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Various UI improvements.
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FNA/src/Vector4.cs
1479 lines | 48.4 KiB | text/x-csharp | CSharpLexer
1479 lines | 48.4 KiB | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
/* Derived from code by the Mono.Xna Team (Copyright 2006). | ||||
* Released under the MIT License. See monoxna.LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
#region Using Statements | ||||
using System; | ||||
using System.ComponentModel; | ||||
using System.Diagnostics; | ||||
using Microsoft.Xna.Framework.Design; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework | ||||
{ | ||||
/// <summary> | ||||
/// Describes a 4D-vector. | ||||
/// </summary> | ||||
[Serializable] | ||||
[TypeConverter(typeof(Vector4Converter))] | ||||
[DebuggerDisplay("{DebugDisplayString,nq}")] | ||||
public struct Vector4 : IEquatable<Vector4> | ||||
{ | ||||
#region Public Static 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 unit; | ||||
} | ||||
} | ||||
/// <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( | ||||
X.ToString(), " ", | ||||
Y.ToString(), " ", | ||||
Z.ToString(), " ", | ||||
W.ToString() | ||||
); | ||||
} | ||||
} | ||||
#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 Private Static Fields | ||||
private static Vector4 zero = new Vector4(); // Not readonly for performance -flibit | ||||
private static readonly Vector4 unit = 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 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> | ||||
/// 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) && Equals((Vector4) obj); | ||||
} | ||||
/// <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 ( X == other.X && | ||||
Y == other.Y && | ||||
Z == other.Z && | ||||
W == other.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() | ||||
{ | ||||
return W.GetHashCode() + X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode(); | ||||
} | ||||
/// <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> | ||||
/// Turns this <see cref="Vector4"/> to a unit vector with the same direction. | ||||
/// </summary> | ||||
public void Normalize() | ||||
{ | ||||
float factor = 1.0f / (float) Math.Sqrt( | ||||
(X * X) + | ||||
(Y * Y) + | ||||
(Z * Z) + | ||||
(W * W) | ||||
); | ||||
X *= factor; | ||||
Y *= factor; | ||||
Z *= factor; | ||||
W *= factor; | ||||
} | ||||
public override string ToString() | ||||
{ | ||||
return ( | ||||
"{X:" + X.ToString() + | ||||
" Y:" + Y.ToString() + | ||||
" Z:" + Z.ToString() + | ||||
" W:" + W.ToString() + "}" | ||||
); | ||||
} | ||||
#endregion | ||||
#region Public Static 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.W += value2.W; | ||||
value1.X += value2.X; | ||||
value1.Y += value2.Y; | ||||
value1.Z += value2.Z; | ||||
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.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 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> | ||||
/// 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 vector1, Vector4 vector2) | ||||
{ | ||||
return ( | ||||
vector1.X * vector2.X + | ||||
vector1.Y * vector2.Y + | ||||
vector1.Z * vector2.Z + | ||||
vector1.W * vector2.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 vector1, ref Vector4 vector2, out float result) | ||||
{ | ||||
result = ( | ||||
(vector1.X * vector2.X) + | ||||
(vector1.Y * vector2.Y) + | ||||
(vector1.Z * vector2.Z) + | ||||
(vector1.W * vector2.W) | ||||
); | ||||
} | ||||
/// <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> | ||||
/// 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 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> | ||||
/// 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 vector) | ||||
{ | ||||
float factor = 1.0f / (float) Math.Sqrt( | ||||
(vector.X * vector.X) + | ||||
(vector.Y * vector.Y) + | ||||
(vector.Z * vector.Z) + | ||||
(vector.W * vector.W) | ||||
); | ||||
return new Vector4( | ||||
vector.X * factor, | ||||
vector.Y * factor, | ||||
vector.Z * factor, | ||||
vector.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 vector, out Vector4 result) | ||||
{ | ||||
float factor = 1.0f / (float) Math.Sqrt( | ||||
(vector.X * vector.X) + | ||||
(vector.Y * vector.Y) + | ||||
(vector.Z * vector.Z) + | ||||
(vector.W * vector.W) | ||||
); | ||||
result.X = vector.X * factor; | ||||
result.Y = vector.Y * factor; | ||||
result.Z = vector.Z * factor; | ||||
result.W = vector.W * factor; | ||||
} | ||||
/// <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; | ||||
} | ||||
/// <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 position, Matrix matrix) | ||||
{ | ||||
Vector4 result; | ||||
Transform(ref position, 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="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 position, Matrix matrix) | ||||
{ | ||||
Vector4 result; | ||||
Transform(ref position, ref matrix, 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 vector, Matrix matrix) | ||||
{ | ||||
Transform(ref vector, ref matrix, out vector); | ||||
return vector; | ||||
} | ||||
/// <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 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 | ||||
); | ||||
} | ||||
/// <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 position, ref Matrix matrix, out Vector4 result) | ||||
{ | ||||
float x = ( | ||||
(position.X * matrix.M11) + | ||||
(position.Y * matrix.M21) + | ||||
(position.Z * matrix.M31) + | ||||
matrix.M41 | ||||
); | ||||
float y = ( | ||||
(position.X * matrix.M12) + | ||||
(position.Y * matrix.M22) + | ||||
(position.Z * matrix.M32) + | ||||
matrix.M42 | ||||
); | ||||
float z = ( | ||||
(position.X * matrix.M13) + | ||||
(position.Y * matrix.M23) + | ||||
(position.Z * matrix.M33) + | ||||
matrix.M43 | ||||
); | ||||
float w = ( | ||||
(position.X * matrix.M14) + | ||||
(position.Y * matrix.M24) + | ||||
(position.Z * matrix.M34) + | ||||
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="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 vector, ref Matrix matrix, out Vector4 result) | ||||
{ | ||||
float x = ( | ||||
(vector.X * matrix.M11) + | ||||
(vector.Y * matrix.M21) + | ||||
(vector.Z * matrix.M31) + | ||||
(vector.W * matrix.M41) | ||||
); | ||||
float y = ( | ||||
(vector.X * matrix.M12) + | ||||
(vector.Y * matrix.M22) + | ||||
(vector.Z * matrix.M32) + | ||||
(vector.W * matrix.M42) | ||||
); | ||||
float z = ( | ||||
(vector.X * matrix.M13) + | ||||
(vector.Y * matrix.M23) + | ||||
(vector.Z * matrix.M33) + | ||||
(vector.W * matrix.M43) | ||||
); | ||||
float w = ( | ||||
(vector.X * matrix.M14) + | ||||
(vector.Y * matrix.M24) + | ||||
(vector.Z * matrix.M34) + | ||||
(vector.W * matrix.M44) | ||||
); | ||||
result.X = x; | ||||
result.Y = y; | ||||
result.Z = z; | ||||
result.W = w; | ||||
} | ||||
/// <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( | ||||
"destinationArray is too small to contain the result." | ||||
); | ||||
} | ||||
for (int i = 0; i < sourceArray.Length; i += 1) | ||||
{ | ||||
Transform( | ||||
ref sourceArray[i], | ||||
ref matrix, | ||||
out destinationArray[i] | ||||
); | ||||
} | ||||
} | ||||
/// <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 (destinationIndex + length > destinationArray.Length) | ||||
{ | ||||
throw new ArgumentException( | ||||
"destinationArray is too small to contain the result." | ||||
); | ||||
} | ||||
if (sourceIndex + length > sourceArray.Length) | ||||
{ | ||||
throw new ArgumentException( | ||||
"The combination of sourceIndex and length was greater than sourceArray.Length." | ||||
); | ||||
} | ||||
for (int i = 0; i < length; i += 1) | ||||
{ | ||||
Transform( | ||||
ref sourceArray[i + sourceIndex], | ||||
ref matrix, | ||||
out destinationArray[i + destinationIndex] | ||||
); | ||||
} | ||||
} | ||||
/// <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="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="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="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 | ||||
) { | ||||
double xx = rotation.X + rotation.X; | ||||
double yy = rotation.Y + rotation.Y; | ||||
double zz = rotation.Z + rotation.Z; | ||||
double wxx = rotation.W * xx; | ||||
double wyy = rotation.W * yy; | ||||
double wzz = rotation.W * zz; | ||||
double xxx = rotation.X * xx; | ||||
double xyy = rotation.X * yy; | ||||
double xzz = rotation.X * zz; | ||||
double yyy = rotation.Y * yy; | ||||
double yzz = rotation.Y * zz; | ||||
double zzz = rotation.Z * zz; | ||||
result.X = (float) ( | ||||
(double) value.X * (1.0 - yyy - zzz) + | ||||
(double) value.Y * (xyy - wzz) | ||||
); | ||||
result.Y = (float) ( | ||||
(double) value.X * (xyy + wzz) + | ||||
(double) value.Y * (1.0 - xxx - zzz) | ||||
); | ||||
result.Z = (float) ( | ||||
(double) value.X * (xzz - wyy) + | ||||
(double) value.Y * (yzz + wxx) | ||||
); | ||||
result.W = 1.0f; | ||||
} | ||||
/// <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 | ||||
) { | ||||
double xx = rotation.X + rotation.X; | ||||
double yy = rotation.Y + rotation.Y; | ||||
double zz = rotation.Z + rotation.Z; | ||||
double wxx = rotation.W * xx; | ||||
double wyy = rotation.W * yy; | ||||
double wzz = rotation.W * zz; | ||||
double xxx = rotation.X * xx; | ||||
double xyy = rotation.X * yy; | ||||
double xzz = rotation.X * zz; | ||||
double yyy = rotation.Y * yy; | ||||
double yzz = rotation.Y * zz; | ||||
double zzz = rotation.Z * zz; | ||||
result.X = (float) ( | ||||
(double) value.X * (1.0 - yyy - zzz) + | ||||
(double) value.Y * (xyy - wzz) + | ||||
(double) value.Z * (xzz + wyy) | ||||
); | ||||
result.Y = (float) ( | ||||
(double) value.X * (xyy + wzz) + | ||||
(double) value.Y * (1.0 - xxx - zzz) + | ||||
(double) value.Z * (yzz - wxx) | ||||
); | ||||
result.Z = (float) ( | ||||
(double) value.X * (xzz - wyy) + | ||||
(double) value.Y * (yzz + wxx) + | ||||
(double) value.Z * (1.0 - xxx - yyy) | ||||
); | ||||
result.W = 1.0f; | ||||
} | ||||
/// <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 | ||||
) { | ||||
double xx = rotation.X + rotation.X; | ||||
double yy = rotation.Y + rotation.Y; | ||||
double zz = rotation.Z + rotation.Z; | ||||
double wxx = rotation.W * xx; | ||||
double wyy = rotation.W * yy; | ||||
double wzz = rotation.W * zz; | ||||
double xxx = rotation.X * xx; | ||||
double xyy = rotation.X * yy; | ||||
double xzz = rotation.X * zz; | ||||
double yyy = rotation.Y * yy; | ||||
double yzz = rotation.Y * zz; | ||||
double zzz = rotation.Z * zz; | ||||
result.X = (float) ( | ||||
(double) value.X * (1.0 - yyy - zzz) + | ||||
(double) value.Y * (xyy - wzz) + | ||||
(double) value.Z * (xzz + wyy) | ||||
); | ||||
result.Y = (float) ( | ||||
(double) value.X * (xyy + wzz) + | ||||
(double) value.Y * (1.0 - xxx - zzz) + | ||||
(double) value.Z * (yzz - wxx) | ||||
); | ||||
result.Z = (float) ( | ||||
(double) value.X * (xzz - wyy) + | ||||
(double) value.Y * (yzz + wxx) + | ||||
(double) value.Z * (1.0 - xxx - yyy) | ||||
); | ||||
result.W = value.W; | ||||
} | ||||
/// <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 ArgumentException("sourceArray"); | ||||
} | ||||
if (destinationArray == null) | ||||
{ | ||||
throw new ArgumentException("destinationArray"); | ||||
} | ||||
if (destinationArray.Length < sourceArray.Length) | ||||
{ | ||||
throw new ArgumentException( | ||||
"destinationArray is too small to contain the result." | ||||
); | ||||
} | ||||
for (int i = 0; i < sourceArray.Length; i += 1) | ||||
{ | ||||
Transform( | ||||
ref sourceArray[i], | ||||
ref rotation, | ||||
out destinationArray[i] | ||||
); | ||||
} | ||||
} | ||||
/// <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 ArgumentException("sourceArray"); | ||||
} | ||||
if (destinationArray == null) | ||||
{ | ||||
throw new ArgumentException("destinationArray"); | ||||
} | ||||
if (destinationIndex + length > destinationArray.Length) | ||||
{ | ||||
throw new ArgumentException( | ||||
"destinationArray is too small to contain the result." | ||||
); | ||||
} | ||||
if (sourceIndex + length > sourceArray.Length) | ||||
{ | ||||
throw new ArgumentException( | ||||
"The combination of sourceIndex and length was greater than sourceArray.Length." | ||||
); | ||||
} | ||||
for (int i = 0; i < length; i += 1) | ||||
{ | ||||
Transform( | ||||
ref sourceArray[i + sourceIndex], | ||||
ref rotation, | ||||
out destinationArray[i + destinationIndex] | ||||
); | ||||
} | ||||
} | ||||
#endregion | ||||
#region Public Static 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.X == value2.X && | ||||
value1.Y == value2.Y && | ||||
value1.Z == value2.Z && | ||||
value1.W == value2.W ); | ||||
} | ||||
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 | ||||
} | ||||
} | ||||