2007-07-16 15:40:11 +00:00
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#region License
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/*
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MIT License
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Copyright <EFBFBD> 2006 The Mono.Xna Team
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All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion License
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using System;
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using System.ComponentModel;
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using System.Text;
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using System.Runtime.InteropServices;
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namespace MonoXnaCompactMaths
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{
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[Serializable]
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[StructLayout(LayoutKind.Sequential)]
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//[TypeConverter(typeof(Vector4Converter))]
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public struct Vector4 : IEquatable<Vector4>
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{
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#region Private Fields
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private static Vector4 zeroVector = new Vector4();
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private static Vector4 unitVector = new Vector4(1f, 1f, 1f, 1f);
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private static Vector4 unitXVector = new Vector4(1f, 0f, 0f, 0f);
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private static Vector4 unitYVector = new Vector4(0f, 1f, 0f, 0f);
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private static Vector4 unitZVector = new Vector4(0f, 0f, 1f, 0f);
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private static Vector4 unitWVector = new Vector4(0f, 0f, 0f, 1f);
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#endregion Private Fields
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#region Public Fields
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public float X;
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public float Y;
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public float Z;
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public float W;
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#endregion Public Fields
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#region Properties
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public static Vector4 Zero
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{
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get { return zeroVector; }
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}
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public static Vector4 One
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{
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get { return unitVector; }
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}
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public static Vector4 UnitX
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{
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get { return unitXVector; }
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}
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public static Vector4 UnitY
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{
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get { return unitYVector; }
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}
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public static Vector4 UnitZ
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{
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get { return unitZVector; }
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}
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public static Vector4 UnitW
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{
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get { return unitWVector; }
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}
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#endregion Properties
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#region Constructors
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public Vector4(float x, float y, float z, float w)
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{
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this.X = x;
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this.Y = y;
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this.Z = z;
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this.W = w;
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}
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/*public Vector4(Vector2 value, float z, float w)
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{
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this.X = value.X;
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this.Y = value.Y;
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this.Z = z;
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this.W = w;
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}*/
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public Vector4(Vector3 value, float w)
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{
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this.X = value.X;
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this.Y = value.Y;
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this.Z = value.Z;
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this.W = w;
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}
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public Vector4(float value)
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{
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this.X = value;
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this.Y = value;
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this.Z = value;
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this.W = value;
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}
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#endregion
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#region Public Methods
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public static Vector4 Add(Vector4 value1, Vector4 value2)
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{
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value1.W += value2.W;
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value1.X += value2.X;
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value1.Y += value2.Y;
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value1.Z += value2.Z;
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return value1;
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}
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public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
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{
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result.W = value1.W + value2.W;
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result.X = value1.X + value2.X;
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result.Y = value1.Y + value2.Y;
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result.Z = value1.Z + value2.Z;
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}
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/*public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2)
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{
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return new Vector4(
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MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
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MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
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MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
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MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
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}*/
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/*public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result)
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{
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result = new Vector4(
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MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
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MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
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MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
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MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
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}*/
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/*public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount)
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{
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return new Vector4(
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MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
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MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
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MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
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MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
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}*/
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/*public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result)
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{
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result = new Vector4(
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MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
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MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
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MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
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MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
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}*/
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/*public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
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{
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return new Vector4(
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MathHelper.Clamp(value1.X, min.X, max.X),
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MathHelper.Clamp(value1.Y, min.Y, max.Y),
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MathHelper.Clamp(value1.Z, min.Z, max.Z),
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MathHelper.Clamp(value1.W, min.W, max.W));
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}*/
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/*public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result)
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{
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result = new Vector4(
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MathHelper.Clamp(value1.X, min.X, max.X),
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MathHelper.Clamp(value1.Y, min.Y, max.Y),
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MathHelper.Clamp(value1.Z, min.Z, max.Z),
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MathHelper.Clamp(value1.W, min.W, max.W));
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}*/
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public static float Distance(Vector4 value1, Vector4 value2)
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{
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return (float)Math.Sqrt(DistanceSquared(value1, value2));
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}
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public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result)
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{
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result = (float)Math.Sqrt(DistanceSquared(value1, value2));
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}
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public static float DistanceSquared(Vector4 value1, Vector4 value2)
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{
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float result;
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DistanceSquared(ref value1, ref value2, out result);
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return result;
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}
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public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result)
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{
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result = (value1.W - value2.W) * (value1.W - value2.W) +
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(value1.X - value2.X) * (value1.X - value2.X) +
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(value1.Y - value2.Y) * (value1.Y - value2.Y) +
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(value1.Z - value2.Z) * (value1.Z - value2.Z);
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}
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public static Vector4 Divide(Vector4 value1, Vector4 value2)
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{
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value1.W /= value2.W;
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value1.X /= value2.X;
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value1.Y /= value2.Y;
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value1.Z /= value2.Z;
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return value1;
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}
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public static Vector4 Divide(Vector4 value1, float divider)
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{
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float factor = 1f / divider;
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value1.W *= factor;
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value1.X *= factor;
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value1.Y *= factor;
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value1.Z *= factor;
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return value1;
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}
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public static void Divide(ref Vector4 value1, float divider, out Vector4 result)
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{
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float factor = 1f / divider;
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result.W = value1.W * factor;
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result.X = value1.X * factor;
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result.Y = value1.Y * factor;
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result.Z = value1.Z * factor;
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}
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public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
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{
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result.W = value1.W / value2.W;
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result.X = value1.X / value2.X;
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result.Y = value1.Y / value2.Y;
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result.Z = value1.Z / value2.Z;
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}
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public static float Dot(Vector4 vector1, Vector4 vector2)
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{
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return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W;
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}
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public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result)
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{
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result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W;
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}
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public override bool Equals(object obj)
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{
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return (obj is Vector4) ? this == (Vector4)obj : false;
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}
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public bool Equals(Vector4 other)
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{
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return this.W == other.W
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&& this.X == other.X
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&& this.Y == other.Y
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&& this.Z == other.Z;
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}
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public override int GetHashCode()
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{
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return (int)(this.W + this.X + this.Y + this.Y);
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}
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/*public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount)
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{
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Vector4 result = new Vector4();
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Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
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return result;
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}*/
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/*public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result)
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{
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result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount);
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result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
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result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
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result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
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}*/
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public float Length()
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{
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float result;
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DistanceSquared(ref this, ref zeroVector, out result);
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return (float)Math.Sqrt(result);
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}
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public float LengthSquared()
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{
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float result;
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DistanceSquared(ref this, ref zeroVector, out result);
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return result;
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|
|
}
|
|
|
|
|
|
|
|
|
|
/*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));
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
/*public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
|
|
|
|
|
{
|
|
|
|
|
result = 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));
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
/*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));
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
/*public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
|
|
|
|
|
{
|
|
|
|
|
result = 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));
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
/*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));
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
/*public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
|
|
|
|
|
{
|
|
|
|
|
result = 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));
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Vector4 Multiply(Vector4 value1, float scaleFactor)
|
|
|
|
|
{
|
|
|
|
|
value1.W *= scaleFactor;
|
|
|
|
|
value1.X *= scaleFactor;
|
|
|
|
|
value1.Y *= scaleFactor;
|
|
|
|
|
value1.Z *= scaleFactor;
|
|
|
|
|
return value1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Vector4 Negate(Vector4 value)
|
|
|
|
|
{
|
|
|
|
|
value = new Vector4(-value.X, -value.Y, -value.Z, -value.W);
|
|
|
|
|
return value;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static void Negate(ref Vector4 value, out Vector4 result)
|
|
|
|
|
{
|
|
|
|
|
result = new Vector4(-value.X, -value.Y, -value.Z,-value.W);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Normalize()
|
|
|
|
|
{
|
|
|
|
|
Normalize(ref this, out this);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Vector4 Normalize(Vector4 vector)
|
|
|
|
|
{
|
|
|
|
|
Normalize(ref vector, out vector);
|
|
|
|
|
return vector;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static void Normalize(ref Vector4 vector, out Vector4 result)
|
|
|
|
|
{
|
|
|
|
|
float factor;
|
|
|
|
|
DistanceSquared(ref vector, ref zeroVector, out factor);
|
|
|
|
|
factor = 1f / (float)Math.Sqrt(factor);
|
|
|
|
|
|
|
|
|
|
result.W = vector.W * factor;
|
|
|
|
|
result.X = vector.X * factor;
|
|
|
|
|
result.Y = vector.Y * factor;
|
|
|
|
|
result.Z = vector.Z * factor;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*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));
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
/*public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
|
|
|
|
|
{
|
|
|
|
|
result = 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));
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*public static Vector4 Transform(Vector2 position, Matrix matrix)
|
|
|
|
|
{
|
|
|
|
|
Vector4 result;
|
|
|
|
|
Transform(ref position, ref matrix, out result);
|
|
|
|
|
return result;
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
public static Vector4 Transform(Vector3 position, Matrix matrix)
|
|
|
|
|
{
|
|
|
|
|
Vector4 result;
|
|
|
|
|
Transform(ref position, ref matrix, out result);
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Vector4 Transform(Vector4 vector, Matrix matrix)
|
|
|
|
|
{
|
|
|
|
|
Transform(ref vector, ref matrix, out vector);
|
|
|
|
|
return vector;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result)
|
|
|
|
|
{
|
|
|
|
|
result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41,
|
|
|
|
|
(position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42,
|
|
|
|
|
(position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43,
|
|
|
|
|
(position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44);
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result)
|
|
|
|
|
{
|
|
|
|
|
result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41,
|
|
|
|
|
(position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42,
|
|
|
|
|
(position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43,
|
|
|
|
|
(position.X * matrix.M14) + (position.Y * matrix.M24) + (position.Z * matrix.M34) + matrix.M44);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result)
|
|
|
|
|
{
|
|
|
|
|
result = new Vector4((vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41),
|
|
|
|
|
(vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42),
|
|
|
|
|
(vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43),
|
|
|
|
|
(vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override string ToString()
|
|
|
|
|
{
|
|
|
|
|
StringBuilder sb = new StringBuilder(32);
|
|
|
|
|
sb.Append("{X:");
|
|
|
|
|
sb.Append(this.X);
|
|
|
|
|
sb.Append(" Y:");
|
|
|
|
|
sb.Append(this.Y);
|
|
|
|
|
sb.Append(" Z:");
|
|
|
|
|
sb.Append(this.Z);
|
|
|
|
|
sb.Append(" W:");
|
|
|
|
|
sb.Append(this.W);
|
|
|
|
|
sb.Append("}");
|
|
|
|
|
return sb.ToString();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion Public Methods
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#region Operators
|
|
|
|
|
|
|
|
|
|
public static Vector4 operator -(Vector4 value)
|
|
|
|
|
{
|
|
|
|
|
return new Vector4(-value.X, -value.Y, -value.Z, -value.W);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static bool operator !=(Vector4 value1, Vector4 value2)
|
|
|
|
|
{
|
|
|
|
|
return !(value1 == value2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Vector4 operator *(Vector4 value1, float scaleFactor)
|
|
|
|
|
{
|
|
|
|
|
value1.W *= scaleFactor;
|
|
|
|
|
value1.X *= scaleFactor;
|
|
|
|
|
value1.Y *= scaleFactor;
|
|
|
|
|
value1.Z *= scaleFactor;
|
|
|
|
|
return value1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static Vector4 operator *(float scaleFactor, Vector4 value1)
|
|
|
|
|
{
|
|
|
|
|
value1.W *= scaleFactor;
|
|
|
|
|
value1.X *= scaleFactor;
|
|
|
|
|
value1.Y *= scaleFactor;
|
|
|
|
|
value1.Z *= scaleFactor;
|
|
|
|
|
return value1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 Operators
|
|
|
|
|
}
|
|
|
|
|
}
|