.
/// Uses <see cref="MathHelper.LerpPrecise"/> on MathHelper for the interpolation.
/// Less efficient but more precise compared to <see cref="Vector4.Lerp(ref Vector4, ref Vector4, float, out Vector4)"/>.
/// See remarks section of <see cref="MathHelper.LerpPrecise"/> on MathHelper for more info.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
public static void LerpPrecise(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
{
result.X = MathHelper.LerpPrecise(value1.X, value2.X, amount);
result.Y = MathHelper.LerpPrecise(value1.Y, value2.Y, amount);
result.Z = MathHelper.LerpPrecise(value1.Z, value2.Z, amount);
result.W = MathHelper.LerpPrecise(value1.W, value2.W, amount);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector4"/> with maximal values from the two vectors.</returns>
public static Vector4 Max(Vector4 value1, Vector4 value2)
{
return new Vector4(
MathHelper.Max(value1.X, value2.X),
MathHelper.Max(value1.Y, value2.Y),
MathHelper.Max(value1.Z, value2.Z),
MathHelper.Max(value1.W, value2.W));
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector4"/> with maximal values from the two vectors as an output parameter.</param>
public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.X = MathHelper.Max(value1.X, value2.X);
result.Y = MathHelper.Max(value1.Y, value2.Y);
result.Z = MathHelper.Max(value1.Z, value2.Z);
result.W = MathHelper.Max(value1.W, value2.W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector4"/> with minimal values from the two vectors.</returns>
public static Vector4 Min(Vector4 value1, Vector4 value2)
{
return new Vector4(
MathHelper.Min(value1.X, value2.X),
MathHelper.Min(value1.Y, value2.Y),
MathHelper.Min(value1.Z, value2.Z),
MathHelper.Min(value1.W, value2.W));
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector4"/> with minimal values from the two vectors as an output parameter.</param>
public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.X = MathHelper.Min(value1.X, value2.X);
result.Y = MathHelper.Min(value1.Y, value2.Y);
result.Z = MathHelper.Min(value1.Z, value2.Z);
result.W = MathHelper.Min(value1.W, value2.W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <returns>The result of the vector multiplication.</returns>
public static Vector4 Multiply(Vector4 value1, Vector4 value2)
{
value1.W *= value2.W;
value1.X *= value2.X;
value1.Y *= value2.Y;
value1.Z *= value2.Z;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of <see cref="Vector4"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <returns>The result of the vector multiplication with a scalar.</returns>
public static Vector4 Multiply(Vector4 value1, float scaleFactor)
{
value1.W *= scaleFactor;
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
value1.Z *= scaleFactor;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of <see cref="Vector4"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <param name="result">The result of the multiplication with a scalar as an output parameter.</param>
public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result)
{
result.W = value1.W * scaleFactor;
result.X = value1.X * scaleFactor;
result.Y = value1.Y * scaleFactor;
result.Z = value1.Z * scaleFactor;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="result">The result of the vector multiplication as an output parameter.</param>
public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.W = value1.W * value2.W;
result.X = value1.X * value2.X;
result.Y = value1.Y * value2.Y;
result.Z = value1.Z * value2.Z;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <returns>The result of the vector inversion.</returns>
public static Vector4 Negate(Vector4 value)
{
value = new Vector4(-value.X, -value.Y, -value.Z, -value.W);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="result">The result of the vector inversion as an output parameter.</param>
public static void Negate(ref Vector4 value, out Vector4 result)
{
result.X = -value.X;
result.Y = -value.Y;
result.Z = -value.Z;
result.W = -value.W;
}
/// <summary>
/// Turns this <see cref="Vector4"/> to a unit vector with the same direction.
/// </summary>
public void Normalize()
{
float factor = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W));
factor = 1f / factor;
X *= factor;
Y *= factor;
Z *= factor;
W *= factor;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <returns>Unit vector.</returns>
public static Vector4 Normalize(Vector4 value)
{
float factor = (float)Math.Sqrt((value.X * value.X) + (value.Y * value.Y) + (value.Z * value.Z) + (value.W * value.W));
factor = 1f / factor;
return new Vector4(value.X * factor, value.Y * factor, value.Z * factor, value.W * factor);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="result">Unit vector as an output parameter.</param>
public static void Normalize(ref Vector4 value, out Vector4 result)
{
float factor = (float)Math.Sqrt((value.X * value.X) + (value.Y * value.Y) + (value.Z * value.Z) + (value.W * value.W));
factor = 1f / factor;
result.W = value.W * factor;
result.X = value.X * factor;
result.Y = value.Y * factor;
result.Z = value.Z * factor;
}
/// <summary>
/// Round the members of this <see cref="Vector4"/> to the nearest integer value.
/// </summary>
public void Round()
{
X = (float)Math.Round(X);
Y = (float)Math.Round(Y);
Z = (float)Math.Round(Z);
W = (float)Math.Round(W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains members from another vector rounded to the nearest integer value.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <returns>The rounded <see cref="Vector4"/>.</returns>
public static Vector4 Round(Vector4 value)
{
value.X = (float)Math.Round(value.X);
value.Y = (float)Math.Round(value.Y);
value.Z = (float)Math.Round(value.Z);
value.W = (float)Math.Round(value.W);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains members from another vector rounded to the nearest integer value.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="result">The rounded <see cref="Vector4"/>.</param>
public static void Round(ref Vector4 value, out Vector4 result)
{
result.X = (float)Math.Round(value.X);
result.Y = (float)Math.Round(value.Y);
result.Z = (float)Math.Round(value.Z);
result.W = (float)Math.Round(value.W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <returns>Cubic interpolation of the specified vectors.</returns>
public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount)
{
return new Vector4(
MathHelper.SmoothStep(value1.X, value2.X, amount),
MathHelper.SmoothStep(value1.Y, value2.Y, amount),
MathHelper.SmoothStep(value1.Z, value2.Z, amount),
MathHelper.SmoothStep(value1.W, value2.W, amount));
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
{
result.X = MathHelper.SmoothStep(value1.X, value2.X, amount);
result.Y = MathHelper.SmoothStep(value1.Y, value2.Y, amount);
result.Z = MathHelper.SmoothStep(value1.Z, value2.Z, amount);
result.W = MathHelper.SmoothStep(value1.W, value2.W, amount);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains subtraction of on <see cref="Vector4"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <returns>The result of the vector subtraction.</returns>
public static Vector4 Subtract(Vector4 value1, Vector4 value2)
{
value1.W -= value2.W;
value1.X -= value2.X;
value1.Y -= value2.Y;
value1.Z -= value2.Z;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains subtraction of on <see cref="Vector4"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="result">The result of the vector subtraction as an output parameter.</param>
public static void Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.W = value1.W - value2.W;
result.X = value1.X - value2.X;
result.Y = value1.Y - value2.Y;
result.Z = value1.Z - value2.Z;
}
#region Transform
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector2 value, Matrix matrix)
{
Vector4 result;
Transform(ref value, ref matrix, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector2 value, Quaternion rotation)
{
Vector4 result;
Transform(ref value, ref rotation, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector3 value, Matrix matrix)
{
Vector4 result;
Transform(ref value, ref matrix, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector3 value, Quaternion rotation)
{
Vector4 result;
Transform(ref value, ref rotation, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector4 value, Matrix matrix)
{
Transform(ref value, ref matrix, out value);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector4 value, Quaternion rotation)
{
Vector4 result;
Transform(ref value, ref rotation, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(ref Vector2 value, ref Matrix matrix, out Vector4 result)
{
result.X = (value.X * matrix.M11) + (value.Y * matrix.M21) + matrix.M41;
result.Y = (value.X * matrix.M12) + (value.Y * matrix.M22) + matrix.M42;
result.Z = (value.X * matrix.M13) + (value.Y * matrix.M23) + matrix.M43;
result.W = (value.X * matrix.M14) + (value.Y * matrix.M24) + matrix.M44;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(ref Vector2 value, ref Quaternion rotation, out Vector4 result)
{
throw new NotImplementedException();
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(ref Vector3 value, ref Matrix matrix, out Vector4 result)
{
result.X = (value.X * matrix.M11) + (value.Y * matrix.M21) + (value.Z * matrix.M31) + matrix.M41;
result.Y = (value.X * matrix.M12) + (value.Y * matrix.M22) + (value.Z * matrix.M32) + matrix.M42;
result.Z = (value.X * matrix.M13) + (value.Y * matrix.M23) + (value.Z * matrix.M33) + matrix.M43;
result.W = (value.X * matrix.M14) + (value.Y * matrix.M24) + (value.Z * matrix.M34) + matrix.M44;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(ref Vector3 value, ref Quaternion rotation, out Vector4 result)
{
throw new NotImplementedException();
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(ref Vector4 value, ref Matrix matrix, out Vector4 result)
{
var x = (value.X * matrix.M11) + (value.Y * matrix.M21) + (value.Z * matrix.M31) + (value.W * matrix.M41);
var y = (value.X * matrix.M12) + (value.Y * matrix.M22) + (value.Z * matrix.M32) + (value.W * matrix.M42);
var z = (value.X * matrix.M13) + (value.Y * matrix.M23) + (value.Z * matrix.M33) + (value.W * matrix.M43);
var w = (value.X * matrix.M14) + (value.Y * matrix.M24) + (value.Z * matrix.M34) + (value.W * matrix.M44);
result.X = x;
result.Y = y;
result.Z = z;
result.W = w;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(ref Vector4 value, ref Quaternion rotation, out Vector4 result)
{
throw new NotImplementedException();
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector4"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector4"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public static void Transform
(
Vector4[] sourceArray,
int sourceIndex,
ref Matrix matrix,
Vector4[] destinationArray,
int destinationIndex,
int length
)
{
if (sourceArray == null)
throw new ArgumentNullException("sourceArray");
if (destinationArray == null)
throw new ArgumentNullException("destinationArray");
if (sourceArray.Length < sourceIndex + length)
throw new ArgumentException("Source array length is lesser than sourceIndex + length");
if (destinationArray.Length < destinationIndex + length)
throw new ArgumentException("Destination array length is lesser than destinationIndex + length");
for (var i = 0; i < length; i++)
{
var value = sourceArray[sourceIndex + i];
destinationArray[destinationIndex + i] = Transform(value, matrix);
}
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector4"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector4"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public static void Transform(
Vector4[] sourceArray,
int sourceIndex,
ref Quaternion rotation,
Vector4[] destinationArray,
int destinationIndex,
int length
)
{
if (sourceArray == null)
throw new ArgumentNullException("sourceArray");
if (destinationArray == null)
throw new ArgumentNullException("destinationArray");
if (sourceArray.Length < sourceIndex + length)
throw new ArgumentException("Source array length is lesser than sourceIndex + length");
if (destinationArray.Length < destinationIndex + length)
throw new ArgumentException("Destination array length is lesser than destinationIndex + length");
for (var i = 0; i < length; i++)
{
var value = sourceArray[sourceIndex + i];
destinationArray[destinationIndex + i] = Transform(value, rotation);
}
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector4"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
public static void Transform(Vector4[] sourceArray, ref Matrix matrix, Vector4[] destinationArray)
{
if (sourceArray == null)
throw new ArgumentNullException("sourceArray");
if (destinationArray == null)
throw new ArgumentNullException("destinationArray");
if (destinationArray.Length < sourceArray.Length)
throw new ArgumentException("Destination array length is lesser than source array length");
for (var i = 0; i < sourceArray.Length; i++)
{
var value = sourceArray[i];
destinationArray[i] = Transform(value, matrix);
}
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector4"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
public static void Transform(Vector4[] sourceArray, ref Quaternion rotation, Vector4[] destinationArray)
{
if (sourceArray == null)
throw new ArgumentNullException("sourceArray");
if (destinationArray == null)
throw new ArgumentNullException("destinationArray");
if (destinationArray.Length < sourceArray.Length)
throw new ArgumentException("Destination array length is lesser than source array length");
for (var i = 0; i < sourceArray.Length; i++)
{
var value = sourceArray[i];
destinationArray[i] = Transform(value, rotation);
}
}
#endregion
/// <summary>
/// Returns a <see cref="String"/> representation of this <see cref="Vector4"/> in the format:
/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>] Z:[<see cref="Z"/>] W:[<see cref="W"/>]}
/// </summary>
/// <returns>A <see cref="String"/> representation of this <see cref="Vector4"/>.</returns>
public override string ToString()
{
return "{X:" + X + " Y:" + Y + " Z:" + Z + " W:" + W + "}";
}
/// <summary>
/// Deconstruction method for <see cref="Vector4"/>.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <param name="w"></param>
public void Deconstruct(out float x, out float y, out float z, out float w)
{
x = X;
y = Y;
z = Z;
w = W;
}
#endregion
#region Operators
/// <summary>
/// Inverts values in the specified <see cref="Vector4"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/> on the right of the sub sign.</param>
/// <returns>Result of the inversion.</returns>
public static Vector4 operator -(Vector4 value)
{
return new Vector4(-value.X, -value.Y, -value.Z, -value.W);
}
/// <summary>
/// Compares whether two <see cref="Vector4"/> instances are equal.
/// </summary>
/// <param name="value1"><see cref="Vector4"/> instance on the left of the equal sign.</param>
/// <param name="value2"><see cref="Vector4"/> instance on the right of the equal sign.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public static bool operator ==(Vector4 value1, Vector4 value2)
{
return value1.W == value2.W
&& value1.X == value2.X
&& value1.Y == value2.Y
&& value1.Z == value2.Z;
}
/// <summary>
/// Compares whether two <see cref="Vector4"/> instances are not equal.
/// </summary>
/// <param name="value1"><see cref="Vector4"/> instance on the left of the not equal sign.</param>
/// <param name="value2"><see cref="Vector4"/> instance on the right of the not equal sign.</param>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
public static bool operator !=(Vector4 value1, Vector4 value2)
{
return !(value1 == value2);
}
/// <summary>
/// Adds two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/> on the left of the add sign.</param>
/// <param name="value2">Source <see cref="Vector4"/> on the right of the add sign.</param>
/// <returns>Sum of the vectors.</returns>
public static Vector4 operator +(Vector4 value1, Vector4 value2)
{
value1.W += value2.W;
value1.X += value2.X;
value1.Y += value2.Y;
value1.Z += value2.Z;
return value1;
}
/// <summary>
/// Subtracts a <see cref="Vector4"/> from a <see cref="Vector4"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/> on the left of the sub sign.</param>
/// <param name="value2">Source <see cref="Vector4"/> on the right of the sub sign.</param>
/// <returns>Result of the vector subtraction.</returns>
public static Vector4 operator -(Vector4 value1, Vector4 value2)
{
value1.W -= value2.W;
value1.X -= value2.X;
value1.Y -= value2.Y;
value1.Z -= value2.Z;
return value1;
}
/// <summary>
/// Multiplies the components of two vectors by each other.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/> on the left of the mul sign.</param>
/// <param name="value2">Source <see cref="Vector4"/> on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication.</returns>
public static Vector4 operator *(Vector4 value1, Vector4 value2)
{
value1.W *= value2.W;
value1.X *= value2.X;
value1.Y *= value2.Y;
value1.Z *= value2.Z;
return value1;
}
/// <summary>
/// Multiplies the components of vector by a scalar.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/> on the left of the mul sign.</param>
/// <param name="scaleFactor">Scalar value on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication with a scalar.</returns>
public static Vector4 operator *(Vector4 value, float scaleFactor)
{
value.W *= scaleFactor;
value.X *= scaleFactor;
value.Y *= scaleFactor;
value.Z *= scaleFactor;
return value;
}
/// <summary>
/// Multiplies the components of vector by a scalar.
/// </summary>
/// <param name="scaleFactor">Scalar value on the left of the mul sign.</param>
/// <param name="value">Source <see cref="Vector4"/> on the right of the mul sign.</param>
/// <returns>Result of the vector multiplication with a scalar.</returns>
public static Vector4 operator *(float scaleFactor, Vector4 value)
{
value.W *= scaleFactor;
value.X *= scaleFactor;
value.Y *= scaleFactor;
value.Z *= scaleFactor;
return value;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by the components of another <see cref="Vector4"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/> on the left of the div sign.</param>
/// <param name="value2">Divisor <see cref="Vector4"/> on the right of the div sign.</param>
/// <returns>The result of dividing the vectors.</returns>
public static Vector4 operator /(Vector4 value1, Vector4 value2)
{
value1.W /= value2.W;
value1.X /= value2.X;
value1.Y /= value2.Y;
value1.Z /= value2.Z;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/> on the left of the div sign.</param>
/// <param name="divider">Divisor scalar on the right of the div sign.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public static Vector4 operator /(Vector4 value1, float divider)
{
float factor = 1f / divider;
value1.W *= factor;
value1.X *= factor;
value1.Y *= factor;
value1.Z *= factor;
return value1;
}
#endregion
}
}